View Full Version : List with all the events
feniel
February 24th, 2010, 06:19 PM
Hi, I'm new here. I just started my first MP game. I'm very, very noob. :rolleyes:
So maybe it's an stupid questions: is there any "List of all the unexpected events and their effects"?
Thanks in advance.
SciencePro
February 24th, 2010, 07:03 PM
hmmm that's a good question. If there is a list i would like to see it
Off the top of my head i've noticed events that
- give you money/and or gems
- burn down your lab or temple
- raise income and/or p.d. in a province
- attack a province with a indy force
- give you a national hero or indy commander
There are things reported as events that are actually caused by enemy spells such as wolven winter, volcanic eruptions, tidal waves, leprosy, etc... I'm not sure if any of those happen randomly.
feniel
February 24th, 2010, 07:29 PM
My question comes because in my MP game I had a "brigands event" (30 unrest). The next turn I'll have a indy invasion, right?.
Is there any conection betewen the unrest in my province and the indie strength?
It would be great to know how all the events work, wouldn't it be?
SciencePro
February 24th, 2010, 07:46 PM
Yeah i think if you have high unrest you are more likely to get attacked by indies. It's basically a peasant revolt or something.
But i don't know that much about it. I am curious what the base percentage is and how common various events are.
vfb
February 24th, 2010, 08:00 PM
This event list is for dom2 but it pretty much applies to dom3:
http://www.freewebs.com/dominions2/events.html
thejeff
February 24th, 2010, 08:34 PM
The brigands event is just that. It generates unrest that turn. Nothing further.
There's a different one about a bandit leader. He stays around until your patrols find him.
BigDaddy
February 24th, 2010, 08:54 PM
I've just had my province rampaged by something (a pig or brigand or something) and I need to patrol the province until its found or unrest will continue to increase. Fine.
Technically, this is a monster event, and could be a sign that there is a magic site... or maybe it's just luck.
Not to be confused with the regular brigand event or the swine that rampage the province for a week (was that just dom2 or is that in dom3?).
vfb
February 24th, 2010, 09:03 PM
The brigands event is just that. It generates unrest that turn. Nothing further.
There's a different one about a bandit leader. He stays around until your patrols find him.
You can also Mind Hunt the bandit leader (and the monster boars). Unrest around 400 makes it difficult for your patrollers to find stealth units.
Gandalf Parker
February 25th, 2010, 12:16 PM
Here is a list with all of the events in the latest version. Ver 3.23b
Altho it might have to be updated when the new patch comes out.
Look for the events.txt here
http://www.dom3minions.com/docs/
feniel
February 25th, 2010, 12:48 PM
Yeah, I was wrong it's a normal brigands event, 30 unrest only.
Great. Thanks a lot for your help!
Nice page Gandalf Parker.
Fantomen
February 25th, 2010, 01:17 PM
Great list Gandalf!
I noted that it also includes the messages from remote spells, so not all those events can happen by random.
Gandalf Parker
February 25th, 2010, 04:10 PM
Is there a better cutoff point for the end of the file?
Mysterio
March 5th, 2010, 11:01 AM
Here is a list with all of the events in the latest version. Ver 3.23b
Altho it might have to be updated when the new patch comes out.
Look for the events.txt here
http://www.dom3minions.com/docs/
How do you know which of those are random and which are the result of a spell or mischief on the part of another nation?
Gregstrom
March 5th, 2010, 11:08 AM
You can get a good guess by where the notifying message appears in your message screen. Messages from overland spells occur nearer the top than those from random events.
BigDaddy
March 5th, 2010, 11:15 AM
Later on it is quite obvious because you always get three events, and they are in a row.
Mysterio
March 5th, 2010, 11:36 AM
you always get three events
What's the significance of three events in a row? I just had a turn in which three unexpected events occurred in a row, after site searching:
"Young raging rebels have started riots and uprisings in the province. Everyone is on the edge, ready to kill and plunder." (I was surprised by this one, as it happened in a Luck 1 province, and it's a nasty event (Unrest 66))
"A very ill omen was seen and rumors of it have spread through the entire province." (Misfortune 1 province)
"A handful of magic earth gems has been found in a deep ravine." (Luck 1 province)
BTW, does unrest reduce resources collected in a province, as well as income, or just income?
