New "Random Events" Mod!
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Hello everyone, head of the ReUI slop department here.
I have been switching some of my focus to SIM mods and have recently made a new mod called "random events", which triggers, as the name says, random events during the game!
Basically every set interval (configurable via the lobby, default is 2 minutes) it triggers an event for everyone in the game. The event is the same for everyone. It can be a one time thing of "Get 5000 mass" or a duration event of "+50% Damage" (for all units). Each event has a popup like this:
With the current version 5, which I just released, we are at 111 events, each weighed the same (completely random). What is also (since version 5) included, is a visual indicator of what event is currently active and when the next event will trigger:

Each event is active until the next event (except the one-time events, which are... one time), but this is configurable via the lobby options to last longer, shorter or even the entire game so they stack, but the default is until the next event.
A "no event" timer for the start of the game can also be configured to have more "peace" at the start. Default is 0, so the first event will trigger when the first timer runs out (default 2min).Overall I'd say this is a mod to really mix games up and have some chaotic gameplay. Feel free to give ideas for events!
And lastly a message to this bozo with this review lol:

Yes, as is the case with every random mod, it is always biased towards the enemy!! Jokes aside, he clearly didnt get how it works, because everyone gets the same buffs..
Since it was requested here is a list of all events as of V11:
Duration stat modifier events (58)
- Power Dampening Field - All weapons deal 50% less damage
- Weapons Hot - All weapons deal 50% more damage
- Overclocked Servos - All units move 50% faster
- Gravitic Anchor - Everything moves at half speed
- Grid Brownout - Energy production cut by 50%
- Mass Shortage - Mass production cut by 50%
- Supply Crisis - Mass and energy production cut by 30%
- Power Surge - Energy production boosted by 50%
- Industrial Frenzy - Engineers and factories build twice as fast
- Crazy Engies! - Engineers get a 100% speed boost
- Armored Advance - Land units: +10% damage, speed and HP
- Tailwind - Air units: +10% damage, speed and HP
- High Tide - Naval units: +10% damage, speed and HP
- Steel Legion - Land units: +20% damage, speed and HP
- Air Supremacy - Air units: +20% damage, speed and HP
- Fleet Command - Naval units: +20% damage, speed and HP
- Bogged Down - Land units: -20% damage, speed and HP
- Turbulence - Air units: -20% damage, speed and HP
- Rough Seas - Naval units: -20% damage, speed and HP
- Fortified Positions - Defensive structures deal 50% more damage
- Targeting Scrambled - Defensive structures deal 50% less damage
- Reinforced Plating - All units gain +50% HP (buildings excluded)
- Rapid Fire - All weapons fire twice as fast
- Jammed Barrels - All weapons fire at half speed
- Blind Playthrough - Line-of-sight vision disabled - radar only
- Gold Rush - Mass extractors produce double
- Mass Drought - Mass production cut in half
- Power Surge - Power generators produce double
- Energy Crisis - Energy production cut in half
- Economic Boom - Mass and energy production +50%
- Recession - Mass and energy production halved
- Glass Cannons - Units deal double damage but have half HP
- Fortified - Units have double HP but deal half damage
- Berserk - More damage, faster fire, less HP
- Pacifism - All weapons deal only a quarter damage
- Sharpshooters - All weapons deal +50% damage
- Adrenaline - Units move and fire 50% faster
- Featherweight - Units move twice as fast but have half HP
- Overdrive - Faster firing but more fragile
- Spray and Pray - Fire much faster but each shot hits softer
- Reckless Assault - All-out attack: hit harder and faster, but paper-thin
- Battle Frenzy - Everything combat-related is boosted
