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Limits to # of events per turn? (Time out:0 days after 03-09-2004, 00:14)
Yes! One per turn is plenty to deal with!
Hell no! Bring 'em on! The more the merrier!
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Velociryx is offline Velociryx
Moderator
of Candle'Bre
Apr 1999
time: 05:36
  Old Post 03-09-2004 00:12 Visit Velociryx's homepage!
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A question of style.... Browse Apolyton AD-FREE

another quickie for you guys who are following our progress.

Which would be preferable:

Allowing for the possibility of multiple events to appear in a single turn (this may lead to situations where, if there are several events building cumulative appearance %'s, you get "bombaraded" with a number of event popups in a single turn)

or limit the number of events to one per turn (on a "first come, first serve" basis--if there are several events in the queue building cumulative %'s, then the first one to pass the check prevents further checking from occuring this turn.

Keep in mind that one turn = one month, so it's not inconceivable that you could just have a busy month, with lots going on....

Discuss!

-=Vel=-

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:36
  Old Post 06-09-2004 01:39 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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My ideal choice would be a compromise between these two. How about limiting events to, say, 3 per turn? That way you can have months where less stuff happens and those when more happens, but you'll never get annoyed by 20 events a turn.

I figure that, if it's one event-one turn, then the queue of events will eventually be so big that each turn you'll just be catching up with previous events, and an event might have to wait a handful of turns in queue to 'appear'.

Velociryx is offline Velociryx
Moderator
of Candle'Bre
Apr 1999
time: 05:36
  Old Post 06-09-2004 02:27 Visit Velociryx's homepage!
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That's a good thought.

Based on the pretty unanimous (albiet, quite small) poll thus far, what I'm thinking is this:

We'll open the floodgates when the event engine is in place, and play with it like that....see if we do indeed get situations where you just get bombarded with events. If so, then we'll implement some sort of per turn cap so as to avoid the innundation effect.



-=Vel=-

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:36
  Old Post 06-09-2004 03:41
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What I'd like to see is the possibility of numerous events per turn, but divided into events "that must be addressed now" and events you can "address later".

So any must do now event auto-pops on your screen, while can leave later events sit in your message queue till used.

Thanks how I feel.

Velociryx is offline Velociryx
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of Candle'Bre
Apr 1999
time: 05:36
  Old Post 06-09-2004 06:16 Visit Velociryx's homepage!
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That's a rockin' good idea, Master Dale!

Me likey!



-=Vel=-

Velociryx is offline Velociryx
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of Candle'Bre
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  Old Post 06-09-2004 06:24 Visit Velociryx's homepage!
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Hmmm....clarification: Do you mean...a popup for events to deal with "right now" and the rest sit in a queue till the end of the current turn, or do you envision some events sitting idle for multiple turns? (I don't think I got any of the latter type designed, but that could be arranged.... )

-=Vel=-

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:36
  Old Post 06-09-2004 07:01
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I think you should be able to deal with events out-of-order, too.

Velociryx is offline Velociryx
Moderator
of Candle'Bre
Apr 1999
time: 05:36
  Old Post 06-09-2004 07:15 Visit Velociryx's homepage!
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Tired of ads?

Yeah, the way most of the events are structured, they gotta be dealt with by end of turn, but I don't think it'd be a big thing (and in fact, it might even be easier) if we didn't specify a particular order...Dale?

-=Vel=-

Dale is offline Dale
King
Sir! Why do you keep clicking on me?
Dec 2000
time: 15:36
  Old Post 06-09-2004 08:52
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From a coding point of view, there's only 10 messages per turn/per player that can be addressed.

At the end of the turn, those messages are trashed (lost to the player).

The queue is accessed from msg1-10 in order, though I suppose it wouldn't take much to make it accessible in any order.

That's how it stands now.

child of Thor is offline child of Thor
Emperor
UK
Jan 2002
time: 05:36
  Old Post 06-09-2004 14:06
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Lose 30 kilos (of popups)

purely from a player point of view - i find being inudated with messages a pain in the but, for example the msg box in CTP2, so much gets put in it ALL the time, i just end up ignoring it. these are not quite the same thing as events, but in the end it becomes a mostly redundant game feature.

Also getting a batch of pop-ups all of a sudden in EU2 can have the same effect - it makes it hard to keep track of the ones that get hidden behind the latest pop-up.
Still maybe a better way of displaying the event info would solve this - like a seperate screen which deals with such things, one that could lead into the nice artwork of the individual events once you open a 'scroll' from the list of events pending that turn, or something like that?

And in this way if the physical limit is ten like Dale said, then it should be no problem - like you say, maybe you should just be able to get a busy month. If after ten the computer just dumps them, then you need a system of making the player deal with them before that happens, some kinda time limit until the events effective passes by if not acted upon?

