Ai's passive objective

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Heustacio
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Ai's passive objective

Post by Heustacio »

So, im building a scenario where to achieve victory, the player needs to capture some victory points. And, when he does, its considered a victory and the game ends. So far so good.
But when the player fails and the objective remains open or failed it leads to a draw instead of a defeat.
After searching a while i learned that for a defeat the enemy team needs to acomplish his objectives.
Obviously, the ai's objective would be to mantain control over the points. But if i linked those points to the objective it leads to a defeat in the first turn and its not hard to figure out why.
Im basically asking how do i make the ai's objective to be passive and the defeat being based on only the players objective. And if that isnt possible how to make an ai objective that doesnt lead to an automatic defeat.
Erik2
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Re: Ai's passive objective

Post by Erik2 »

Create similar winning/fail objectives for the AI using end of scenario conditions.
Heustacio
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Re: Ai's passive objective

Post by Heustacio »

Ok, can you give me an example, please?
Zbrozlo
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Re: Ai's passive objective

Post by Zbrozlo »

Look in the scenarios. For example, in the Red Storm DLC, the first scenario 'Prokhorovka'. Check the primary objectives. There should be the victory conditions for the Germans, something like 'GerWin'. There should be a goal for the Germans, that they win automatically if the Russians lose Prokhorovka.
StuccoFresco
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Re: Ai's passive objective

Post by StuccoFresco »

Heustacio wrote: Thu Oct 10, 2024 7:31 am Ok, can you give me an example, please?
You have to create a trigger for the AI as well.

Put into the conditions the ownership of the hexes AND select the box that says "scenario end". This way the trigger will be checked at the end of the scenario. You should tick the box for all objectives that must be taken by the player but also defended until the end of the scenario, otherwise it will end the turn the player conquers them all.
Heustacio
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Re: Ai's passive objective

Post by Heustacio »

StuccoFresco wrote: Thu Oct 10, 2024 10:19 pm
Heustacio wrote: Thu Oct 10, 2024 7:31 am Ok, can you give me an example, please?
You have to create a trigger for the AI as well.

Put into the conditions the ownership of the hexes AND select the box that says "scenario end". This way the trigger will be checked at the end of the scenario. You should tick the box for all objectives that must be taken by the player but also defended until the end of the scenario, otherwise it will end the turn the player conquers them all.
And where do i do that? In the mission objectives screen?
Zbrozlo
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Re: Ai's passive objective

Post by Zbrozlo »

Try something like this.
Image Image Image Image Image Image Image Image
Heustacio
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Re: Ai's passive objective

Post by Heustacio »

Zbrozlo wrote: Sun Oct 13, 2024 3:02 pm Try something like this.
Image Image Image Image Image Image Image Image
Thanks man, i think i got it. Im gonna try to do that later.
Erik2
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Re: Ai's passive objective

Post by Erik2 »

In the Scenario forum there are design & modding guides.
It is also the bet place to ask for help creating scenarios/campaigns.

https://www.slitherine.com/forum/viewforum.php?f=374
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