
Random question
Moderators: Order of Battle Moderators, The Artistocrats
Random question
In Alliances tab under Scenario Settings it is possible to allocate Resource Points (RP) to available factions. First column represent RP owned from the start of scenario, second one is RP earned on turn by turn basis. What is the function of the third column? It gets activated only if some faction is assigned to human player. See image attached:


Re: Random question
It's bonus resources the player gets when the scenario is played outside of a campaign (scenario menu). This is to compensate for missing core units which would be present in the campaign playthrough.
Re: Random question
What is the reason all Alliances which are the part of the same team should be listed consecutively in the Alliances tab?
It is possible to consecutively list and assign 3 and 4 (all friendly) Alliances in the same team but the game gives the Non-consecutive Allies message although I was unable to list teams in a real non-consecutive order.
What are the possible arrangements for all human multiplayer? 1v1, 2v1, 2v2, 2v1v1, 1v1v1v1. It is not possible to have 3v1?
It is possible to consecutively list and assign 3 and 4 (all friendly) Alliances in the same team but the game gives the Non-consecutive Allies message although I was unable to list teams in a real non-consecutive order.
What are the possible arrangements for all human multiplayer? 1v1, 2v1, 2v2, 2v1v1, 1v1v1v1. It is not possible to have 3v1?
Re: Random question
You can't run a scenario with more than 1 human player from the editor.
You have to test multi-human scenarios in hot-seat mode from the main menu.
You have to test multi-human scenarios in hot-seat mode from the main menu.
Re: Random question
Off course, but this is not an issue. I cannot move further because of the message if 3 Alliances are part of the same team although they are listed consecutively. And what is the reasoning behind the need to have consecutive order of Alliances of the same team? For example it is impossible to assign teams in this order 1, 2, 1, 2.Erik wrote:You can't run a scenario with more than 1 human player from the editor.
You have to test multi-human scenarios in hot-seat mode from the main menu.
Re: Random question
They have to be consecutive because of the way the AI analyses possible counter-moves in the next turn.
The fact that you cannot list 3 consecutive teams is a bug though. I've fixed it for the upcoming patch.
The fact that you cannot list 3 consecutive teams is a bug though. I've fixed it for the upcoming patch.
Re: Random question
Under settings tab there is current version info in following format:
Game Version: 1.8.3
Scenario Version: 1.8.3
By Scenario Version did you mean scenario editor version or just Editor Version for short? Scenario version is an iteration made by scenario designer with his own designation. Just trivia but still good to mention it.
Game Version: 1.8.3
Scenario Version: 1.8.3
By Scenario Version did you mean scenario editor version or just Editor Version for short? Scenario version is an iteration made by scenario designer with his own designation. Just trivia but still good to mention it.
Re: Random question
There are two ways to end a mission. With a failure or with a success. Success can be achieved by completing primary objectives. Failure comes from two sources. Either because enemy has completed his objectives faster or because time has run out without completing your own primary objectives within turn limit.
Game is presenting five different outcomes which suggests possibility of branching campaign but...
I am aware outcome name, description and event image could be customized but it is the outcome's associative number that should point to it.
The way the game behaves is in a binary way giving failure and success. If no customized outcomes are used failure is MAJOR DEFEAT! by default and success is VICTORY! by default. Which is even more confusing because outcomes provided under briefing panel do not use this exact naming.
Also I haven't found any effect under triggers that could provide those five outcomes (other than binary ones for completed objective state). Is branching campaign possibility achieved through campaign variables maybe?
Is there an option to achieve more than two outcomes with the game's current state or this requires additional coding to make it accessible ? (Outcomes 0, 1, 2, 3, 4).
How to properly use outcome numbers if outcomes are customized? For example official content is assigning 0 to first three outcomes and 1 for last two. Why is this so?
Game is presenting five different outcomes which suggests possibility of branching campaign but...
I am aware outcome name, description and event image could be customized but it is the outcome's associative number that should point to it.
The way the game behaves is in a binary way giving failure and success. If no customized outcomes are used failure is MAJOR DEFEAT! by default and success is VICTORY! by default. Which is even more confusing because outcomes provided under briefing panel do not use this exact naming.
Also I haven't found any effect under triggers that could provide those five outcomes (other than binary ones for completed objective state). Is branching campaign possibility achieved through campaign variables maybe?
Is there an option to achieve more than two outcomes with the game's current state or this requires additional coding to make it accessible ? (Outcomes 0, 1, 2, 3, 4).