BigDaddy
March 5th, 2010, 03:56 PM
Unrest appears to reduce resources, even though I don't believe that that is mentioned in the manual. The first 2 events can occur from spells (the first is like Raging Hearts and the second Baleful Star, but these events do happen by themselves). Luck doesn't prevent them from occurring, in the case of -most- events, but does decrease the instance. For instance, I don't think you can get the plague randomly, but you can always get trashed by a hurricane, if you have good luck and growth.
Mysterio
March 8th, 2010, 10:35 AM
I was just hit with this event in a Misfortune 3 province:
A group of visiting heroes have decided to rid this province of your unfair rulership.
Is it strictly a random event, or can a spell cause it? If so, which one? Based on the description, I'm assuming it's strictly a random event.
Thanks!
Gandalf Parker
March 8th, 2010, 10:46 AM
Yes its random.
Interesting note: There is alot of history in that little group.
Bogus and Company is a representation of the devs tabletop gaming group.
Bogus was also the name of their game developing company before Illwinter.
Mysterio
March 8th, 2010, 11:09 AM
Interesting note: There is alot of history in that little group.
Bogus and Company is a representation of the devs tabletop gaming group.
Bogus was also the name of their game developing company before Illwinter.
Like I care! ;)
I was hit with it on turn 27, so it's going to be "fun" trying to convince them to leave. :(
Gandalf Parker
March 8th, 2010, 11:27 AM
No access to Seduction, Charm spell, Hellbind Heart spell? Or even assassination?
If they arent in a province next to a castle then consider leaving them there as a buffer between you and your enemy.
Mysterio
March 8th, 2010, 11:59 AM
No access to Seduction, Charm spell, Hellbind Heart spell? Or even assassination?
If they arent in a province next to a castle then consider leaving them there as a buffer between you and your enemy.
No, I'm MA TC, and they took my capital province. :( On the bright side, I have a large army that should be able to defeat them, but I will certainly take heavy losses.
BTW, the Healer unit ability can remove disease, correct?
thejeff
March 8th, 2010, 12:33 PM
Healers can remove disease, but not disease caused by old age. Or on undead, but who cares if undead are diseased.
Grijalva
March 9th, 2010, 08:26 AM
I'm pretty sure that the plague event can be random...but not 100% sure...damn, now I'm all paranoid
BigDaddy
March 9th, 2010, 09:22 AM
I'm certain plague can be random, I've had it a few time at the start of turn 2 with misfortune and death.
chrispedersen
March 9th, 2010, 09:33 PM
absolutely plague can be random. Death 3 is a magnet ...
chrispedersen
March 9th, 2010, 09:35 PM
Convince them to leave?
Ohhh no. you absolutely do *not* want to do that. Take your time.. build up a force and charm them to your side.
The lovely bogus orders are well worth the trouble not to mention the bogus items.
thejeff
March 9th, 2010, 09:54 PM
If they're on your capital and early enough in the game you may just want to get rid of them as soon as possible.
Mysterio
March 9th, 2010, 11:10 PM
build up a force and charm them to your side.
The lovely bogus orders are well worth the trouble not to mention the bogus items.
What do you mean by charming them to my side and bogus orders are well worth the trouble?
Gandalf Parker
March 9th, 2010, 11:51 PM
With the right mages you can use the spell Charm or the spell Hell Bind Heart to get them to become your units. They come with all their equipment, and some orders which you dont normally get to assign as a units action. If you save the actions to a keystroke it can be restored to other units of yours. Seduction units of some nations can also get them to switch sides.
Edi
March 10th, 2010, 06:32 AM
I may have to take a look at the event source to list the event properties sometime (namely scale requirements or other special restrictions). That's one of the rare snippets I actually have seen, which also led to the fixing of a few event bugs earlier (such as the blood fountain event bug).
Mysterio
March 10th, 2010, 06:47 AM
With the right mages you can use the spell Charm or the spell Hell Bind Heart to get them to become your units. They come with all their equipment, and some orders which you dont normally get to assign as a units action. If you save the actions to a keystroke it can be restored to other units of yours. Seduction units of some nations can also get them to switch sides.
Nice to know!
Mysterio
March 10th, 2010, 02:58 PM
No access to Seduction, Charm spell, Hellbind Heart spell? Or even assassination?
What about Winged Monkeys? Are they able to lift size 4, non-mage commanders?
