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Space Colony Campaigns: Complete List of Conditions

This list includes all the conditions in the Campaign Editor. For instructions on how to use them, see Setting Conditions & Actions and the Step-by-Step Tutorial for Creating a Simple Campaign.

  • Auto - The selected action occurs automatically at the set Day and Hour. If you leave the clock set at Day 0, Hour 0:00, the action will take place at the start of the mission.
  • Acquire Resources - The selected action occurs when the player acquires the number and type of resource you choose. There are four possible Acquire Resources conditions, so you can set up to four different resources that the player must acquire.
  • Enemy Resources Acquired - The action occurs when the enemy (or competing base) acquires the number and type of resources you choose. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Bridge Destroyed - This is automatically set as a condition for losing a mission.
  • Out of Personnel - This is automatically set as a condition for losing a mission.
  • Assigned Beds - Action triggered when the chosen number of beds are assigned.
  • Friends - Action triggered when the selected operatives become friends.
  • Base Litter - Action triggered when base litter is reduced to zero.
  • Clear Vegetation - Action triggered when vegetation encroachment is reduced to zero.
  • Find Marker - Action triggered when the selected marker beacon is found. Marker beacons are numbered in the order they are placed in the Planet Editor.
  • Sell Resources - Action triggered when the player acquires and then sells the number and type of resource you choose. There are four possible conditions of this type.
  • Credit Balance - Action triggered when the player amasses the chosen number of credits.
  • Train - Action triggered when the selected operative is trained to the skill and level you choose. There are four possible conditions of this type. Be sure to enable the training programs you'll need to meet the goal using the Training Availability button and the Training Program button under Options.
  • No Training Programs Left - Action triggered when all available training programs have been used.
  • Happiness Level - Action triggered when average base happiness reaches the level specified.
  • Colonists Die - Action triggered if the number of colonists specified die.
  • Harvestable Resources - Action triggered when the available amount of a given resource (base nutrients, protoraptor pods or pharmaceuticals) falls below the level you specify. This condition is generally set with a Lose action, which is useful for missions where two bases are competing to acquire resources, or where there are hatching raptor pods or stripper insects devouring vegetation. That way if the resources are depleted to the point where the player cannot win, the mission will end.
  • Total Tourists - Action triggered when the specified number of tourists have visited the colony.
  • Current Tourists - Action triggered when the specified number of tourists are currently visiting the colony.
  • Play Golf Holes - Action triggered when the specified number of golf holes have been played consecutively. This can be done by a tourist or a crew member. (NOTE: The Space Colony v. 1.1 Patch fixes a serious bug relating to golf courses. If you have not already downloaded and installed this patch, be sure to do so before using this condition in a mission.)
  • Tourism Rating - Action triggered when the specified tourism rating is reached.
  • Special Friends - Action triggered when the selected operatives fall in love.
  • Build Transporter - Action triggered when the Host transporter has been completed, which involves the mission's creator placing the transporter in the Planet Editor and the player collecting 50 units of titanium.
  • All Hosts Dead - Self-explanatory.
  • Competing Bridge Destroyed - Action triggered when the bridge of the competing base is destroyed. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Fribulan Base Destroyed - Action triggered when the Fribulan Mother has been destroyed. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • All Protoraptors & Eggs Destroyed - Self-explanatory.
  • All Orox Killed & Base Destroyed - Self-explanatory.
  • Complete Missiles - Action triggered when the specified number of missiles have been built, which involves the player buying the missile structure and collecting the necessary argon and electronics.
  • Orox Base Damaged - Action triggered when the Orox base takes damage.
  • Power Stored - Action triggered when the specified amount of power has been stored.
  • Bomb Explodes - Action triggered (e.g., Lose) when the nuclear bomb explodes. This condition is not used in the main game. The nuclear bomb is available under Buildings > Extra in the Planet Editor.
  • Use Android to Defuse Bomb - Action triggered (e.g., Win) when the player successfully defuses the nuclear bomb using an android. (See previous condition.)
  • Venus Killed - Self-explanatory.
  • Build an Android - Self-explanatory. (Assumes availability of cybernetics lab, materials and training.)
  • Get Venus to Distressed Base - Self-explanatory. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Bridge Destroyed (Distressed Base) - Self-explanatory. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Number of Sentinels Built - Action triggered when the player buys and places the specified number of sentinel posts.
  • All Colonists In Love - Self-explanatory.
  • Alien Races Defeated - Action triggered when all aliens on the map are wiped out.
  • Happiness Below - Action triggered when average base happiness falls below the level specified.
  • Nirvana Virus Eradicated - Action triggered when no operatives carry the Nirvana virus. (I'm not sure how exactly how this functions, so if you know, please tell me.)
  • Protoraptors Left - Action triggered when the specified number of protoraptors remain on the map.
  • Place Buildings - Action triggered when the player buys and places the specified building(s).
  • Tami on Power Desk - Self-explanatory.
  • Destroy Spaceship - Self-explanatory. The Crashed Spaceship is available under Buildings > Extra in the Planet Editor.

