(I had to remove the > < symbols 'cause it wasn't displaying properly.)
For example, a given event is:
Title Pods /Title
Description Our scouts report that significant portions of the planet are inhabited by a sentient pod-like creature. These pods bond with other sentient life. Those who are bonded by these pods experience significant physical pain at all times, but have heightened intelligence. What are your orders? /Description
Image Gfx\event_pods.png /Image
Event Type0 EventType
GoodOption Keep our people away from those things. No one should have to live in agony. /GoodOption
NeutralOption Encourage our people to make use of the pods, but don't force anyone. (+[NEUTRALVALUE]% Research bonus) /NeutralOption
EvilOption Excellent! Require all colonists to be 'introduced' to these pods! (+[EVILVALUE]% Research bonus) /EvilOption
GoodAttribute 0 /GoodAttribute
NeutralAttribute 9 /NeutralAttribute
EvilAttribute 9 /EvilAttribute
GoodValue 0 /GoodValue
NeutralValue 20 /NeutralValue
EvilValue 60 /EvilValue
GoodPopChange 0 /GoodPopChange
NeutralPopChange 0 /NeutralPopChange
EvilPopChange 0 /EvilPopChange
MoralityWeight 4 /MoralityWeight
Now, according to this, each moral option (good, neutral & evil) can affect one attribute (in the case above, attribute 9, the Research bonus) and also have a population change. However, I would like to create events with more complex ramifications, say a good event that increases morale but decreases production. Does anyone know if this is possible? Will I break the program if I try:
GoodOption Blah blah blah. ([GOODVALUE] to morale, [GOODVALUE] to production) /GoodOption
NeutralOption Blah blah. ([NEUTRALVALUE] percent to planetary production) /NeutralOption
EvilOption Blah blah blah. /EvilOption
GoodAttribute 2 /GoodAttribute (morale)
GoodAttribute 3 /GoodAttribute (production)
NeutralAttribute 3 /NeutralAttribute
EvilAttribute 0 /EvilAttribute
GoodValue 20 GoodValue (morale)
GoodValue -30 /GoodValue (production)
NeutralValue -10 /NeutralValue
EvilValue 0 /EvilValue
GoodPopChange 0 /GoodPopChange
NeutralPopChange 0 /NeutralPopChange
EvilPopChange 0 /EvilPopChange
Or would I have to have GoodAttribute1, GoodAttribute2 & GoodValue1, GoodValue2?
If it ends up I can only affect one attribute per moral option, I must admit I'm going to be extremely disappointed. I want choices to have complex consequences, not just nudging you closer to good or bad.
Also, does anyone have a full list of attributes and the associated numbers (like 2 is morale, 3 is production, etc.)
Any information and assistance would be greatly appreciated. Thanks!!
For example, a given event is:
Title Pods /Title
Description Our scouts report that significant portions of the planet are inhabited by a sentient pod-like creature. These pods bond with other sentient life. Those who are bonded by these pods experience significant physical pain at all times, but have heightened intelligence. What are your orders? /Description
Image Gfx\event_pods.png /Image
Event Type0 EventType
GoodOption Keep our people away from those things. No one should have to live in agony. /GoodOption
NeutralOption Encourage our people to make use of the pods, but don't force anyone. (+[NEUTRALVALUE]% Research bonus) /NeutralOption
EvilOption Excellent! Require all colonists to be 'introduced' to these pods! (+[EVILVALUE]% Research bonus) /EvilOption
GoodAttribute 0 /GoodAttribute
NeutralAttribute 9 /NeutralAttribute
EvilAttribute 9 /EvilAttribute
GoodValue 0 /GoodValue
NeutralValue 20 /NeutralValue
EvilValue 60 /EvilValue
GoodPopChange 0 /GoodPopChange
NeutralPopChange 0 /NeutralPopChange
EvilPopChange 0 /EvilPopChange
MoralityWeight 4 /MoralityWeight
Now, according to this, each moral option (good, neutral & evil) can affect one attribute (in the case above, attribute 9, the Research bonus) and also have a population change. However, I would like to create events with more complex ramifications, say a good event that increases morale but decreases production. Does anyone know if this is possible? Will I break the program if I try:
GoodOption Blah blah blah. ([GOODVALUE] to morale, [GOODVALUE] to production) /GoodOption
NeutralOption Blah blah. ([NEUTRALVALUE] percent to planetary production) /NeutralOption
EvilOption Blah blah blah. /EvilOption
GoodAttribute 2 /GoodAttribute (morale)
GoodAttribute 3 /GoodAttribute (production)
NeutralAttribute 3 /NeutralAttribute
EvilAttribute 0 /EvilAttribute
GoodValue 20 GoodValue (morale)
GoodValue -30 /GoodValue (production)
NeutralValue -10 /NeutralValue
EvilValue 0 /EvilValue
GoodPopChange 0 /GoodPopChange
NeutralPopChange 0 /NeutralPopChange
EvilPopChange 0 /EvilPopChange
Or would I have to have GoodAttribute1, GoodAttribute2 & GoodValue1, GoodValue2?
If it ends up I can only affect one attribute per moral option, I must admit I'm going to be extremely disappointed. I want choices to have complex consequences, not just nudging you closer to good or bad.
Also, does anyone have a full list of attributes and the associated numbers (like 2 is morale, 3 is production, etc.)
Any information and assistance would be greatly appreciated. Thanks!!