Improved Random Events & Coming Up With New Random Events

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Paradoxis said:
. Punch the nearest person to you, shouting and joining the fray! (Starts a fist fight with all participants in formal outfits. FREE-FOR-ALL!)

What happens when you're next to the king?  :lol:
 
A messenger runs in hall shouting about an enemy and village ,after some seconds, he takes his breath and tell ls that enemy's army are near (village name) pillaging and killing every village and villagers they see.(must be lord of that village)
1)Gather troops,and some lords to advance to enemy.(persuasion)starts quest(to clear area near (village name)if succeeded renown,get relation,money if lose lose relation of village and lords.
2)gather troops and try to clear are himself(get renown,money,relations)lose relations of village
3)do Nothing(lose relations)
4)give messenger money to bribe Lord(enemy's) to leave (faction name)borders.(60%)

(must be vassal and far away from fief)A messenger runs in hall shouting about an enemy and some lords castle.after some seconds, he takes his breath and Tell's that enemy's army are near (town,castle)gates.
1)Convince factions marshal to gather lords and break (fief name)siege.
2)send messenger to bribe lord
3)bribe Marshal to gather lords.
4)get some enemy's prisoners and send messenger swearing that he will execute prisoners if they don't lift siege(60% that messenger`s head will come back in a box. 40% enemy will lift siege.)

(town must be under siege where is going feast and night)a soldier runs into hall where feast is going with bloody sword in hands,he shouts enemies are in!! half of our Garrison is killed,they are burning houses,destroying statues,killing every one,
1)you take sword and try to convince lords to follow(lords and player fight in streets)gain honor,renown and relations(even if lose which is 100% that will lose)
2)you take sword and convince lords to do the same(wait some time and enemy's units are spawning near exit they will be 2x more than lords)gain honor,renown and relations(even if lose)
3)try to escape with lords, lose honor,renown and relations
4)try to escape, lose honor,renown and relations
5)surrender, gain Little relations with enemy lord.(other lords will do the same and they gain relations wit enemy lord)
6)negotiate,bribe 50%,surrender,pay some money to set free.pay much money to set free player and lords,king,ladies.
 
Perhaps there should be a chance that if a Lord truly HATES you that when you encounter him in battle, he challenges you to a duel to the death. This could be a singular cause of player death and also a chance to really stick it to that lord that wont stop ****ing raiding your damn ****ing ***** ass fiefs no matter how many times you ****ing tell him to stop and step on his nuts. We all have one of these lords I would think... Nelag.. You will burn in HELL! Being that it would be based on chance and relations I thought it might fall under 'events'.

You could deny him the fight though perhaps.

Option 1: Accept and fight him to the death.
If you win, he is killed and possibly replaced by another lord. In addition, if your renown is higher than his, you lose a small bit of honour and gain a small bit of renown while also taking a hit with his family and close friends. If his renown is higher, your honour slightly rises and your renown gets a large boost while you take a smaller hit with family and close friends.
If you lose, Player Death.

Option 2: Accept and fight him to the death, but aim only to wound.
If you win, he is wounded and he returns to his castle with his army. If your renown is higher than his, you gain a moderate amount of honour and renown and a relations boost to his family and close friends, since they know you could have easily killed him. If his renown is higher, you greatly boost your honour and renown. You gain a large relations boost with the lord and take a slight hit with his family and close friends. He loses relations with close friends and heavy hit to renown.
If you lose, Player Death.

Option 3: Decline the Fight.
If renown is higher than his, You take a massive renown and honour hit. Lose Right to Rule.
If renown is lower than his, you take a light renown and honour hit. Lose Right to Rule.

Thought this up on the fly
Tweak as you see fit.
 
x Amount of lords (list all of lords names) rebel against you because of your bad ruling (or whatever reason)

A. Hang all of them (lose honour, renown, and relations with the rest of your lords)

B. Challenge them to a dual (either you vs. best fighting lord or all rebelling lords vs. you and a group of soldiers that match their numbers)  (gain renown, honour, and relations with the rest of the lords) If you win you can decide to hang them, or imprison them, or let them go.  If you lose they will kill you.

C. Flee kingdom taking a few loyal retainers for support (greatly lose honour and renown, and your not a king any more.  Then they send assassins after you.

same with villages, towns, castles, peasants, and soldiers.



Lords defect to your side from rival kingdom

A. Accept them (lose honour, lose morale)

B. Send their heads in a box back to their king (lose great amount of honour, enemy kingdom likes you less and loses lots of morale)

C. Tell them to leave (They don't like you)
 
A no-win situation arising from stupidity, yeah sure. A no-win situation arising from random number generator? You'll screw up even when you did everything right. Kinda spoils anything, really.
 
You cant control everything.

Paradoxis said:
A no-win situation arising from stupidity, yeah sure. A no-win situation arising from random number generator? You'll screw up even when you did everything right. Kinda spoils anything, really.

Things will always happen that you cannot account for. Even if you do everything right, there is always a way for things to go wrong. It is how you deal with these occurrences that determine your character. You can think of it as random, or as a set of happenings that led to something you could not predict nor prevent.
 
kinseth said:
You cant control everything.