Complete List of Actions

This list includes all the actions in the Campaign Editor. For instructions on how to use them, see Setting Conditions & Actions and the Tutorial.

  • None - No action.
  • Win - Player beats the mission.
  • Lose - Player loses the mission.
  • Credits Given - The specified number of credits are added to the player's account.
  • Get Resources - The specified amount and type of resource(s) is delivered to the player's warehouse. There must be enough available warehouse space to receive the resources or nothing will happen.
  • Invasion - Triggers an alien invasion. Use the slider next to the type of alien to set the number of creatures. At the bottom of the screen, set the sliders for Repeat Time (how many days between invasions of this type, leave blank for no repeat), Repeat Count (how many times this type of invasion will repeat, leave blank for no repeat) and Invasion Marker (where the invasion occurs, leave blank for a random marker). To use this action, you must place at least one Invasion Marker when creating the planet map. See step 28 in the Tutorial for more info.
  • Show Beacon - Theoretically, this reveals the selected marker beacon on the map. Marker beacons are numbered in the order they are placed in the Planet Editor. However, I have not been able to make this work. Please let me know if you have.
  • Operatives Arrival 1 - A personnel shuttle arrives carrying the operatives you have set as Arrival 1 under the People Availability Button (above).
  • Operatives Arrival 2 - A personnel shuttle arrives carrying the operatives you have set as Arrival 2 under the People Availability Button (above).
  • Open Forbidden Zone - A previously forbidden area of the map becomes accessible. (See Forbidden Zones.)
  • Hydromorphus Re-growth - Allows you to set the re-growth rate for this plant to Off, Normal or High.
  • Beetle Spawn Rate - Allows you to set the rate to Off, Normal or High. I assume this means lava beetles since, when you place them in the Planet Editor, they re-spawn at the same spot throughout the mission.
  • Rodent Disease - Allows you to choose between Off, Mild and Fatal.
  • Change Goods - Allows you to change which resources can be bought and sold and at what prices. This may be done at the beginning of the mission (Day 0, Hour 0) to override the default settings, or at any point later in the mission. Click the button for the resource you want to change, set the buy and sell prices below, and then click the buy and sell buttons to toggle on/off the ability to buy or sell. Note that Industrial Parts and Androids cannot actually be bought or sold.
  • Podulus Toxicaria Re-Growth - Allows you to set the re-growth rate for this plant to Low, Medium or High.
  • Message - Triggers a pop-up window with accompanying sound file. Setting it up is a bit complicated, so I have included a separate section on Audio Messages below. (NOTE: This feature only works if the Space Colony v. 1.1 Patch has been installed.)
  • Target Rodents - Allows you to turn on or off the ability for colonists and weapon systems to target rodents.
  • Meteor Showers - Triggers a meteor shower and allows you to set repeating showers if you like. The slider sets the number of days between showers.
  • Competing Base - Allows you to activate a competing base if you have placed one on your map. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Monoliths - Allows you to activate any Host monoliths you have placed on your map, causing a Host alien to emerge from each one.
  • Fribulans - Allows you to activate a Fribulan base if you have placed on your map. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Take Competing Base - Turns over control of the competing base to the player, destroying the competing base's bridge in the process. (Again, see Setting Up A Fribulan, Competing or Inactive Base.)
  • Controls Lock - Allows you to lock/unlock the controls. When locked, the player cannot do anything in the game.
  • Second Briefing - This triggers a second (or subsequent) briefing. (Setting up the briefing is pretty straightforward but I can't figure out how to input the briefing text. If you know, please tell me.)
  • Host Attack - Triggers attack by the specified number of existing Host aliens. You must first place Host monoliths in the Planet Editor and activate them using the Monoliths action, above, in order for this action to work.
  • Hosts to Transporter - Causes the specified number of Host aliens to move to the Alien Matter Transporter, provided you have built one on your map.
  • Centre on Monoliths - Centers the view on the host monoliths you have placed on your map. If you want this to work effectively, you'll need to group the monoliths together.
  • Centre on Transporter - Centers the view on the Alien Matter Transporter, provided you have built one on your map.
  • Aliens Can Attack Other Company - Allows you to set whether or not hostile aliens attack a competing base. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Player Can Attack Other Company - Allows you to set whether or not the player can attack the competing base. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Spineweed Attack - Lets you set whether or when giant spineweed begins to encroach upon the base.
  • Spineweed Re-Growth - Allows you to set the re-growth rate for this plant to Off, Normal or High.
  • Extra Buildings Available - Gives the player access to the buildings set to Later under the Building Availability Button (above).
  • Orox Attack - Causes existing Orox aliens on the map to begin to move toward the base, attack the player's structures. Before this action is triggered, the Orox will only attack objects or colonists nearby.
  • Alien Pets - Causes Ooma aliens to appear on each colonist's bed. If a colonist has no bed, he or she won't receive a pet.
  • Base Starting Happiness - Lets you set the happiness level (in 10-percent increments) for all colonists at the start of the mission.
  • Pre-Littered Base - Lets you set base litter levels at the start or at any time during the mission. Note that actual levels are half of what you set (e.g., 10 = 5% litter, 100 = 50% litter, etc.).
  • Remove Solar Panels - Self-explanatory.
  • Prep Medi-Bays - Preps all existing medi-bays. Can be used at Day 0, Hour 0:00 to start with all bays in the base ready for use.
  • Place Rodents - Spawns the specified number of rodents on the colony's bridge.
  • Lupulus Re-Growth - Allows you to set the re-growth rate for this plant to Off, Normal or High.
  • Debar Madness - Keeps operatives from becoming mentally unstable due to stress. (Has no effect on the symptoms of Nirvana virus.)
  • Take Inactive Base - Puts the player in control of an inactive base, simultaneously removing the original base. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Replenish Inactive Base - I was unable to make this setting work. If you can help, please let me know.
  • Remove Competing Base - Removes all competing base structures from the map. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Protoraptor Hatching Rate - Allows you to set the hatching rate for protoraptor pods at Off, Normal or High.
  • Solar Flare - Creates a solar flare, along with the accompanying announcement from Waterhouse. Following the flare, 50% of existing solar panels are destroyed.
  • Anti-Fun League - Causes all recreational objects to be removed, along with the accompanying announcement from Waterhouse.
  • Virus Attack - Causes an outbreak of the Nirvana virus affecting a random colonist. The virus can then be transmitted to other colonists or eradicated in the usual way.
  • Earthquake - Causes the screen to shake simulating an earthquake. As far as I can tell, this is purely dramatic; no damage results.
  • Protoraptor Attack Chickens Only - When this action is triggered, protoraptors only attack space chickens, not your colonists or structures. Includes Off, Normal and High settings.
  • Protean Worm Spawn Rate - Allows you to set the spawning rate for protean worms at Off, Normal or High, provided you have at least one protean worm mother on your map from which the worms can spawn.
  • Fribulan Receive Resources - Same as the Get Resources action, above, except the Fribulan base receives equivalent resources rather than the player. (See Setting Up A Fribulan, Competing or Inactive Base.)
  • Metaflaxus Re-Growth - Allows you to set the re-growth rate for this plant to Off, Normal or High.
  • Fribulan Attackable - Allows you to set whether the player can attack Fribulan aliens. Can be set on Off, Normal or High, though I don't notice any difference between the Normal and High settings.
  • Fribulan Tourists Go Home - Causes Fribulan tourists, created using an Invasion action, above, to leave.
  • Fribulan Ogres - Allows you to turn on/off the Fribulan mother's ability to spawn ogres.
  • Military Systems Malfunction - Self-explanatory. Used in several missions in the main game.
  • Military Systems Fixed - Toggles off the malfunction action (above).
  • Kill Military Units - All military robots destroyed (posts remain intact).
  • Allow Missiles Launch - Allows you to choose Off, Normal or High setting. As far as I can tell, there is no difference between Normal and High; both allow you to launch any missiles you have built.
  • Missile Silos Indestructible - Self-explanatory.
  • Hatch All Protoraptor Eggs - Self-explanatory.
  • Stripper Mounds - Allows you to set the rate that stripper mounds spawn beetles to Off, Normal, High.

