static public List <GameObject> GetEventTiles(int day, int maxEvents = 20, int minEvents = 0)
    {
        UnityEngine.Random.InitState(day);
        int               numEvents       = Math.Max(minEvents, (int)(maxEvents * UnityEngine.Random.value));
        GameObject        eventTilePrefab = (GameObject)Resources.Load("Prefabs/EventTile");
        List <GameObject> result          = new List <GameObject>(numEvents);

        for (int i = 0; i < numEvents; ++i)
        {
            result.Add(UnityEngine.Object.Instantiate(eventTilePrefab));
            result[i].GetComponent <EventTile>().tileEvent = EncounterCharacterEvent.GenerateRandom();
        }
        return(result);
    }
    // Use this for initialization
    void Start()
    {
        //after i push this, max carry wont work.... bc of naming of eventtiles
        eventTile                 = GameObject.Find("Test1");
        eventTileScript           = eventTile.GetComponent <EventTile>();
        eventTileScript.tileEvent = EncounterCharacterEvent.GenerateRandom();

        /*
         * eventTile2 = GameObject.Find("Test2");
         * eventTileScript2 = eventTile2.GetComponent<EventTile>();
         * eventTileScript2.tileEvent = EncounterCharacterEvent.GenerateRandom();
         */

        fuq = eventTileScript.tileEvent.character;
        if (fuq == null)
        {
            Debug.Log("whattehfuckishap");
        }

        Debug.Log(eventTileScript.tileEvent.character.name);
        Debug.Log("Hostile = " + eventTileScript.tileEvent.character.isHostile);
        Debug.Log(eventTileScript.tileEvent.description);
        //Debug.Log(eventTileScript2.tileEvent.description);
    }