New "Random Events" AND Roguelike-Mode 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!
In addition to that I have created the mod "Roguelike Mode"!
The TLDR is you get to pick 1 of 3 buffs every minute (or whatever lobby option you use)!

The buffs stack until the end of the game and can be viewed at any time via the stats-panel.

(dont worry, the panel can be resized or also completely hidden)There are tons of customization options in the lobby for this mod. Heres a quick info regarding what options there even are:
- How buffs are earned (based on time -default- / buy with mass / based on mass killed / loot trucks only)
- Pick interval (for the time-based mode): default 1 min
- How many options are offered (default 3)
- Buy price (for the mass cost mode): default 2000 mass
- Navy buffs: possibility to disable naval buffs if its a land map.
- Loot trucks: Have loot trucks spawn every x minutes on random places of the map (mirrored). Killing loot trucks give the buff they have in their name.
- Buff power: possibility to decrease / increase for more crazy games
- Rarity odds: Possibility to increase odds for higher tier upgrades for more crazy games
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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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Since it was requested here is a list of all events as of V23:
Duration stat modifier events (24)
- Overclocked Servos - Everything: +50% speed
- Industrial Frenzy - Engineers and factories: +100% build power
- Crazy Engies! - Engineers: +100% speed, +100% HP, +100% build power
- Armored Advance - Land units: +50% damage, +50% HP
- Fleet Command - Naval units: +50% damage, +20% speed, +50% HP (only on maps with 20%+ water)
- Fortified Positions - Defensive structures: +100% damage, +200% HP
- Reinforced Plating - Everything: +100% HP
- Made of Glass - Units: -99% HP
- Peace Treaty - Everything: -99% damage
- Artillery Barrage - Everything: +100% range
- Rapid Fire - Everything: +100% fire rate
- Gold Rush - Mass extractors: +100% mass production
- Power Surge - Power generators: +100% energy production
- Recession - Mass extractors: -50% mass production | Power generators: -50% energy production
- Glass Cannons - Units: +100% damage, -50% HP
- Fortified - Units: +100% HP, -50% damage
- Berserk - Units: +50% damage, -25% HP | Everything: +50% fire rate
- Spray and Pray - Units: +100% fire rate, -40% damage
- Reckless Assault - Units: +60% damage, +40% fire rate, -60% HP
- Battle Frenzy - Units: +50% damage, +50% fire rate, +20% speed
- Paper Thin - Everything: -75% HP
- Air Superiority - Air units: +50% damage, +50% HP
- Commander Boost - Commanders: +200% HP, +100% damage
- Radar Jamming - Everything: -100% radar
Instant events (51)
(some of these are in theory not instant, because they are played out over a period of time to prevent lag)
- 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
- 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 and T2 units morph into random T1 units
- Rogue Scouts - Every T1 scout mutates into a hostile T2 unit
- Defenses Rebel - Every defensive structure turns hostile and fires on its former owner
- Factory Uprising - All T1 factories turn hostile and mass-produce
- Defector Vote - Each team votes to send one player to the enemy (only with 2 teams of 2+ living players)
- The Guardian - An immobile hostile Colossus seizes the map centre
- Faction Draft - Every army is redrafted into one random faction
- Amphibious Assault - A hostile Wagner force lands from every shore
- From the Deep - A hundred bombs and Wagners storm in from the sea (only on maps with 20%+ water, after minute 20)
- Kamikaze Wave - Cloaked amphibious bombs swarm in from every shore
- Necromancy - Every wreck rises as a hostile unit and attacks
- Salvage Rights - Every wreck is restored to full reclaim value
- Strategic Strike - Nuclear missiles launch from every edge into the centre
- Air Raid - A hostile Janus swarm sweeps in from the map edges
- Survival of the Fittest - Damaged units die, healthy units drop to half HP
- Cell Division - Every unit splits in two - both copies at half health
- 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 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
- 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 (only in the first 12 minutes)
- Great Redistribution - Each team's entire stored mass is handed to their enemies
- 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 (half as common as other events)
- Beetle Mania - A quarter of T1 combat units become hostile bombs!
- Engineer Infestation - Half of all T1 engineers become hostile bombs!
- 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 (25)
- Blood Money - Enemy kills refund full mass cost, no wreck
- Spoils of War - Kills grant a same-domain unit one tier lower
- Reinforcements - Killed units respawn at their owner's ACU, same tier
- Every Man For Himself - All alliances dissolve - everyone fights everyone (only when teams exist)
- Plague - A contagion rots units and spreads to neighbours
- Grave Robbers - Every unit that dies rises again under hostile control
- Rich Battlefield - New wrecks are worth 200 percent of build cost
- Martyrdom - Units explode on death - blast scales with tech level
- Buy One Get Two - Every unit a factory builds comes out twice
- Mass Production - Factory units up to T3 cost half and build twice as fast
- You Are What You Kill - Units transform into whatever unit they kill
- Mitosis - Dying units split into two of the tier below
- Roulette Factory - Factories produce random units of the ordered tier
- Dark Age - No T3 units or buildings can be built
- No-Fly Zone - No air 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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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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@VindexNoob said:
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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