New "Random Events" Mod!
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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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