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Zeus: Adventure Design
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Topic Subject: Story branching
posted 05-10-20 15:16 ET (US)   
Hi, I'm making my first custom adventure in Zeus, and I'm wondering if it's possisble to make the availability of specific temples conditional on something like colony choice? For instance, if player choses Colony A, Temple A becomes available in the next parent city episode, or if Colony B, then Temple B.
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posted 05-10-20 19:19 ET (US)     1 / 4  
I'm afraid that isn't possible with the editor, as each episode has their respective options on sanctuary availability, and it's fixed. But fortunately, there are other ways you can branch the story based on colony choice affecting future episodes. And this mainly involves exploiting the "quest" event to "trick" the editor, and the "invasions" event.

-- 1. Create an event.
-- 2. Set the event to "Quest".
-- 3. Set the 'triggered event' to the event # of the event you want to trigger.

-- 4. Change the same quest event, but this time to the event you actually want.
-- 5. Set the other values of the event as usual.
-- 6. Also, create a target event to be triggered and set its occurrance to 'Triggered only'.



I'm guessing your idea is around the lines of.. if the player builds a city on the grounds of either god, that god will show his support as you proceed to the main city, am I right?


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In that case, what you could do is find alternative ways for either god to help you - other than sanctuary benefits - based on what colony the player chose... and then do the "quest-triggered event" trick for that.

For instance... say, Colony A has Athena and Colony B has Hermes.. Depending on what the player chose, that God will help them in the next episode.... Athena for instance, could help by giving you a gift of armor; Hermes could help by increasing export quantity from that colony.


And so what you could do is have one rival in each colony that would appear only when the player selects that colony --- e.g. Colony A has "city 10 appears" and "city 10 becomes active" (that city is a rival); Colony B has "city 11 appears" and "city 11 becomes active" (that city is also a rival).


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| COLONY A - ATHENA - RIVAL CITY: 10 - GIFT ARMOR |

| COLONY B - HERMES - RIVAL CITY: 11 - SUPPLY INC |

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And in the next episode, do the following:

1) Set the quest-triggered event trick (see above)
2) Change the "Quest" event to "Invasion"
3) Set the invasion to the rival's city number (e.g. city 10 for colony A; city 11 for colony B)

4) Set the event you want triggered... so in my example, Athena helps Colony A, which has rival 10.. the triggered event would be "gift of armor from city 0"; in Colony B, Hermes is the god that helps, and has rival 11.. the triggered event would be "Supply increase" from Colony.

5) Repeat the above for the second colony


And you're done. You just created your own god blessing that occurs based on what colony the player chose... but always remember to keep the "episode-complete" text vague and ambiguous, so that everything makes sense, whatever the player chose.

E.g. "Through our God's blessings, we have succeeded. We made the right choice, and venturing out to build a city of worship to that God was a boon to us. Without that god, our situation would've been much worse." -- something like that.. vague and ambiguous, so it makes sense on each side.


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The reason why this happens is that invasions occur ONLY if the rival exists -- meaning that if the rival is either 1) NOT on the map, or 2) an ally, the invasion event doesn't run... and hence the triggered event will not run as well. And so you could exploit this to trigger events related to what colony the player chose.

You could also do this with "goods requests" and "military requests", as these events run ONLY if the city is on the map, but these are gimmicky, as the player might not fulfil those requests.

Other events part from those 3 run no matter what occurs, so if you use anything else, your triggered event will run, even if the previous didn't; Also, gift events and disasters (apart from landslides) never trigger any event, so don't use those.


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Another way you could do it, is to set "city (e.g. 10) becomes rival" event on Colony A, and "city (e.g. 11) becomes rival" (a different ally) on Colony B. Then on the next parent episode add "quest", set the trigger to the event you want triggered, and change "quest" to "invasion".

This is so that:

-- the city that became the rival (on whatever colony you chose) will invade you. By running the invasion event from that city, the triggered event would run. Hence, the god from that colony helps you (depending on what benefit you chose)

-- the city that didn't become rival (due to the colony you ignored) will not invade you. Hence, the invasion event for that city will not run. As a result, the god from that colony you ignored would not help you.


Hope this helps. It's kinda hard to explain it, so hope you're not too confused about it.. but I could show you images of what I'm talking about, if you want.

[This message has been edited by Mazeppa (edited 05-10-2020 @ 07:39 PM).]

posted 05-11-20 06:23 ET (US)     2 / 4  
I'm guessing your idea is around the lines of.. if the player builds a city on the grounds of either god, that god will show his support as you proceed to the main city, am I right?


That's exactly right, lol.

Your proposed solution is similar to what I had in mind in case this one didn't pan out, although I didn't know about the quest trick.

This is all very useful, thanks Mazeppa.

Two more things that might be OT, but (i) in my back-up solution I was intending for the different colonies to make either (a) bronze and orichalc or (b) olives available to import in the parent city. I'm guessing the availability of olives by trade doesn't automatically make the olive press available, and is something I would have to check in the editor, and then it will be a 'fixed' setting no matter the choice of colony?

If so, then I'll probably just have the oil colony sell olive oil to the parent city instead.

(ii) Perseus' Hero Hall in the parent city after the colony episode. I thought I could have different temples as requisites depending on colony choice (either Athena and Hermes or Hades and Hermes), but now I'm guessing I have no elbow room in that regard?
posted 05-15-20 01:01 ET (US)     3 / 4  
Two more things that might be OT, but (i) in my back-up solution I was intending for the different colonies to make either (a) bronze and orichalc or (b) olives available to import in the parent city. I'm guessing the availability of olives by trade doesn't automatically make the olive press available, and is something I would have to check in the editor, and then it will be a 'fixed' setting no matter the choice of colony?

If so, then I'll probably just have the oil colony sell olive oil to the parent city instead.
Yeah, as far as I remember, you have to manually allow the olive press building in order to use it in any episode.. so I guess you have to kinda choose whether the colony sells olives or olive oil... though it kinda depends on what type of challenge you're aiming for in the next parent episode.

-- olives are very cheap to import, but you have to spare employment to build olive presses; with olive oil, there is no need to build olive presses and dedicate employment, but they're expensive to import.


Also, it turns out, you don't have to use that quest trick after all .. because depending on what colony you choose, you'll get different resources from that colony from trade automatically (bronze/orichalc in one colony, and olive oil from other colony)... so you'll be fine without it. :P
(ii) Perseus' Hero Hall in the parent city after the colony episode. I thought I could have different temples as requisites depending on colony choice (either Athena and Hermes or Hades and Hermes), but now I'm guessing I have no elbow room in that regard?
Yeah, I'm afraid so. Unfortunately, the editor doesn't allow you to change sanctuary options based on colony options.. it's kinda fixed when it comes to that.

But story-wise, it kinda makes sense either way.. I mean, that one god you built a colony for is happy to serve you, as long as you ask her help by building her temple, but the other god's practically begging you to do something for him (y'know, god appears in the episode and goes "worship me and I'll...").

So I think either way, it could still work and make sense in your case.

[This message has been edited by Mazeppa (edited 05-15-2020 @ 01:02 AM).]

posted 05-15-20 10:58 ET (US)     4 / 4  
Yeah, I decided to go with the colonies simply providing different resources to the parent city. Thanks again Mazeppa!
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