Move event to nearest X

TakaDynasty

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Greetings, community. Today I have a slightly confusing question I hope someone can answer. The short of it is, how can I tell an event to move to the nearest other event marked with x?


What I want to do is create a... semi-dynamic wargame happening at all times on the overworld map. The idea is that skirmishes will pop up from time to time that the player can take part in or not. If they don't, eventually the situation will resolve itself by RNG, but I don't want that roll to be completely random. I'd like for a buildup of nearby forces to influence the outcome.

What this creates is a situation where the player can--you know, I'm getting off track. Sorry, I like to enthuse. Anyway!

The primary element I'm having trouble with in making this happen is getting events that pop up from time to time to move on their own. I was thinking that if an enemy moves from the "core" of their kingdom to a stronghold, they fortify it, driving the "strength" score up by one. Sure, I could do this with a common event, but I'd like to player to have the opportunity to divert from their usual activities to help out the main army by engaging some of these enemy regiments in guerrilla warfare! Touch one of these mobile forces on the map, and you'll enter a series of battles that, if won, destroy that enemy and prevent them from beefing up their side's nearby stronghold.

So that's the gist of it. I'd like a script that allows me to tell an event to travel to the nearest spot marked as an allied stronghold, and once there, to add a point to that stronghold's strength value and then delete itself. An on-rails approach is plausible enough, if a lot of work, but ideally I'd like to be able to "automate" it slightly, rather than go into every single stronghold and troop event and code them by hand. Any idea how I might do this?
 

Maidlyn

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Maybe you could have X and Y variables for every stronghold and use a multitude of conditional branches to compare the variables and then tell the events where to go. Not very efficient, imo, but that's all that I can think of.
 

TakaDynasty

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@Minty Starbound Hmmm... That's not a bad idea. It's a lot of work, but it's less on-rails than simply saying "If this switch is on, go to this place." Alternately, I may have to dial the idea back a bit. I'll let the question simmer a bit longer, but I'm considering an alternative in which events occur at set intervals to defend or invade a point on the map, and letting players who try to enter an occupied map conduct guerrilla operations there to weaken the enemy at that location.

Like the other idea, minus the mobile onscreen troops. It might actually have an advantage in that it gives the player a bit more power to dictate when and where they want to act.
 

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