I made sense of it all ... and discovered other strange things.junk2drive wrote:If you can make sense of my posts above, I've tried it with every combination of flags, not just one. I swear I got it to work once, but all of my scenarios have bsf files instead of this. I'm pretty sure the VP tool works fine for capturing enemy or neutral flags, just not defend scenarios.
Ok ... I did as instructed ...
1. Start new map.
2. Setup one VP, set to SIDE 0.
3. Set DEFEND to read 1 VP.
4. Set TURN LIMIT to 10.
Result ... game ended without a shot ... I win.
Reason ... In the code, the EndBattle was reached because VictoryCapture was met ... meaning, it was set to ALL or 0 ... you win because this is the first "check" in the code order.
Now, lets do as Pip suggested ... Set CAPTURE to a higher value, above our defend number, lets use 2.
Ok, with this only change we can now get by the first turn .. yipee!
But ... when the turn limit is reached ... we lose, even though we met the DEFEND condition of holding our 1 VP.
Reason ... same as above ... The VictoryCapture was the first line of code (first check) and it was NOT met ... you lose.
So, I added a quick IF/ELSE grouping that skipped the CAPTURE logic if it was set to less than 1 ... this worked ... yippee.
Now for more bad news ... The AI doesn't appear to understand 1 VP , even though that VP is set as HOSTILE, it simply ignores it.
If you use 2 VP's, one set for each side, it will still sit on it's hands, despite any aggression level value.
The only way I was able to get the AI off it's butt was to use 3 VP's minimum ;
1 VP on side 0.
1 VP as neutral.
1 VP on side 1.
In the cases above, I had CAPTURE set to 2.
Anyway ... it might be working correctly ... You know, if we each had 1 VP and I knew that for you to win you had to capture my VP, well come and get it ... dare ya.

