Event: star goes supernova

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xahodo
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Event: star goes supernova

#1 Post by xahodo » Sat Jan 19, 2019 4:43 pm

The idea is that a star explodes, wiping out nearby systems (destroying all life, fleets and planets in systems being too close).

There would be prior announcement (say 50 turns in advance and a visible marker on the star about to explode.

If this happens at or near the home system of an empire, they gain the trait "desperate" which gives them an substantial bonus in building colonizers.

Thoughts?

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The Silent One
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Re: Event: star goes supernova

#2 Post by The Silent One » Sat Jan 19, 2019 6:53 pm

Would like it, problem is that random events haven't been implemented so far.
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Oberlus
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Re: Event: star goes supernova

#3 Post by Oberlus » Sun Jan 20, 2019 10:49 am

The Silent One wrote:
Sat Jan 19, 2019 6:53 pm
problem is that random events haven't been implemented so far.
We have the stochastic effect of monster breeding in place.

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The Silent One
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Re: Event: star goes supernova

#4 Post by The Silent One » Sun Jan 20, 2019 1:52 pm

Oberlus wrote:We have the stochastic effect of monster breeding in place.
Monster breeding is, if I'm not mistaken, bound to the monster nest specials. That might be a (hacky) way to implement a supernova event - create invisible specials on star systems (if that's possible) or planets that randomly trigger a supernova. But the more proper way to do it, would be to have a "random_event" folder with scripted random events. Which would be great.
Also, since the super-nova event would often have huge consequences, it should occur only rarely, or at least there should be a not-too-hard way to prevent it from happening.
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Vezzra
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Re: Event: star goes supernova

#5 Post by Vezzra » Sun Jan 20, 2019 4:20 pm

The Python Turn Events provide a non-hacky way to implement "random events" already. The creation of the various moving fields (Ion Storm, Molecular Cloud) are handled there.

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The Silent One
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Re: Event: star goes supernova

#6 Post by The Silent One » Sun Jan 20, 2019 4:57 pm

Vezzra wrote:
Sun Jan 20, 2019 4:20 pm
The Python Turn Events provide a non-hacky way to implement "random events" already. The creation of the various moving fields (Ion Storm, Molecular Cloud) are handled there.
:shock: Good to know, I wasn't aware of that.
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xahodo
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Re: Event: star goes supernova

#7 Post by xahodo » Sat Jan 26, 2019 5:12 am

Vezzra wrote:
Sun Jan 20, 2019 4:20 pm
The Python Turn Events provide a non-hacky way to implement "random events" already. The creation of the various moving fields (Ion Storm, Molecular Cloud) are handled there.
Is it also possible to use it to delete planets and stars of neighboring systems, measured by distance?

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Re: Event: star goes supernova

#8 Post by Ophiuchus » Sun Jan 27, 2019 12:52 am

xahodo wrote:
Sat Jan 26, 2019 5:12 am
Vezzra wrote:
Sun Jan 20, 2019 4:20 pm
The Python Turn Events provide a non-hacky way to implement "random events" already. The creation of the various moving fields (Ion Storm, Molecular Cloud) are handled there.
Is it also possible to use it to delete planets and stars of neighboring systems, measured by distance?
Yes
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

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Vezzra
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Re: Event: star goes supernova

#9 Post by Vezzra » Sun Jan 27, 2019 5:53 pm

xahodo wrote:
Sat Jan 26, 2019 5:12 am
Is it also possible to use it to delete planets and stars of neighboring systems, measured by distance?
To expand a bit on Ophiuchus answer: the FO Python API exposed to the turn event scripts is the same as that for the universe generation scripts. Meaning, you should be able to do more or less everything you can do in the universe generation scripts.

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