Map debugging
Moderators: Order of Battle Moderators, The Artistocrats
Map debugging
How have I not thought of this before!
Trying to co-ordinate a multi-pronged AI attack is hard. How have I not thought of this before so that I can track what the AI is actually doing without using the #orbitalcommand cheat and ruining the AI behaviour!
https://imgur.com/a/gNVue
Trying to co-ordinate a multi-pronged AI attack is hard. How have I not thought of this before so that I can track what the AI is actually doing without using the #orbitalcommand cheat and ruining the AI behaviour!
https://imgur.com/a/gNVue
Re: Map debugging
In a separate note, does anyone know exactly what the Trigger Timer condition does?
Ta
Ta
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bru888
- Order of Battle Moderator

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Re: Map debugging
Is this a trick question? I've looked into some of your work and I am surprised that you would be asking this.Shards wrote:In a separate note, does anyone know exactly what the Trigger Timer condition does?
Ta
Anyway, according to somebody's manual:
Remember, it's not necessarily just turns which can be counted and timed. It can be moves, combats, and other trigger events.
- Bru
Re: Map debugging
ahh, I think I'd been making the mistake of assuming it affected the "Trigger Count" variable. Don't know why, just that's what got lodged in my head 
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GabeKnight
- Lieutenant-General - Karl-Gerat 040

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Re: Map debugging
Good tip with the "reveal", Shards. Thanks.
Setting it up is easy and I'm using it right now.
Setting it up is easy and I'm using it right now.
Re: Map debugging
Wait !!! the orbital command ruins the AI Behavior ??? I kind of got that vibe when after I was playtesting the scenario for the umpteenth time and then I did the oribital to verify a reposition then it seemed the AI stopped or something. Ok great I am going to assume when oribital is used the AI acts differently is this true ??? because it realizes the enemy can see it or it sees the enemy or something. .... Well then this reveal is fantastic better than soap. Thanks
HEY !!! is there no condition specified I assumed we always had to have a condition .. ???
HEY !!! is there no condition specified I assumed we always had to have a condition .. ???
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GabeKnight
- Lieutenant-General - Karl-Gerat 040

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Re: Map debugging
The way I understood it, both the player and the AI benefit from the effects of #orbital, meaning it sees all your units through the FOW *and* hidden/concealed units also.gunnyjs wrote:Wait !!! the orbital command ruins the AI Behavior ??? [...] because it realizes the enemy can see it or it sees the enemy or something.
Nope. Say a "turn start" event will happen at every turn even without a "check turn" condition.gunnyjs wrote:HEY !!! is there no condition specified I assumed we always had to have a condition .. ???
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bru888
- Order of Battle Moderator

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Re: Map debugging
I think that's correct. The way I learned it (thanks, uran21) is that the trigger counts each event very literally. So for each player there is a turn start and if you have two players, by turn three you have already four iterations of turn starts (two for each player for turns 1 and 2). If you want something to happen at the start of player B's turn 2, for example, then you put in the check turn condition and set it for player B's team, alliance, or nation. Then the trigger will properly count only player B's turn starts.GabeKnight wrote:Say a "turn start" event will happen at every turn even without a "check turn" condition.
- Bru
Re: Map debugging
If you do not specify condition game will threat it like condition is being met.gunnyjs wrote:HEY !!! is there no condition specified I assumed we always had to have a condition .. ???
Re: Map debugging
Actually besides two alliances you would add to any scenario, for example player and AI, you do have two more that exist by default. Neutral alliance (not visible anywhere except in flags menu) and not-accesible alliance (first collum in alliances tab). This divides whole turn on 4 turn-parts. So whole turn has so many parts as there are alliances included.bru888 wrote:So for each player there is a turn start and if you have two players, by turn three you have already four iterations of turn starts (two for each player for turns 1 and 2).
Re: Map debugging
Thanks so much


