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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    New "Random Events" Mod!

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    • B Offline
      bayopello
      last edited by

      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

      NuggetsN 1 Reply Last reply Reply Quote 1
      • NuggetsN Online
        Nuggets FAF Association Board @bayopello
        last edited by

        @bayopello said:

        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.

        1 Reply Last reply Reply Quote 1
        • NuggetsN Online
          Nuggets FAF Association Board
          last edited by Nuggets

          Since it was requested here is a list of all events as of V11:

          Duration stat modifier events (58)

          1. Power Dampening Field - All weapons deal 50% less damage
          2. Weapons Hot - All weapons deal 50% more damage
          3. Overclocked Servos - All units move 50% faster
          4. Gravitic Anchor - Everything moves at half speed
          5. Grid Brownout - Energy production cut by 50%
          6. Mass Shortage - Mass production cut by 50%
          7. Supply Crisis - Mass and energy production cut by 30%
          8. Power Surge - Energy production boosted by 50%
          9. Industrial Frenzy - Engineers and factories build twice as fast
          10. Crazy Engies! - Engineers get a 100% speed boost
          11. Armored Advance - Land units: +10% damage, speed and HP
          12. Tailwind - Air units: +10% damage, speed and HP
          13. High Tide - Naval units: +10% damage, speed and HP
          14. Steel Legion - Land units: +20% damage, speed and HP
          15. Air Supremacy - Air units: +20% damage, speed and HP
          16. Fleet Command - Naval units: +20% damage, speed and HP
          17. Bogged Down - Land units: -20% damage, speed and HP
          18. Turbulence - Air units: -20% damage, speed and HP
          19. Rough Seas - Naval units: -20% damage, speed and HP
          20. Fortified Positions - Defensive structures deal 50% more damage
          21. Targeting Scrambled - Defensive structures deal 50% less damage
          22. Reinforced Plating - All units gain +50% HP (buildings excluded)
          23. Rapid Fire - All weapons fire twice as fast
          24. Jammed Barrels - All weapons fire at half speed
          25. Blind Playthrough - Line-of-sight vision disabled - radar only
          26. Gold Rush - Mass extractors produce double
          27. Mass Drought - Mass production cut in half
          28. Power Surge - Power generators produce double
          29. Energy Crisis - Energy production cut in half
          30. Economic Boom - Mass and energy production +50%
          31. Recession - Mass and energy production halved
          32. Glass Cannons - Units deal double damage but have half HP
          33. Fortified - Units have double HP but deal half damage
          34. Berserk - More damage, faster fire, less HP
          35. Pacifism - All weapons deal only a quarter damage
          36. Sharpshooters - All weapons deal +50% damage
          37. Adrenaline - Units move and fire 50% faster
          38. Featherweight - Units move twice as fast but have half HP
          39. Overdrive - Faster firing but more fragile
          40. Spray and Pray - Fire much faster but each shot hits softer
          41. Reckless Assault - All-out attack: hit harder and faster, but paper-thin
          42. Battle Frenzy - Everything combat-related is boosted
          43. War Economy - Production surges but units are weaker
          44. Scorched Earth - Hit harder at the cost of survivability and economy
          45. Last Stand - Massively tanky but slow and weak on offense
          46. Fragile - Everything has half HP
          47. Paper Thin - Everything has just 10% HP
          48. Industrial Boom - Engineers and factories build twice as fast
          49. Bureaucracy - Everything builds at half speed
          50. Reinforced Bunkers - Defensive structures have triple HP
          51. Air Superiority - Air units gain +50% damage and HP
          52. Clipped Wings - Air units have half HP
          53. Grounded - Air units move at half speed
          54. Naval Dominance - Naval units have double HP
          55. Landlubbers - Naval units deal half damage
          56. Tank Rush - Land units move 50% faster
          57. Commander Boost - Commanders gain double HP and +50% damage
          58. 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)

