Closed 35529110 closed 2 months ago
we would need to have the ability to trigger the activation of an effect client-side.
You have that, you can change the empire effects
however you want and using _private
(or _public
) you can store whatever other information you need for your event chains.
As for the costs, you can use the resources
as you would with the market. I can add a query parameter so the empire does not earn credits, though.
Is your feature request related to a problem? Please describe.
As far as I can tell, it is currently only possible to have events that appear at random times or when a specific condition is met, like resources falling under a certain threshold. We have multi-stage event systems that don't fit into that framework.
Describe the solution you'd like
We need events that appear on the condition that another event has already happened and based on what our players decided during these events. The decision itself needs to be able to have a cost as well. Furthermore, we need the feature to have one of two events appear with a probability.
For example:
Event 1 happens and has effects X, Y, and decision A and B. A costs 200 credits, B costs 100 credits.
We need a way to "delete" Resources for the decisions. Or the server needs to handle resource deletion
If the player chooses A:
Describe alternatives you've considered
We currently don't see a way around this change, as effects and events are handled server-side. We would be able to implement the decision tree client-side, but for that, we would need to have the ability to trigger the activation of an effect client-side.
Additional context
Choosing "Install Cat Barriers" has a 75% chance that the next effect will be "Kitten Caught" and a 25% chance of it being "Computer Room Mayhem."
Choosing "okay" has a 100% that the next effect will be "Computer Room Mayhem"