Scenario Shutdown After Start Tyrn

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meward
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Scenario Shutdown After Start Tyrn

Post by meward »

I'm just getting started with OOB's scenario editor. I have some experience with other editors, but am challenged with Mission Triggers and Effects.
In a very small map and few units, I can't seem to get the game to stay running after its started. Apparently some objects are met that terminates the game immediately. Has any else run into this (apparently simple) problem and know what I'm I'm doing wrong?
Erik2
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Re: Scenario Shutdown After Start Tyrn

Post by Erik2 »

If a player has defend-only objectives and start in control of all these objectives the scenario will end after 1 turn.
You need to add a Check Turn condition and set it to some (high) turn number or Scenario turn limit.
bebro
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Re: Scenario Shutdown After Start Tyrn

Post by bebro »

The most simple reason would be that the turn limit is set to 1 turn only in the editor.

Other than that a scenario usually ends when all objectives are achieved. Hard to say without seeing the changes you did, but if you for example have a scenario where you need to hold two victory hexes, and start with two in your possession already it could end right away.

It depends a lot on what you did exactly with triggers etc.

edit: ehh, beaten ;)
meward
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Re: Scenario Shutdown After Start Tyrn

Post by meward »

None of those solutions apply. Is there a stripped version of a scenario with just a very basic mission AI, and triggers that I could download and modify?
I've tried elimination all trigger and even mission objectives and still the scenario terminates as soon as I leaqve the deployment screen.
bebro
Slitherine
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Re: Scenario Shutdown After Start Tyrn

Post by bebro »

Unless it's a secret project you don't want reveal yet it might be easier if you upload your scn zipped somewhere so that we could take a look what causes it to end after turn 1.
Horst
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Re: Scenario Shutdown After Start Tyrn

Post by Horst »

@meward
It's really difficult to know what's wrong without taking a look at your scenario. I've created a tiny 10x10 testmap where I've kept most default settings. I've set it to 20 turns limit and given the Jap 100 coins, 3 CPs, and checked the deployment phase. Then I placed a Jap und US flag in opposite corners and given both 10 supply points there. There are US Recruits waiting for you to beat at the flag. The map doesn't even have objectives set!
This map runs very fine no matter from editor or the main menu. You could even remove the US unit and flag to move around there for 20 turns after you purchased an infantry unit. Modify the scenario at your pleasure to test settings.
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