And is there actually a Seduction spell in the game? I don't see it listed in the manual.
chrispedersen
March 10th, 2010, 03:14 PM
seduction isn't a spell, its an ability of some commanders. Succubi, some satyrs, some bogus units have the abilities.
Some demons have an equivalent ability, with a different name.
Illuminated One
March 10th, 2010, 03:16 PM
Seduction is a commander action. Commanders who can (Oreliads iirc) have an icon with a naked woman.
Gandalf Parker
March 10th, 2010, 03:17 PM
Sorry if that was unclear.
And winged monkeys can work I guess against the non-mages.
chrispedersen
March 10th, 2010, 03:18 PM
However, for the record, both winged monkeys and the other spell which sends an air elemental are essentially useless.
Mysterio
March 10th, 2010, 03:22 PM
However, for the record, both winged monkeys and the other spell which sends an air elemental are essentially useless.
Why's that? Can't I use Winged Monkeys to pluck individually the non-mage heroes back to a province where my army would be waiting, and then send the army in to mop up the mages?
Illuminated One
March 10th, 2010, 03:28 PM
Do mean Earth Attack (sends an earth elemental) or the air spell that transports units?
The first one is actually quite good imo, the latter could be a very nice niche spell if it wasn't so limited. I.e. if you set up your empire right you can often find a province from which you can carry an enemy thug into another nations territory or underwater. But it doesn't work on the things were this would be really nice (tartarians or angels).
Calahan
March 18th, 2010, 08:48 AM
Here is a list with all of the events in the latest version. Ver 3.23b
Altho it might have to be updated when the new patch comes out.
Look for the events.txt here
http://www.dom3minions.com/docs/
That's a great list Gandalf, and one which I've somehow never seen before?! Since I imagined it would have been posted more than once before now if it existed.
Can I ask what the source of that list is though. Your own compilation, Illwinter/Shrapnel, from the program code, old Dom PPP/II stuff, other?
I may have to take a look at the event source to list the event properties sometime (namely scale requirements or other special restrictions). That's one of the rare snippets I actually have seen, which also led to the fixing of a few event bugs earlier (such as the blood fountain event bug).
Edi, what are the realistic odds and hope of you sorting out the events list and their various properties within say the next 6 months?
Reason I ask is that before real life intervened and put a halt to all my Dom activity a few months ago :( I was slowly starting to put together a list of events and the scales needed to trigger them. Processing and checking hundreds of turns was pretty slow going though, and I didn't get much further than obtaining a list of events for completely neutral scales. Now that RL is allowing me some Dominions time again though, I might look into resuming this pet project of mine.
But I will keep it on (permanent) hold if it's a job that you can get done in an hour or two just by looking at the event source code. Since it will certainly take we considerably longer to get it done, and with far more errors likely, by obtaining the info via repeatedly hosting turns over and over with various scales until I've triggered all the events from Gandalf's above list. (Assuming that is the complete list of course)
Also noticed from the debug log repeated entries that read.
"random event X
checking if event X is valid"
But can't see anywhere in the log where it says if the actual event is then triggered or not. So I won't currently be able to link the events themselves with their appropriate "random event number", unless I am missing something. (as I am far from expert at deciphering the debug log). So I'm guessing that the "random event numbers" is something that can (only?) be obtained from the source code. (another reason the project would be better done by you than me :))
Gandalf Parker
March 18th, 2010, 09:24 AM
That list is directly from the games executable.
Its actually fairly easy to pull lists. For the text parts anyway. So if I want the nation descriptions I can find one, then mark the beginning and end of the section I want, copy it out to a text file and put it in that docs directory. Same with all equipment. Or all units. Or the tips.
Or all keywords for the "list" spell which I purposely didnt post until someone else did out of respect for the devs wishes.
Or all of the command-line switches which included some really fun ones that do not appear on the help screen. I did not post those until the devs said it was ok to do it (fairly recently actually)
But Im afraid that all I can do is save someone some typing. I cannot pull the code linked to the words such as you want.
Calahan
March 18th, 2010, 04:07 PM
Thanks Gandalf. Didn't realise you could just dump the .exe file into a text editor to obtain a load of game info (never even thought of trying it either). But having just done so, I can now see where you got that list from :)
Quite a few bits of text in there actually that I can't ever recall coming across during the game. Seems there are always new things to discover about Dominions.
Gandalf Parker
March 18th, 2010, 05:22 PM
Its easier on Linux with the strings command (pulls all text to a file).