- War Economy - Production surges but units are weaker
- Scorched Earth - Hit harder at the cost of survivability and economy
- Last Stand - Massively tanky but slow and weak on offense
- Fragile - Everything has half HP
- Paper Thin - Everything has just 10% HP
- Industrial Boom - Engineers and factories build twice as fast
- Bureaucracy - Everything builds at half speed
- Reinforced Bunkers - Defensive structures have triple HP
- Air Superiority - Air units gain +50% damage and HP
- Clipped Wings - Air units have half HP
- Grounded - Air units move at half speed
- Naval Dominance - Naval units have double HP
- Landlubbers - Naval units deal half damage
- Tank Rush - Land units move 50% faster
- Commander Boost - Commanders gain double HP and +50% damage
- Radar Jamming - All radar, omni and sonar go dark - line-of-sight only
Instant events (45)
(some of these are in theory not instant, because they are played out over a period of time to prevent lag)
- Scattered Debris - A light shower of reclaim falls across the map
- Salvage Storm - A heavy shower of reclaim falls across the map
- Mass Meteor Shower - A massive deluge of reclaim falls across the map
- Structural Collapse - Every unit and building drops to 10% HP (commanders safe)
- Ion Storm - Every unit and building loses half its current HP
- Nanite Bloom - All units and buildings repair to full HP
- Commander Meltdown - Every commander drops to 1 HP (it can regenerate)
- Decimation - 20% of every player's units are destroyed (commanders safe)
- Sabotage - 20% of every player's buildings are destroyed
- No Fly Zone - Half of every player's air units fall from the sky
- Quantum Flux - Half of all T1 units morph into random T1 units
- Quantum Flux - Half of all T2 units morph into random T1 units
- Quantum Flux - Half of all T3 units morph into random T1 units
- Rogue Scouts - Every T1 land and air scout mutates into a hostile T2 unit that leaves no wreck
- Defenses Rebel - Every defensive structure turns hostile and fires on its former owner
- Factory Uprising - All T1 factories turn hostile and mass-produce attackers - land makes tanks, air makes bombers, navy makes frigates
- Massive Downgrade! - All T2 units become T1, all T3 units become T2
- Massive Upgrade! - All T1 units become random T2 units
- Viva la Resistance! - All engineers transform into UEF Mech Marines
- Your ACU Had a Child! - Every commander spawns a second commander
- Total Lockdown - No orders can be given for 20 seconds
- Total Bankruptcy - In 10 seconds, everyone's stored mass and energy is set to 0
- Signal Blackout - All scouts, radar and sonar are destroyed
- Mass for Everyone! - Every player receives 5,000 mass
- Huge Mass for Everyone! - Every player receives 10,000 mass
- Musical Commanders - Every commander is teleported to a teammate's position
- Bug Infestation - Land units mutate into Cybran bugs!
- Mass Crash - In 10 seconds, all stored mass is set to 0
- Return to Sender - Every commander is teleported back to its start position
- Naval Disaster - Half of all naval units are destroyed
- Cull the Weak - All T1 mobile units are destroyed
- Veteran Boost - Every mobile unit gains a veterancy level
- Elite Forces - Every combat unit gains two veterancy levels
- Mantis Swarm - Thirty Mantis appear next to each commander
- Robin Hood - Mass taken from the richest on each team, given to the poorest enemy
- Mutiny - A quarter of each army defects to hostile forces
- Mass Mutiny - Half of each army defects to hostile forces
- Defection! - Half of each player's engineers defect to an enemy
- Mass Defection! - Every engineer defects to an enemy
- Beetle Mania - A quarter of all T1 combat units defect and mutate into hostile Fire Beetles!
- Engineer Infestation - Half of all T1 engineers defect and mutate into hostile Fire Beetles!
- Doppelganger - Half of all units transform into a random unit of the same tier and type!
- Sabotage Ring - 10% of all structures defect to hostile forces!
