New "Random Events" AND Roguelike-Mode Mod!
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also when rerolling, i think you should keep the same rarities
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That due to how RAS Enhancements are handled, assuming your mod is changing eco stats the “normal” way, it won’t affect RAS due to being coded script level/on a different place in in fhe Unit BP
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I am aware and as i said believe i fixed this long ago. At least it was working at some point. I havent trsted it the last couple of days though because i forgot
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New update for... Random events! (v23):
I (and others) felt that many of the events were lame, unbalanced and punished the losing player too much. Especially with the Roguelike mod all the stat changes were nothing special anymore so I wanted to move away from them and go into more truly... random... events. In my mind this mod is supposed to create chaos and often times it did, but also often times it was just unfair or "boring" stat modifiers that might not be relevant.
So here are the changes:-
47 events removed (mainly stat modifier events)
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13 new events added
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19 events changed / adjusted
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There is now a "protected buildings" category, which prevents buildings such as T2/T3 Pgens, HQs, SMD, Nuke, Game ender and T3 arty (not sure if I forgot some) from being destroyed or given to hostile AI from events.
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Additionally the bug that you could build t2/t3 factories without its required HQ after a "tech lockout" has been fixed.
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Created my own "mobile bomb" unit which is essentially the old beetle with cloak as the new beetle did not fit into my idea for the events (and is lame!). The custom bomb unit has 101 HP, cloak, no e drain and is amphibious. It cannot be made by players.
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Updated / changed the logic when and how hostile units are given commands to attack targets. No longer will there be idle units after a while.
Additionally I have updated the post (near the top) with what current events exist. There are currently exactly 100 events.
I have seen your messages regarding the classes @firv and @cychwa_klaymberg and I agree. I will look into those next week.
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Defector vote is kek lol. I want that to happen so much XD
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Hello!
I saw the Russian localization for the mod, and that’s fantastic! However, it creates a problem in international games—specifically when a Russian player doesn't know English, or vice versa.
Is there any possibility of allowing each player to choose their own localization at the start of the game? That would be absolutely wonderful! -
I didnt create the russian localization and had no hand in it. I dont really want to translate everything and then work with reports that something is missing or badly translated. Idk if its possible as ui mod maybe?
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