S&S Editor Decisions

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zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

S&S Editor Decisions

Post by zgrssd »

The first question I had was "how do I make a decsion"?

Well, it appears there is not 1, not 2 but 4 (four) different Decsision Formats. Here is what I figured out thus far:
- Decisions are called "Stories", while the Options within those Stories are called "Decisions"
- There are the Delta, Epsilon, Ferdinand and Gustav Story Formats. each of them covers different scenarios
- the Options seem to be done via Field Duplication. The Database Designer in me is [shocked|confused|annoyed|disapointed] by this. But it is what we have for now.
- the effects are usually also put into fields
- Every Story/Decision needs a Storygroup ID. Even if there is only 1 decision in the series.
- Multi Event stories are called "Complex Stories".

Looking at 3.6.6 in the Handbook I can make out some common patterns:
1. The Category is propably decided by the "InstanceType"
2. The Entry within that Category is "Title"

The main Decision Window is set up following the pattern:
Title
Sentence 1 (witty and lowiq seem to be deprecated)
Sentence 2
Sentence 3
Key Question

3. Decisions parimarily consist of:
- Decision X Text
- "Regime Key" and "Regime Key Qty" if there is any cost beyond the default 1 PP. Primarily you will find extra PP and credit costs
- Trait A/B and their Delta seem to be the regime profile changes. These are used to calculate the Leader happiness Changes.

4. The relationship impact is calculated from Leader Profile preferences and Delta applied.
The Advice Text seems to be about a leader saying something in favor of this option. Purely Fluff I think.

5. Is not part of the gamefiles

6. Is propably decided by the selection at Point 1 + a Randomisation if it is something like OHQ, SHQ or Governorships.

Further Notes:
- "SET Logic" will be called every time the Decision is drawn. Similar to how the Avalible Options refresh. As such it will be subject to extremely common refreshing. If it needs to react to changes (like the Leader being removed or assigned), it needs to be here. Otherwise logic should never be here.
- "Immediate Logic Set" Meanwhile will set something only once. Apparently directly when the Decision is created during turn processing. Use it for things that never change.
- "Traits not as profile" means the Regime Profile will not change. The Profiles are only used to check the Leader Relationship changes and who will say the Advisor Text
- Max Instance is used to make sure only the worst Event in a Group (like Strikes) can trigger
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

RE: Some thoughts on the S&S Editor

Post by zgrssd »

Format Epsilon

Epsiolon Decisions allow highly variable results. From simple binary success/failure, to half a Book worth of output.
- Epsilon Decisions are split over two tables:
-- The first table only has setup stuff like Titles, the Decisions Text that are avalible, default decision and other overhead/setup related fields
-- the second table has multiple rows of possible results for each Decision.
- each Result Row has it's own conditions and checks - meaning the actuall result can be any combination of these seperate rows
- a simple use case would be skill checks, that can account for anything from critical success to critical failure, without excessive duplocation of code
- main downside is that the Decision options have no if-condition. So they always appear - however it is possible to just refund the price if Option was not valid

In the example modfile:
The decision [$guards1$] has 2 Options.

Option 1:
Always increases Unrest
Has a 50% chance to also increase fear.

Option 2:
Makes a Oratory Skillroll
Displays which Number was Rolled for Oratory
If the check was made (difficulty 100), nothing further happens
If the check was failed, Unrest is increased by ... something (the formula is quite complex). And by how much is displayed
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

RE: Some thoughts on the S&S Editor

Post by zgrssd »

Ferdinand Format

Not yet realy documented, but I will take a look.
- "The Ferdinand Story Format is yet another variation on providing Stories and Decisions.
Note that this Ferdinand Format is meant to make Major Diplomatic Stories and Decisions as it allows you to set
different text for different factions controlling a major."
- There is only 1 Sentence before the key Question, but it has 1 variant for each of the 9 Major AI Factions
- Decisions can be failed or suceed based on checks. I found a Roll, Failure/Sucess Texts, SETs, Result_IF and Result_IF_SET in the Fields for each decision

The primary purpose seems to allow the Stennce 1 to change, without having to write a Duplicate for each of the 9 Parties. It also seems to allow the other Majors Leader to be part of the Event and even give Advise text for each Option.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

RE: Some thoughts on the S&S Editor

Post by zgrssd »

Gustav Format

"The Gustav Story Format is yet another variation on providing Stories and Decisions.
Note that this Gustav Format allows for using Hooks as well.
The existing documentation for Delta and Epsilon should help you through it.
For understanding the Hooks take a look at the Linked Stories Library in a running game using the Debugger."

- entirely undocumented
- using something called "Hooks"
- It has a total of 9 Sentences prior to the Key question, each with a associated If-check.
- each decision has a field for a roll and a difficulty, indicating randomisaiton is allowed
- 6 Options is allowed, rather then the normal 4
- There are 6 pairs of RESULT_IF/RESULT_TEXT/RESULT_SET fields per decision, indicating 6 possible outcomes per decision

The Cult Decision to Outlaw/Supress/Neutral/Support a Cult are propably a example of this. However it might be possible to solve even those simpler.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

RE: Some thoughts on the S&S Editor

Post by zgrssd »

Delta Format

- Delta Options will always succeed. There is no check, no randomisation - results are entirely deterministic
- Primarily usefull for cases where the Options have no check, but a variable price - both literally (PP or Credits) and figuratively (different Profile Options and Effects)
- So few variations from the default pattern, it practically defines it

Note: It seems like Delta has a broken Defaul Option Behavior:
https://www.matrixgames.com/forums/tm.asp?m=5017762
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Pymous
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RE: Some thoughts on the S&S Editor

Post by Pymous »

I am very excited to see what you guys will be able to create with this S&S Editor!
Thank you so much zgrssd for trying to explain and summarize the possibilities and mechanics! :D
Please continue :D (and hope others modders will jump into it)
[Mod]Shadow Stratagems Artpack for Shadow Empire game.
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