DD/Campaign/Conditions

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This page is part of the Unknown Horizons design document. Please discuss everything concerning this topic on the "discussion" tab of this page. If you´re not sure whether your ideas are fitting the Unknown Horizons style, either use the discussion page, talk to us, or edit the "Questions" section of this page, but please don´t directly edit the other parts.

There are some conditions to win a szenario. Unknown Horizons distinguishes between primary and secondary conditions, but there are also triggered/conditional missions which appear only if tha player does something ingame.

NOTE: By default, an event should only be triggered once. It might be useful in certain corner cases to trigger multiple times.

Contents

Possible conditions

Key

  • A: An achievement
  • B: A specific building
  • P: Another player
  • R: A specific resource
  • S: Name of a Settlement
  • T: Type of ship
  • U: Unit

Money depending

  • Reach a financial balance of at least X.
    • Balance could be negative or zero, too.

Building depending

  • Build X B.
  • Build X ships of the type T.
  • Produce X units of U.

Diplomatcy depending

Economy depending

  • Buy/Sell X units R.
  • Store X units R (in S).
  • Produce X units R (in S).
  • Accumulate X units of gold.

Settlement depending

  • Reach X inhabitants (of the level Y).
  • Reach the settlement level X.
  • Found X settlements.
  • Conquer X percent of the map.

War depending

  • Sink X ships (of P).
  • Defeat X enemies.
  • Defeat the player P.
  • Send X units U to the coordinates x:y.

Achievement depending

  • Reach the achievement A.

Already implented

Number of arguments of event condition in brackets. Types of buildings and units have to be specified via id. To find out the ids, use the script development/print_db_data.py .

building_num_of_type_greater (2) check if any settlement of the local player has more than arg2 buildings of type arg1.
player_balance_greater (1) same as settlement_balance_greater, but sum of player settlements balance is considered.
player_gold_greater (1) check if the amount of gold in the player inventory is greater than arg.
player_gold_less (1) check if the amount of gold in the player inventory is smaller than arg.
player_inhabitants_greater (1) same as settlement_inhabitants_greater, but sum of all player settlement inhabitants are considered.
player_res_stored_greater (2) same as settlement_res_stored_greater, but considers sum of all player settlements inventory.
player_res_stored_less (2) check if there are less then arg2 of arg1. Considers sum of all player settlements inventory.
settlement_balance_greater (1) check if at least one settlement of the local player has a balance greater than arg.
settlement_inhabitants_greater (1) check if number of settlers is greater than arg on at least one player settlement.
settler_level_greater (1) check if max settler level (increment) is greater than arg.
settlements_num_greater (1) check if number of settlements of player is greater than arg.
settlement_res_stored_greater (2) check if more than arg2 of arg1 is available at at least one settlement of player.
time_passed (1) check if at least arg seconds have passed since game start.
var_eq (2) check if the scenario runtime variable arg1 is equal to arg2 (see action:set_var)
var_gt (2) check if the scenario runtime variable arg1 is greater than arg2 (see action:set_var)

Proposal

Here you can put your ideas and whishes:

  • It would be nice if there would be a condition to check if all buildings are connected to a kontor or a storage tent.
  • Wanted: Ammount of goods stored in the ship (Load x of food, y of tools to your ship to sail to the next island on your journey...) --Terwarf 18:17, 8 November 2009 (UTC)
  • We need some thoughts how to adress single buildings, units or islands, to make missions like "Build an Outpost on each island" or "Defend a building over 2 hours"
 First thoughts was to let you adress single buildings with numbers, so e.g lj01 would be the first lumberjack the player has built.
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