- Resurrection - Every unit lost in the last minute returns where it fell
- Rise of the Fallen - Every wreck on the map comes back to life
Special events (14)
- Dark Age - No T3 units or buildings can be built
- Ground Stop - No land units can be built (engineers excepted)
- No-Fly Zone - No air units can be built
- Naval Blockade - No naval units can be built
- Stone Age - No T2 or T3 units or buildings
- Factory Freeze - No new factories can be built
- Disarmament - No new defensive structures can be built
- Engineer Strike - No engineers can be built
- Economic Sanctions - No economy structures (mass extractors, power, fabricators) can be built
- Sensor Blackout - All radar, sonar and omni structures are destroyed and none can be rebuilt
- Tier 2 Lockout - No T2 units or buildings can be built
- Skip the Basics - No T1 units, buildings or engineers can be built
- Meteor Shower - Explosive shells rain across the map
- Soul Harvest - Units you kill rise again under your command - no wreck left behind
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A wonderful mod, if possible add the configuration option of not repeating events. Also i'm not sure but when i tried with a Friend a Astro Game vs M27 it didn't let build HQ T3 of any type and couldn't upgrade to T3 the drones. I don't know if it will be useful to you, but I leave the replay ID:https://replay.faforever.com/27315431
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A wonderful mod, if possible add the configuration option of not repeating events. Also i'm not sure but when i tried with a Friend a Astro Game vs M27 it didn't let build HQ T3 of any type and couldn't upgrade to T3 the drones. I don't know if it will be useful to you, but I leave the replay ID:https://replay.faforever.com/27315431
Hey, yes that lobby option will be there with v7 which i will release today or tomorrow. The bug with t3 happens when t2 was locked before because it somehow cascades. I have just now worked out a fix and it will also be in v7.
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Version 7 has now been uploaded to the vault. The bug that T3 HQs are not possible after the event "no t2" expired is fixed and 3 new events have been added that revive dead units (shoutout to Nomander for the idea).
Additional changes:- changed the "-75%" speed event to "-50%" as it was too brutal
- Added the lobby option "Random Events: Selection" where you can change how events are selected. Either "random" (default) or "no repeat" where it randomly picks an event that didnt happen yet. If a game happened to go long enough for all (currently) 114 events, then it shuffles them back and goes again.
So @bayopello you should now no longer encounter that problem
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Some quick patch notes:
V8:
- Fixed structures which have finished an upgrade during a tech lockout disappearing.
- Fixed structures disappearing upon transfer when a tech lockout is active because of the restriction
- Intensified meteor shower (lowered damage of the meteors, but massively increased meteor amount)
V9: - Since a previous update unintentionally made it possible to transfer the ACU and I kinda liked that feature, I added a prompt that asks if you are sure if you want to transfer, as no ACU means death!

(basegame feature when?!) -
HUGE patch notes for V10 +V11:
- Fixed the "exploit" of spamming 1 hp experimentals and waiting for the "heal all units to full" event -> it now only heals fully built units.
- Added some specific event to punish those that spam t1 scouts...
- Added 1 more "interesting" event so we are now at 117
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Can you please be more precise? Thank you.
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Can you please be more precise? Thank you.
I can add a list of all events, but i felt like it would spoil a lot Well, whoever wants to read it can read it. I updated the main post.
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Patch notes of V12/13:
Generally I change and added more things to make some events that basically did nothing more relevant and removed a bunch of negative speed modifiers because they were just annoying and it felt like playing on -5.Event changes:
- Armored Advance - now +50% damage and HP (was +10% damage/speed/HP). Speed bonus removed.
- Tailwind - now +40% damage and HP (was +10% damage/speed/HP). Speed bonus removed.
- High Tide - increased to +30% damage, speed and HP (was +10%).
- Steel Legion - increased to +30% damage, speed and HP (was +20%).
- Air Supremacy renamed to Iron Wings - now +10% damage and +50% HP (was +20% damage/speed/HP). Speed bonus removed.
- Fleet Command - increased to +50% damage, speed and HP (was +20%).
- Bogged Down - now -40% damage and HP (was -20% damage/speed/HP). Speed penalty removed.
- Turbulence - now -40% damage and HP (was -20% damage/speed/HP). Speed penalty removed.
- Rough Seas - now -40% damage and HP (was -20% damage/speed/HP). Speed penalty removed.
- Gravitic Anchor (was -75% speed) - removed.
- Sabotage Ring - walls are no longer counted toward the 10% and can no longer be converted.
Fixes changes to behaviour of hostile AI (hostile civilian):
- Rogue Scouts - the hostile units now actively hunt players instead of stopping after their first move.
- Mutiny and Mass Mutiny - defected units now actively attack instead of sitting idle.