          1. Scattered Debris - A light shower of reclaim falls across the map
          2. Salvage Storm - A heavy shower of reclaim falls across the map
          3. Mass Meteor Shower - A massive deluge of reclaim falls across the map
          4. Structural Collapse - Every unit and building drops to 10% HP (commanders safe)
          5. Ion Storm - Every unit and building loses half its current HP
          6. Nanite Bloom - All units and buildings repair to full HP
          7. Commander Meltdown - Every commander drops to 1 HP (it can regenerate)
          8. Decimation - 20% of every player's units are destroyed (commanders safe)
          9. Sabotage - 20% of every player's buildings are destroyed
          10. No Fly Zone - Half of every player's air units fall from the sky
          11. Quantum Flux - Half of all T1 units morph into random T1 units
          12. Quantum Flux - Half of all T2 units morph into random T1 units
          13. Quantum Flux - Half of all T3 units morph into random T1 units
          14. Rogue Scouts - Every T1 land and air scout mutates into a hostile T2 unit that leaves no wreck
          15. Defenses Rebel - Every defensive structure turns hostile and fires on its former owner
          16. Factory Uprising - All T1 factories turn hostile and mass-produce attackers - land makes tanks, air makes bombers, navy makes frigates
          17. Massive Downgrade! - All T2 units become T1, all T3 units become T2
          18. Massive Upgrade! - All T1 units become random T2 units
          19. Viva la Resistance! - All engineers transform into UEF Mech Marines
          20. Your ACU Had a Child! - Every commander spawns a second commander
          21. Total Lockdown - No orders can be given for 20 seconds
          22. Total Bankruptcy - In 10 seconds, everyone's stored mass and energy is set to 0
          23. Signal Blackout - All scouts, radar and sonar are destroyed
          24. Mass for Everyone! - Every player receives 5,000 mass
          25. Huge Mass for Everyone! - Every player receives 10,000 mass
          26. Musical Commanders - Every commander is teleported to a teammate's position
          27. Bug Infestation - Land units mutate into Cybran bugs!
          28. Mass Crash - In 10 seconds, all stored mass is set to 0
          29. Return to Sender - Every commander is teleported back to its start position
          30. Naval Disaster - Half of all naval units are destroyed
          31. Cull the Weak - All T1 mobile units are destroyed
          32. Veteran Boost - Every mobile unit gains a veterancy level
          33. Elite Forces - Every combat unit gains two veterancy levels
          34. Mantis Swarm - Thirty Mantis appear next to each commander
          35. Robin Hood - Mass taken from the richest on each team, given to the poorest enemy
          36. Mutiny - A quarter of each army defects to hostile forces
          37. Mass Mutiny - Half of each army defects to hostile forces
          38. Defection! - Half of each player's engineers defect to an enemy
          39. Mass Defection! - Every engineer defects to an enemy
          40. Beetle Mania - A quarter of all T1 combat units defect and mutate into hostile Fire Beetles!
          41. Engineer Infestation - Half of all T1 engineers defect and mutate into hostile Fire Beetles!
          42. Doppelganger - Half of all units transform into a random unit of the same tier and type!
          43. Sabotage Ring - 10% of all structures defect to hostile forces!
          44. Resurrection - Every unit lost in the last minute returns where it fell
          45. Rise of the Fallen - Every wreck on the map comes back to life

          Special events (14)

          1. Dark Age - No T3 units or buildings can be built
          2. Ground Stop - No land units can be built (engineers excepted)
          3. No-Fly Zone - No air units can be built
          4. Naval Blockade - No naval units can be built
          5. Stone Age - No T2 or T3 units or buildings
          6. Factory Freeze - No new factories can be built
          7. Disarmament - No new defensive structures can be built
          8. Engineer Strike - No engineers can be built
          9. Economic Sanctions - No economy structures (mass extractors, power, fabricators) can be built
          10. Sensor Blackout - All radar, sonar and omni structures are destroyed and none can be rebuilt
          11. Tier 2 Lockout - No T2 units or buildings can be built
          12. Skip the Basics - No T1 units, buildings or engineers can be built
          13. Meteor Shower - Explosive shells rain across the map
          14. Soul Harvest - Units you kill rise again under your command - no wreck left behind
          1 Reply Last reply Reply Quote 1
          • NuggetsN Online
            Nuggets FAF Association Board
            last edited by Nuggets

            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!

            image.png
            (basegame feature when?!)