ABOUT AUDIO MESSAGES

While playing the main game, you no doubt noticed the audio messages that occasionally interrupt game play. Venus and Stig hold a few conversations in the early missions, Waterhouse interrupts to make various gloom-and-doom announcements, etc. Here's how to script an audio message like this into your campaign.

NOTE: This feature only works if the Space Colony v. 1.1 Patch has been installed, and even then it is erratic at best.

  1. On the Mission Plotting screen, click New.
  2. Set the Day and Hour if you want the message to occur at a particular time, or choose a condition from the list that will trigger the message.
  3. Select Message from the actions list. This brings up a new screen titled Message.
  4. From the top list, choose the character you want to deliver the message.
  5. From the bottom list, choose the message. Then click OK then OK again to return to the Mission Plotting screen.

IMPORTANT: The Play button on the Message screen lets you preview the message audio, but it is buggy. It seems to play the next message in the list rather than the one you actually click. So, to find out what each sound file really is, you'll need to find the file in the game directory and preview the audio using Windows Media Player or any program that will play .wav files. To find the sound files, look in C:\Program Files\Firefly Studios\Space Colony\fx\SPEECH\ or wherever you installed the game.

I have also found that many of the sound files don't play even when you've chosen them correctly, so if you want to use this feature in your missions, you may just have to mess around until you find settings that work for you.

Click to return to the page with instructions on Setting Conditions & Actions or the main Campaign Editor page.



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