Editor Problems: Slith Victory Points Plug In

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jjmcnick
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Editor Problems: Slith Victory Points Plug In

Post by jjmcnick »

I have followed the guidance "How to Create a simple Campaign" (http://dl.dropbox.com/u/6754176/Editor Tutorial.pdf) and duly created a Campaign and an initial scenario. Although the exact images shown in website text does not always correspond exactly with what one sees when following the instructions, I believe that the process has been carried out correctly.
My scenario involves a battle where I wish to defend the VPs against an invading AI. I have set the toggle for all AI teams to capture VPs and given them Aggression factors of 18 and in some instances 22. The VPs have been placed, units and terraign created.
Here is the problem:
No matter what Victory Conditions attack and defend values are inserted in the Slith Victory Points Plug In, when I attempt to load the scenario using the "Campaign" menu I receive the messages: either "Objective Completed" or "Objective Failed". This means I am unable to start the scenario which is extremely frustrating.
Can you please advise.
junk2drive
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Post by junk2drive »

The plug in does not work for a player defend battle. I have posted about it in a couple of threads but Pip hasn't been able to fix it yet. Sorry that the pdf does not tell you that but at the time that I made it I had hoped that this would be fixed.

The rolling release updates makes it hard to keep documents up to date.
You can call me junk - and type that with one hand.
jjmcnick
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 33
Joined: Mon Oct 24, 2011 1:43 pm

Editor Problems: Slith Victory Points Plug In

Post by jjmcnick »

How very disappointing! What a poor product your game is turning out to be. To be unable to defend in any modded scenario is such a lamentable ommission that it makes the statement in the manual that you can: "Basically... create single and multiplayer scenarios of any size and complexity you like" to be specious and laughable, it were not so annoying! How irratating as well that this was not pointed out. I spent several hours trying to resolve the problem, only now to learn that it's yet another of the flawed aspects of your game that you have not yet got round to fixing. You need as a matter of urgency to attend to this as well as allowing the naming of units and locations on the map. If the last two are beyond the scope of the original programming, surely it's not too much to expect that you'll sort out the defending ommission immediately.
Very, very disappointed.
How on earth can you expect people to buy a game that will not allow them to defend in a modded scenario?
pipfromslitherine
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Post by pipfromslitherine »

I am pretty sure you can indeed defend using the VP plugin. If you set your Capture value to one more than the number of VPs on the map, and your defend value to the number of VPs you want to require the defender to hold, it should work fine.

As always, if you want to use more customised victory criteria for the scenario, you can use a script to handle the logic rather than the plugin.

Cheers

Pip
Merr
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Post by Merr »

Yes ... Defend does work .... The Plugin looks like this ... (Capture ALL, Defending 1 vp shown)

Image
Merr
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Post by Merr »

Oh .... I might add a clever tip as well ...

The setup I posted also provides the player with a CounterAttack option ... meaning, if Side(1) flag is on the map, I can counter that lone flag and win! ... Of course, if I keep all the other vp's.

If I place Side(1) flag off the map, I can't reach it, neither can the AI but the AI won't go for it's own flag anyway!
In this case, it's all defend, defend, defend.

The difficulty of the scenario is mostly based on the number you set to defend. After play testing, you'll find that sweet spot for that number!

- Merr
junk2drive
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Post by junk2drive »

If side 0 does not capture the flag held by side 1, side 0 still wins?
You can call me junk - and type that with one hand.
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