Paradoxis said:
A no-win situation arising from stupidity, yeah sure. A no-win situation arising from random number generator? You'll screw up even when you did everything right. Kinda spoils anything, really.

Things will always happen that you cannot account for. Even if you do everything right, there is always a way for things to go wrong. It is how you deal with these occurrences that determine your character. You can think of it as random, or as a set of happenings that led to something you could not predict nor prevent.

The problem is, it's not reality, it's all coded. Numbers are the law of the land in-game, and you cetainly can't predict or prevent that.
 
Nor would you be able to prevent a man spilling tea on his suit, taking it to get cleaned, getting assassinated for it as he was notable, a rally cry from his family, and an ensuing civil war.

If you want to look at it as simply numbers and forget about any immersion or imagination as to how a situation arose, then that is your sad loss. Me? I would look at it as quite unfortunate and make my choice in a way to minimize the damage. Ruling a Kingdom shouldnt be easy. It shouldnt turn into a cake-walk as soon as you have a single fortified castle. Right now, I go to my town, load up on troops and I can take 3-4 castles without sweating on Maxed difficulty without any support. More than that, when you are sitting in town training troops or managing your fiefs in person, things should happen, and not always good. IMO if you aren't going to have 'bad' events, there shouldn't be any good events because the game is easy enough as it is without many good ones.

P.S. Guess what, the good ones are randomized too.

I am not saying make the game impossible to play for lower difficulty players, but I am saying that not everything needs a bright and shiny ending. There needs to be catastrophe, plague, disaster, and betrayal. There needs to be ways to reduce the damage, but not always a way to remove it. Politics are a dainty dance of death, where the main goal is to manage to give yours orders and use your powers without finding your head on a plate.
 
kinseth said:
Nor would you be able to prevent a man spilling tea on his suit, taking it to get cleaned, getting assassinated for it as he was notable, a rally cry from his family, and an ensuing civil war.

If you want to look at it as simply numbers and forget about any immersion or imagination as to how a situation arose, then that is your sad loss. Me? I would look at it as quite unfortunate and make my choice in a way to minimize the damage. Ruling a Kingdom shouldnt be easy. It shouldnt turn into a cake-walk as soon as you have a single fortified castle. Right now, I go to my town, load up on troops and I can take 3-4 castles without sweating on Maxed difficulty without any support. More than that, when you are sitting in town training troops or managing your fiefs in person, things should happen, and not always good. IMO if you aren't going to have 'bad' events, there shouldn't be any good events because the game is easy enough as it is without many good ones.

P.S. Guess what, the good ones are randomized too.

I am not saying make the game impossible to play for lower difficulty players, but I am saying that not everything needs a bright and shiny ending. There needs to be catastrophe, plague, disaster, and betrayal. There needs to be ways to reduce the damage, but not always a way to remove it. Politics are a dainty dance of death, where the main goal is to manage to give yours orders and use your powers without finding your head on a plate.

I'm not disagreeing with you, just stating that if it's all random, imagine how ****ed up the coding will be! :lol:. And that also sounds a bit emo, but the good constructive emo.
 
Im certain that with the way you can change the stances that your kingdom takes towards serfdom and the like, there can be a bit of structure added to this.
 
Event: Assassination

Requirements for the event to occur: -30 or more relations with an enemy lord and must own a castle or town.

Possibly make an assassination occur once for each lord and possibility of this not occurring for a lord even if the lord hates you.

Option 1: Fight the assassins
Outcome: Fight 1-5 assassins by yourself (Win = gain 1000 - 5000 denars depending on the amount of assassins. Lose = wounded [or killed if the death system is implemented] and lose a large amount of renown, denars, and possibly equipment).

Option 2: Shout for help
Outcome: 50% chance of the guards in the castle/town rushing to your side and cutting down your assailant, 30% chance of getting severely wounded and having your healing reduced greatly (if that can be implemented) and losing some renown and denars (or killed if death system is implemented), and 20% chance of assassins fleeing to strike at another time.

Option 3: Flee
Outcome: 60% chance to escape losing honor and renown (assassins may strike again) 40% chance of getting severely wounded (or killed if death system is implemented) and having healing reduced greatly (if that can be implemented) and losing renown, denars, and possibly equipment.

 
Event: Lords dueling for freedom

Requirements: Must have a lord prisoner and have their health at 100%

One of your men informs you that one of your prisoners [Insert lord name here] wishes to duel you for freedom

Option 1: Accept the challenge
Outcome: Choose the weapon types and fight (Win = Lord's health reset to 0% and given a minor relation boost, renown boost, honor boost and lord will not ask you to duel again unless captured again.

Option 2: Decline the challenge
Outcome: Receive small relation hit with the lord, small honor hit, and lord will not ask you to duel again unless captured a second time.
 
Event: Rebellion

Requirements: Must be a king, -30 relation with a vassal, and vassal must have a castle or town.

A messenger appears and informs you that one of your vassals [insert lord name here] is unsatisfied by your decisions and demands you give him more rewards for his services.