Velociryx is offline Velociryx
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  Old Post 06-09-2004 19:44 Visit Velociryx's homepage!
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'k, and thank ya for the clarification, Master Dale!

Truly, I do not believe we will EVER see a situation where a player gets anywhere close to ten popups in the same turn, but we shall see. (not that there's not enough events to support that, of course, but based on the normal appearance percentages, I find it unlikely in the extreme that there'd ever be a situation where a player got more than four--One story interlude, one tech advance, one event spawned as a result of someone else's actions, and one random event....that'd be tops, IMO, but the only way to know for certain is to actually see it in action, which will happen soon enough....

-=Vel=-

child of Thor is offline child of Thor
Emperor
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Jan 2002
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  Old Post 06-09-2004 20:41
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ah.....i think i see now, these are going to be compartively rare events - so not often like in the pop ups in EU2(which was every turn usually). gotcha - no problem then

note: i think my aversion to the pop-up way of displaying info has something to do with using the internet a lot

alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:36
  Old Post 06-09-2004 21:20
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Maybe Dale could implement a pop-up blocker.
-
quote:
One story interlude, one tech advance, one event spawned as a result of someone else's actions, and one random event


In a case like this, I think it would be best if the interlude was killed, save it for another time sort of speak.

Velociryx is offline Velociryx
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  Old Post 06-09-2004 23:37 Visit Velociryx's homepage!
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Been doing some more thinking about this subject, and *theoretically* it'd be possible to see ten (or more) in a turn, but you'd really have to TRY to force it to happen (which will be something I mean to attempt during beta testing).

Here's what I mean:

Since there are no restrictions on what you can choose to research, you could pay for rolls across all four tech trees, and with luck, time it so that you got four advances (one from each tree) all in the same turn (note that each roll you pay for generates a random spread of research points, so this is very much hit or miss...meaning that it's not likely to occur).

Plus, if you had satisfied several triggering requirments for events that have a cumulative % per turn to occur, then yes, it would be theoretically possible that you could see 2-3 of these on the same turn as well (tho I find it unlikely in the extreme of there ever being more than two of these "brewing" at the same time.

If playing the historical game, then that number could more easily go to three, simply by virtue of the structure OF the historical events.

so that'd be seven at the outside (under incredibly lucky, optimal conditions, with you actively trying for a number of events all occuring at once).

Plus one interlude, and one spawned from someone else's actions....that could push it to nine, with the tenth appearing as one of the truly "random" events.

Added to this, if you timed a number of "first time built" provincial improvements, so that several of them finished on the same turn (again, this would be difficult to arrange, but theoretically possible), then you might get a situation where you actually saw a bounce above ten.....in those cases, we could maybe have them prioritized, such that the relatively less important ones were simply cached or done away with (ie - in those rare circumstances, maybe just nix the first build popups or somesuch).

All that to say...yes, theoretically it's conceivable that you could see ten popups in one turn....the odds of that happening though, I would ballpark at something slightly less than the sun going supernova tomorrow....

-=Vel=-

Velociryx is offline Velociryx
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time: 05:36
  Old Post 06-09-2004 23:47 Visit Velociryx's homepage!
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Got spare money?

And quite right re: the relative rarity of the events.

Speaking from the perspective of the events in the standard event list (that monster thread I keep adding to), those are set to have a baseline 10% chance of an event from your active pool occuring. Some of these events have a cumulative % chance to occur, beginning on the turn following you meeting all appearance percentages.

So under normal conditions, you could expect a truly "random" event about one turn in ten, with maybe 1-2 others happening over the course of a game year (12 turns) thanks to cumulative % brews, and perhaps another 1-2 due to the actions of another player (an event in which an action of theirs spawns an event for you).

The other "events" are driven by the same engine, yes, but are slightly different....tech advances will occur not randomly at all, but when you reach X number of research points toward that tech. First build interludes are likewise tied to building completion, and not really random at all. Content delivered by the same mechanism, but serving a significantly different purpose.

In any case, the consensus seems to be to let them appear more than 1x per turn, so we'll start with the gates opened wide, and if it's overwhelming, then we'll find some means of governing the effect to tone down the number. Seems like the code is already in place to support that, which comes as no surprise, since Dale's a genius, and like Hex and Busta, can seemingly read my mind....

-=Vel=-

Velociryx is offline Velociryx
Moderator
of Candle'Bre
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time: 05:36
  Old Post 07-09-2004 01:13 Visit Velociryx's homepage!
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Put an end to popups!

And...may I take this opportunity to say....

Happy 4000th Post, Candle'Bre Forums!



(this, coupled with the 5k or so on the team candy forums that are down right now...wow...we've done a mighty lot of talking.... )

-=Vel=-

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