            1 Reply Last reply Reply Quote 0
            • NuggetsN Online
              Nuggets FAF Association Board
              last edited by

              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
              F 1 Reply Last reply Reply Quote 0
              • V Offline
                VindexNoob
                last edited by

                Can you please be more precise? Thank you.

                NuggetsN 1 Reply Last reply Reply Quote 0
                • NuggetsN Online
                  Nuggets FAF Association Board @VindexNoob
                  last edited by Nuggets

                  @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.

                  1 Reply Last reply Reply Quote 0
                  • F Offline
                    Firv @Nuggets
                    last edited by

                    @Nuggets said:

                    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.

                    this is huge, this was such a thing just getting a couple of free experimentals lol

                    1 Reply Last reply Reply Quote 0
                    • NuggetsN Online
                      Nuggets FAF Association Board
                      last edited by Nuggets

                      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.
                      1 Reply Last reply Reply Quote 0
                      • NuggetsN Online
                        Nuggets FAF Association Board
                        last edited by

                        V15:

                        • 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

                        • New Mode: "Voting" and "Voting + no repeat"

                        image.png

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

                        4d28d068-31b1-46ca-b73e-97cdca1cf2ca-image.png

                        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!

                        1 Reply Last reply Reply Quote 2
                        • maggeM Offline
                          magge Moderator FAF Association Board
                          last edited by

                          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.

                          Join a FAFtastic Team | Join the FAForever Association

                          NuggetsN 1 Reply Last reply Reply Quote 0
                          • NuggetsN Online
                            Nuggets FAF Association Board @magge
                            last edited by

                            @magge said:

                            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!

                            1 Reply Last reply Reply Quote 1
                            • F Offline
                              Firv
                              last edited by

                              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!

                              NuggetsN 1 Reply Last reply Reply Quote 0
                              • NuggetsN Online
                                Nuggets FAF Association Board @Firv
                                last edited by

                                @Firv said:

                                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!

                                What do you mean? Isnt that what I implemented? Except with the tie causing both to happen

                                wilson_W 1 Reply Last reply Reply Quote 0
                                • wilson_W Offline
                                  wilson_ @Nuggets
                                  last edited by

                                  @Nuggets Stop hallucinating!!!!

                                  1 Reply Last reply Reply Quote 0
                                  • NuggetsN Online
                                    Nuggets FAF Association Board
                                    last edited by

                                    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
                                    1 Reply Last reply Reply Quote 0
                                    • BlackJaguarB Offline
                                      BlackJaguar
                                      last edited by

                                      Works smoothly! Very good new concept!

                                      1 Reply Last reply Reply Quote 1
                                      • NuggetsN Online
                                        Nuggets FAF Association Board
                                        last edited by

                                        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!

                                        SkratS 1 Reply Last reply Reply Quote 0
                                        • SkratS Offline
                                          Skrat @Nuggets
                                          last edited by

                                          @Nuggets nice new ava xD

                                          Sorry for my English. I use translator

                                          1 Reply Last reply Reply Quote 1
                                          • NuggetsN Online
                                            Nuggets FAF Association Board
                                            last edited by

                                            Uploaded version 19 with mainly some fixes / clarifications:

                                            • Fixed the bug where t1 units could randomly have like 15000 hp after the event -99% hp
                                            • negative HP modifiers now also affect shields
                                            • Fixed "Mitosis" (dying units split into two lower tier units) not working for air
                                            • The event that transform all units into "bugs" no longer transform unfinished experimentals into finished monkeylords with % of their health missing
                                            • All stat modifiers for units now also impact the ACU (exceptions are modification to -HP, because I dont want ACUs to be more easily snipeable)
                                            1 Reply Last reply Reply Quote 0

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