Option 1: Give the lord a fief (village, castle, or town)
Outcome: Relations with the lord increases by 10 and relations with some others decrease (just like assigning a fief) but lose a very minor bit of renown.

Option 2: Pay the lord 10,000 denars to keep him happy
Outcome: Relations with the lord increase by 10 and lose a bit more than option 1.

Option 3: Refuse to accept his absurd demands.
Outcome: First lord you refuse will defect from your kingdom, take all his fiefs, and start a new rebel faction (name should be something like: "[Insert player's kingdom name] (Rebels)" [Just like when you start your own faction in wfas your kingdom is named after the faction you took the fief from with rebels after it] and lords that are in a defeated kingdom or more defected lords can join this faction). (not sure if this can be implemented but i thought of the idea)

If the above outcome can't be implemented: Lord will defect from your kingdom, take all his fiefs, and join another (or leave realm if you conquered all factions).
 
Event: War or Provocations

Requirements: Must be king, must not have a non-aggression treaty, trade agreement, truce, etc, must not be at war, and must have a vassal.

5% chance to get this random event every 24 hours while at peace with every faction.

One of your vassals feel uneasy of the peace with [Insert faction name here] and gives you reasons for war (for example, "Their kingdom is already distracted with war" or "We are stronger than they are).

Option 1: Declare war
Outcome: Relations with the vassal that requested war increases significantly while relations with others decrease by 1.

Option 2: Hire mercenaries to harrass the target kingdom's borders (raid a village, attack peasants, etc)
Outcome: Lose 1,000 denars for every party of mercenaries (approx 50 mercenaries) that you send to the target kingdom and gain a small relation boost with the vassal that requested war. 75% chance of war and 25% of them failing to respond to provocations.

Option 3: Refuse stating peace is more preferable to war
Outcome: Lose 1 relations with vassal that requested war and remain at peace.




 
Event: Riot

Requirements: Must own a town or village, taxes must be set to high or above, and must have negative relations with town or village. (10% chance of this occurring every 48 hours assuming above requirements are met).

The populace of [Insert village or town name here] is becoming hostile towards you due to

Option 1: Lower Taxes
Outcome: Relation with town or village increases, increase in honor, income hit.

Option 2: Give the populace money to keep them happy (The higher the population, the more the cost)
Outcome: Relation with town or village increases, lose money, gain honor.

Option 3: Ignore the townsfolk and continue
Outcome: Large relation hit with town, honor hit, some men in your garrison will be killed (If it's a town), and town or village will not pay taxes for a month.
 
Event: Caravan

Requirements: Must not be resting in a town, village, or castle

You come across a very lightly guarded caravan and the caravan master asks you for either directions or an escort.

Option 1: You tell the caravan how to reach his destination
Outcome: 100 denars

Option 2: You offer to escort him to his destination
Outcome: Caravan Master and 4 Caravan Guards Join your party until you are near the town he wants to go to. 250 denars, Relation boost with the town you escort him to, and honor increase.

Option 3: Order your men to kill the caravan master and his guards then loot the contents of the caravan.
Outcome: Significant relation hit with destination town, significant honor hit, and average caravan loot gained.
 
Sea_Raider said:
Event: Riot

Requirements: Must own a town or village, taxes must be set to high or above, and must have negative relations with town or village. (10% chance of this occurring every 48 hours assuming above requirements are met).

The populace of [Insert village or town name here] is becoming hostile towards you due to

Option 1: Lower Taxes
Outcome: Relation with town or village increases, increase in honor, income hit.

Option 2: Give the populace money to keep them happy (The higher the population, the more the cost)
Outcome: Relation with town or village increases, lose money, gain honor.

Option 3: Ignore the townsfolk and continue
Outcome: Large relation hit with town, honor hit, some men in your garrison will be killed (If it's a town), and town or village will not pay taxes for a month.

Maybe you could also have the option to slaughter the disobediant rabble? Of course that would result in a battle with you and X number of guards vs X number of rioters depending on the population and garrison size.
 
Quest: The Mysterious case of the missing companion

Your dear friend and companion X has gone missing! You should find him/her for he/she may be in great danger.

Option 1: What are we waiting for? Lets go find him/her!
50/50 chance of your companion was at the tavern living it up with some old friends of his/her's and is completely fine

OR you find him/her fighting for his/her life purse against some steet thugs. (Starts battle)

End result: +5 relations with the companion if he/she is at the tavern or +20 if you help with the battle and win. - 10 if you help with the battle and lose. 

Option 2: Send out some soldiers to find him/her.
25% chance your soldiers find your companion perfectly fine in the tavern with his/her's friends.
25% they find your companion fighting some street thugs and move in to assist.
25% chance they find your companion uncouncious after being mugged
25% Your soldiers fail to find your companion
End results: No change for the first outcome. +5 relations for the second outcome. -5 relations for the third outcome. The fourth outcome starts the quest "Lost and not found"

Option 3: Forget it, he/she'll turn up sooner or later.
75% Companion disappears altogether.
25% Companion drunkenly stumbles back to camp after a long night at the local tavern.

First outcome starts the quest "Lost and not found"
Second outcome gives your companion lowered stats for 2-5 days (drunken period, then the hangover)
 
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