- Hostile units and factories (Rogue Scouts, Mutiny, Mass Mutiny, Factory Uprising) now receive resources and attack orders for 10 minutes
New events:
- Made of Glass (duration) - All units drop to 1% max HP. Buildings excluded.
- Condemned (duration) - All buildings drop to 10% max HP.
- Blood Money (duration) - Every enemy unit you kill refunds its full mass cost to you and leaves no wreck.
- Spoils of War (duration) - Kill an enemy unit and gain a same-domain copy one tier lower. T1 kills give a T1 unit.
- Reinforcements (duration) - Every kill spawns a random same-tier, same-domain unit for the victim next to the ACU
- Survival of the Fittest (instant) - Damaged units die; healthy units drop to half HP. Commanders and buildings are safe.
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V15:
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Changed how lockout works. When for example defences are locked they are actually removed from the build menu, so there is no "way around" to still build them
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New Mode: "Voting" and "Voting + no repeat"

With Voting enabled, 15 seconds before an event starts everyone gets a popup to vote for the next event!

Votes are counted in the background and you will see which event got selected with how many votes. On draw, one of them gets selected at random. 1 seconds before the next event starts, the voting window will automatically disappear in case you didn't vote, otherwise it disappears when voting for one of them.
(Clicking I don't care forfeits your vote)
As you can read in the small text "Targets are locked in now - destroying your own units will not dodge the result" there is no "exploit" to not lose your units to the enemy. The moment the popup appears, the mod saves your current units and if you should self destruct them, the event still triggers for them! -
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Could the numbers also be randomized?
I think it may be fun to have a regular mode with standard values, and a separate "Chaos" mode where the numbers can vary much more.
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Could the numbers also be randomized?
I think it may be fun to have a regular mode with standard values, and a separate "Chaos" mode where the numbers can vary much more.
Yes, but it kind of depends what the goal is. I feel like I set everything to have a decent / big impact. If you randomize and go in 2 different directions I feel likes its either not as interesting because it was nerfed or way too brutal.
BUT I was thinking of doing a separate mod that is essentially this popup (like roguelike) choose 1 of 3 stat modifiers with different rarities. But not sure!
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Having 3 events pop up and everyone vote for what event to get would be funny. In a tie have both of them appear at once!
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@Nuggets Stop hallucinating!!!!
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V16 with some bugfixes / changes!
- Commanders copied from "your acu had a child" now also copies upgrades
- Commanders inherited from "soul harvest" (killed enemy commanders) now also keep upgrades
- Fixed the bug where units sometimes spawn underground or in a weird way when transforming
- Fixed income buff being reset after making mass storage for adjacency on mex
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Works smoothly! Very good new concept!
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And since I have been working on another update in parallel to the previous one, here is V17. I did get 1-2 messages saying that the normal stat changes events could be a bit lame, so I decided to make more "special events":
Changes:
- The event that take mass from the richest and gives to the poorest player now announces who got mass from who
- The event that locks controls for 20 seconds now has a secondary announcement when controls are "free" again
Additions:
- Martyrdom (duration) - Units explode on death, damaging friend and foe alike. Damage and AoE scale with tech level
- Static Storm (duration) - Any unit standing still for 3+ seconds takes 5% of its max HP per second until it moves. ACUs and buildings are safe.
- Buy One Get Two (duration) - Every unit a factory builds comes out twice. (Experimentals are not doubled)
- Mass Production (duration) - Units up to T3 cost 50% less and build twice as fast.
- You Are What You Kill (duration) - Units transform into whatever unit they kill. Only unit-vs-unit kills count - killing buildings does nothing, and structures and commanders never transform.
- Mitosis (duration) - Dying units split into two random units one tier lower in the same domain (T3 → two T2s, T2 → two T1s, T1 → nothing).
- Roulette Factory (duration) - Factories produce a random unit of the ordered tier and domain instead of what was queued.
- Cell Division (instant) - Every unit on the map splits in two - both copies at half health. Commanders excluded.
So now there are 130 events!
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@Nuggets nice new ava xD
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