

Moderators: The Artistocrats, Order of Battle Moderators
It looks like a bug.This skin is a skin by default that everybody possesses.GabeKnight wrote: ↑Sat Jul 14, 2018 3:00 pm Tunis, v1.03, middle diff
Nice idea with the new "set skin" trigger in general, but if I don't have the required skin installed, that trigger messes up my purchase screen making the all new units "vanish" until the window's refreshed. Kind of annoying.
You're right. But why would anybody want to lose anyways?bru888 wrote: ↑Sat Jul 14, 2018 3:25 pm I notice that you don't have an AI primary objective, without which the human player cannot technically lose. As you know, you would include a trigger to evaluate whether the human has achieved his primary objective(s) at the end of the scenario and if not, the human fails and the AI achieves its primary objective instead. AI wins, human loses.
Yeah, struck me as odd, too.
That's an interesting question and I will tell you why. You are asking it from primarily a player's viewpoint. I, on the other hand (and meaning no condescension at all) look at it from a designer's viewpoint. It is really tough to design a single player scenario which allows for a challenge without being overly frustrating while at the same time not making it so easy as to be no challenge at all and therefore boring. So, from my perspective, I want the player to lose my scenario if he is that bad at playing it!GabeKnight wrote: ↑Sat Jul 14, 2018 3:45 pm You're right. But why would anybody want to lose anyways?![]()
Sounds good and about right. Looking at it this way, Mr. T very well succeeded in this scen. Although it DID feel a bit frustrating to lose that many air units (like my beloved B17...330RP!!!) directly at the beginning. But as said, I could've restarted with a different deployment after a few turns...bru888 wrote: It is really tough to design a single player scenario which allows for a challenge without being overly frustrating while at the same time not making it so easy as to be no challenge at all and therefore boring.
This scenario (Tunis) could be connected with Fabio3110's scenarios (Casablanca and Djebel Abiod (viewtopic.php?f=374&t=86328)) and my scenarios Omaha Beach, Pointe du Hoc...bru888 wrote: ↑Sat Jul 14, 2018 3:25 pm I notice that you don't have an AI primary objective, without which the human player cannot technically lose. As you know, you would include a trigger to evaluate whether the human has achieved his primary objective(s) at the end of the scenario and if not, the human fails and the AI achieves its primary objective instead. AI wins, human loses.
Also, is/will this be part of a campaign? Awarding specialisation points for finishing early would seem to indicate so.
bru888 wrote: ↑Sat Jul 21, 2018 5:02 pm Incomplete popup messages:
You may get complaints about this: You activate and give notice of the transport ship objective only on turn 3 but it must be accomplished by turn 20. This means you are giving the player only 18 turns to accomplish this objective. Maybe change the objective to say "Sink the Transport Ships . . . by Turn 20."
Yes, USA (Human) vs Italy (AI)
I do not know how to make a multiplayer scenario