How to properly use outcome numbers if outcomes are customized? For example official content is assigning 0 to first three outcomes and 1 for last two. Why is this so?
Re: Random question
When thinking process gets stuck it is beneficial to express oneself. This frees up mind for new ideas how to approach the subject. Let me answer most of my questions.
Outcome Events listed under Briefings panel are only future potential. Game is hard-coded to give two possible outcomes. Outcome title, description and image are stored in the game. Custom scenarios do not require any additional files in their folder if default outcomes are used. If custom outcomes are used it is necessary to provide outcome image in scenario folder.
When customizing outcomes, numbers next to outcome name (0-4) in Briefing panel are connected to outcome image. Out of five outcome events provided only two are relevant for customization. Position named "Major Defeat" is relevant for customizing failure outcome and position named "Minor Victory" is relevant for customizing success outcome. Changing ONLY outcome title will make no changes. It is most important to change outcome description and title together as well as to provide outcome image in scenario folder. Image for defeat should be named outcome_2_0 and for victory outcome_2_3 owing the fact listed numbers (0-4) in Outcome Events were not edited.
US Boot Camp and Japanese Boot Camp provided as custom campaigns use customized outcome events same as the rest of official content but because they are not stored with the core game files they should have outcome images in scenario folders. This way if campaign is stored in my documents it has missing outcome images.
New Britain custom campaign does not have problems with missing outcome images for scenarios because it uses default outcomes but outcome image and title for campaign outcome is missing.
I didn't played any of them but tested them with cheat codes.
Outcome Events listed under Briefings panel are only future potential. Game is hard-coded to give two possible outcomes. Outcome title, description and image are stored in the game. Custom scenarios do not require any additional files in their folder if default outcomes are used. If custom outcomes are used it is necessary to provide outcome image in scenario folder.
When customizing outcomes, numbers next to outcome name (0-4) in Briefing panel are connected to outcome image. Out of five outcome events provided only two are relevant for customization. Position named "Major Defeat" is relevant for customizing failure outcome and position named "Minor Victory" is relevant for customizing success outcome. Changing ONLY outcome title will make no changes. It is most important to change outcome description and title together as well as to provide outcome image in scenario folder. Image for defeat should be named outcome_2_0 and for victory outcome_2_3 owing the fact listed numbers (0-4) in Outcome Events were not edited.
US Boot Camp and Japanese Boot Camp provided as custom campaigns use customized outcome events same as the rest of official content but because they are not stored with the core game files they should have outcome images in scenario folders. This way if campaign is stored in my documents it has missing outcome images.
New Britain custom campaign does not have problems with missing outcome images for scenarios because it uses default outcomes but outcome image and title for campaign outcome is missing.
I didn't played any of them but tested them with cheat codes.
Re: Random question
You can actualy "minor victory" or "minor defeat" outcomes. There will be a slight change in the upcoming patch and it'll work like this:
The game ends if the turn limit is reached OR any active alliance reaches all of it's primary objectives. At that point victory degrees are given to each alliance as follows:
Major Defeat (0): NOT all primary objectives met + NOT all secondary objectives met + hostile alliance has achieved all primary objectives
Minor Defeat (1): NOT all primary objectives met + ALL secondary objectives met + hostile alliance has achieved all primary objectives
Draw (2): turn limit reaches + no one has met all primary objectives
Victory (3): ALL primary objectives met + NOT all secondary objectives met
Ultimate Victory (4): ALL primary objectives met + ALL secondary objectives met
The game ends if the turn limit is reached OR any active alliance reaches all of it's primary objectives. At that point victory degrees are given to each alliance as follows:
Major Defeat (0): NOT all primary objectives met + NOT all secondary objectives met + hostile alliance has achieved all primary objectives
Minor Defeat (1): NOT all primary objectives met + ALL secondary objectives met + hostile alliance has achieved all primary objectives
Draw (2): turn limit reaches + no one has met all primary objectives
Victory (3): ALL primary objectives met + NOT all secondary objectives met
Ultimate Victory (4): ALL primary objectives met + ALL secondary objectives met
Re: Random question
So the difference in the patch will be in default outcome titles (will they be updated in the editor as well?) and it looks like Draw is not working at the moment.