I shouldnt mention that doing a diff (show me differences) between the previous version and the new patched version has some interesting new names that Im waiting to see
Edi
March 19th, 2010, 04:25 AM
I guess I could do the list sometime in the next month or so.
Edi
March 19th, 2010, 02:11 PM
A clarification is needed here:
Of course, I do need to get permission from Illwinter first, since it is privileged information, but assuming I get one, then I can do the list. Nothing prevents me from doing one right now, but without permission it would never see the light of day.
Edi
March 21st, 2010, 12:55 PM
Okay, I got permission, so I'll start working on this list soon.
Edi
March 21st, 2010, 06:10 PM
Update on this situation:
~100 events done, ~200-300 events left to list. And then I need to summarize them to make them more readable, though you'll be able to filter them by attribute in the unsummarized view.
Two weeks or so, maybe a bit more.
The reason why some events are so rarely seen is that they can require up to five different triggers that have to be fulfilled at the same time to happen.
Calahan
March 22nd, 2010, 09:57 AM
Many thanks for looking into this Edi. Not sure if I can be of any help at all, but more than happy to offer my services if you can think of a way I can assist. Please feel free to PM me if so.
Not surprised to hear that some events need to hit upto five different unique variables in order to trigger. But that makes me glad you are sorting a list out from the source code rather than my by-hand method. Since I'd be certain to miss a load of them with so many different combos.
Edi
March 22nd, 2010, 10:57 AM
There's no way you could get even half the multi-trigger events halfway right, since there are nation specific, era specific and other specific requirements and then there are unannounced effects in them (as in, don't appear in event texts at all).
Found two buggy events already (text says 1000 gold, you get 500 with one, the other has some pretty bad typos but is rather rare, this last one is probably my fault in the first place).
Give me a week or so.
Calahan
March 22nd, 2010, 07:54 PM
Glad to hear you've confirmed the bug with the 1000gp event. Since that's been floating around for a while. Surprised to hear there are events possible that don't produce a message though. I'll certainly wait with intrigue to find out what they are :)
Edi
March 23rd, 2010, 02:46 AM
Not completely unannounced events, but announced events that have effects that are not told in the event description. A lot of those effects include either unrest or poploss or something else that you don't necessarily notice.
Calahan
March 23rd, 2010, 05:42 AM
Ah right I'm with you now Edi on the unannounced events thing :)
I was actually doing a pretty good job of catching the unannounced effects for the ~130 events I had so far managed to document. Since experience told me that a lot of the bad events came with extras, so always made sure to double and triple check the province events fired in. Two out of three for pop loss, unrest and gold loss is not uncommon (regardless of what the event text says). Also managed to pick up the scale movements on events such as the Order increase from the "Great harvest".
Did have trouble nailing down accurate and confirmed pop loss events though, just because it was too time consuming to track population levels each turn. Since even though the event text usually gave a value for the pop loss, I was trying to confirm them.
One of the big mysteries I came across though was the few events I couldn't categorise as good or bad. The main problem child being the "Merchants have established themselves and are prospering, but faith is decreasing" event. Since it seems to lower Dominion, but give no benefit, and didn't notice any extra gold at all from the 'merchants prospering' flavour in the text. Did notice this event triggering far more often when testing Misfortune scales though, so concluded it was a bad event in the end.
And finally, do you know (or can you find out from the source) whether or not the events that can trigger are locked by your starting Pretender scales, or whether they fluctuate depending on what the specific scales are in the province at the time an event is checked. I was having trouble confirming this one since whenever I tried testing for it, I couldn't be sure if events weren't triggering because the province scales were wrong (even though the starting Pretender scales were right for the event to trigger), or whether the events just weren't firing due to general random die rolls.
Be good to know if all the talk of pushing Death and/or Misfortune scales as part of nation strategies actually works, or is instead just a tactic that it was wished would work (but which just doesn't due to the game mechanics). And indeed whether or not spells like baleful star can actually cause new events to trigger, rather than just increase the chance of bad events from the pre-set list (pre-set at Pretender scales) of bad events than can trigger.
Calahan
March 24th, 2010, 07:27 AM
Here is a helpful re-direct to the complete events list that Edi has kindly put together. This is for anyone who comes across this thread while searching for info on the random events that occur in Dominions 3.
http://forum.shrapnelgames.com/showthread.php?t=45185
Please make sure to leave thanks for Edi if you find it useful.
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