Available outcomes are:
Major Defeat (0)
Defeat (1)
Victory (3)
Major Victory (4)
Available outcomes are:
Major Defeat (0)
Defeat (1)
Victory (3)
Major Victory (4)
Re: Random question
I did a small test with US Boot camp against Japanese custom campaign. Placing outcome_2_1 image into first scenario folder. I did get the image to appear but was unable to continue campaign. Event pop up is offering "CONTINUE" instead of "RESTART" and "EXIT" Than I cut the image and paste it to campaign folder. In this case outcome event appeared without image.
Should custom outcomes be avoided in custom campaigns for the time being?
Also if this will be fixed in the future it would be useful to place scenario outcome images in campaign folder so there is no need to repeat one and the same image in every scenario folder. If custom outcome if defined game could first check for image in scenario folder and if it is not there it can check in campaign folder. This would give perfect flexibility to use one image constantly repeated in most of scenarios and being able to make scenario based customization at the same time.
Should custom outcomes be avoided in custom campaigns for the time being?
Also if this will be fixed in the future it would be useful to place scenario outcome images in campaign folder so there is no need to repeat one and the same image in every scenario folder. If custom outcome if defined game could first check for image in scenario folder and if it is not there it can check in campaign folder. This would give perfect flexibility to use one image constantly repeated in most of scenarios and being able to make scenario based customization at the same time.
Re: Random question
Unless you are planing to make any changes to how it currently works this last red part can be dropped. It is actually convenient to drop it because hostile alliance can have different objective than just preventing other alliance in achieving their own. Than if both alliances do not achieve their primary objectives and one alliance has achieved all secondary objectives there would be no outcome for this situation.adherbal wrote:Minor Defeat (1): NOT all primary objectives met + ALL secondary objectives met + hostile alliance has achieved all primary objectives
Re: Random question
If no one achieves their primary objectes it results in a draw. You only get defeats if some other player beats you to achieving their primary objectives.Than if both alliances do not achieve their primary objectives and one alliance has achieved all secondary objectives there would be no outcome for this situation.
They can still be entirely different, but in most situations that would be very confusing if it doesn't allow the other player(s) to track the state of eachother's primary objectives.
Re: Random question
Units can be spawned with air transport but can they load into air transport from an airfield?
Re: Random question
Is it safe to say that Trigger Events like Any Event, Turn Start and all the others we could chose scrolling are actually predefined Conditions or do they have some other purpose?
Re: Random question
They determine when the trigger is checked.
Scenario Start:
Checked when the scenario loads for the first time (before the first turn/deployment phase).
Turn Start:
Checked only at the start of any players turn. In combination with a "Check Turn" condition you can limit it to a specific alliance's turn start. This in turn can be combined with a "trigger counter" condition to delay a trigger from executing X turns after it was enabled (or all the preceding conditions were met).
Combat:
Checked when an attack action is executed. Can be used in combination with the "Last Kill" condition to use the details of the combat action which called the trigger check.
Move:
Checked when a move action is executed. This includes all actions which involve movement such as destroying a bridge, which requires the unit to move 1 hex to conclude the action.
Build:
Checked when constructing a bridge or unit (airstrip, bunker, ...)
Any:
Checked after any action the player (or AI) makes. This should be used only when there is no other suitable event available. Leaving every trigger on "any" event may lead to slower game performance of you have a lot of complex triggers set up.
Scenario Start:
Checked when the scenario loads for the first time (before the first turn/deployment phase).
Turn Start:
Checked only at the start of any players turn. In combination with a "Check Turn" condition you can limit it to a specific alliance's turn start. This in turn can be combined with a "trigger counter" condition to delay a trigger from executing X turns after it was enabled (or all the preceding conditions were met).
Combat:
Checked when an attack action is executed. Can be used in combination with the "Last Kill" condition to use the details of the combat action which called the trigger check.
Move:
Checked when a move action is executed. This includes all actions which involve movement such as destroying a bridge, which requires the unit to move 1 hex to conclude the action.
Build:
Checked when constructing a bridge or unit (airstrip, bunker, ...)
Any:
Checked after any action the player (or AI) makes. This should be used only when there is no other suitable event available. Leaving every trigger on "any" event may lead to slower game performance of you have a lot of complex triggers set up.
Re: Random question
So if no conditions are being set and trigger is checked on the basis of trigger event, effect will occur because game treats no conditions as situation where conditions are met.
Another question is about operators we can sometimes use. = (equal to), < (lesser than), > (bigger than) are all clear but what is the meaning of !=.
Another question is about operators we can sometimes use. = (equal to), < (lesser than), > (bigger than) are all clear but what is the meaning of !=.



