Page 1 of 1

9.1.4: Combat Event blocks goal count

Posted: Wed Nov 03, 2021 12:27 am
by bru888
This is an obscure one but can be reliably reproduced.

If Combat Event is set for a trigger with a Check Unit Count condition, the game does not include the goal count in the Turn Overview window:

Screenshot 3.jpg
Screenshot 3.jpg (445.69 KiB) Viewed 1394 times
Screenshot 4.jpg
Screenshot 4.jpg (229.93 KiB) Viewed 1394 times

If Any Event is used instead, the goal count appears:

Screenshot 5.jpg
Screenshot 5.jpg (445.76 KiB) Viewed 1394 times
Screenshot 6.jpg
Screenshot 6.jpg (256.47 KiB) Viewed 1394 times

I may have been seeing this in 9.0.6 but certainly in 9.0.7. I happened to stumble across the Combat Event / Any Event relationship in this latest scenario that I am working on because I left Any Event in the trigger by mistake. The goal count was displaying at that time. When I changed the trigger to Combat Event, it disappeared. I subsequently flipped back and forth and reliably reproduced the error.

Re: Combat Event blocks goal count?

Posted: Tue Nov 30, 2021 1:20 am
by bru888
Heh, rearranged some objectives, forgot this problem, changed back to Combat Event, encountered the problem (again), and had to rediscover the Any Event workaround. :wink:

Re: Combat Event blocks goal count?

Posted: Thu Dec 09, 2021 9:42 pm
by bru888
By the way, here is evidence of the issue in a DLC scenario. Scroll down to what I said about the "Destroy 15 Axis land units" trigger condition, the linked objective, and Combat Event as the trigger event:

viewtopic.php?f=264&t=107786

Re: 9.1.4: Combat Event blocks goal count

Posted: Tue Feb 22, 2022 11:02 pm
by bru888
I'm not sure what this meant on the 9.1.4 changelist:

• [EDITOR] Fixed bug with Check Unit Count

but if it refers to this issue, it's still not fixed in version 9.1.4:

Screenshot 3.jpg
Screenshot 3.jpg (534.8 KiB) Viewed 990 times
Screenshot 4.jpg
Screenshot 4.jpg (533.93 KiB) Viewed 990 times
Screenshot 5.jpg
Screenshot 5.jpg (518.89 KiB) Viewed 990 times
Screenshot 6.jpg
Screenshot 6.jpg (531.32 KiB) Viewed 990 times
Screenshot 7.jpg
Screenshot 7.jpg (552.79 KiB) Viewed 990 times

Re: 9.1.4: Combat Event blocks goal count

Posted: Wed Feb 23, 2022 5:08 am
by terminator
The "solution" could be to create a Trigger with Trigger Event = Scenario Start which only counts the number of units (at the beginning of the scenario) :idea:


Crimea(1).jpg
Crimea(1).jpg (491.55 KiB) Viewed 981 times

Re: 9.1.4: Combat Event blocks goal count

Posted: Wed Feb 23, 2022 4:03 pm
by bru888
terminator wrote: Wed Feb 23, 2022 5:08 am The "solution" could be to create a Trigger with Trigger Event = Scenario Start which only counts the number of units (at the beginning of the scenario) :idea:
That would work only once, wouldn't it? Then it would disappear on Turn 1?

Besides, it is broken as of a patch or two or three ago and it should be fixed. For now, the easiest workaround is to schedule the trigger for "Any Event."

A long time ago, an OOB sage advised that, to enhance scenario performance, it was best to keep the amount of checks that the game must perform down to a minimal number. He said "Any Event" worked against this idea because the game literally checks the trigger every time ANYTHING happens in that case. Every time any unit moves, for example.

I haven't noticed any difference in performance, really, when I use "Any Event" but the theory is there. Then again, a while ago, I upgraded my game playing with a laptop that has a very large brain. I may have noticed a difference if I was still using my old clunker.

Re: 9.1.4: Combat Event blocks goal count

Posted: Wed Feb 23, 2022 6:28 pm
by Shards
FWIW, I would actually advise to use Any Event on Check Last Kill now anyway. As you'll need that to test for Disbands (which that trigger now supports).

I don't think the occasional use of Any Event like your examples here, should kill performance, just as long as you've not got dozens all running at once

Ta

Re: 9.1.4: Combat Event blocks goal count

Posted: Thu Feb 24, 2022 5:43 am
by terminator
bru888 wrote: Wed Feb 23, 2022 4:03 pm
terminator wrote: Wed Feb 23, 2022 5:08 am The "solution" could be to create a Trigger with Trigger Event = Scenario Start which only counts the number of units (at the beginning of the scenario) :idea:
That would work only once, wouldn't it? Then it would disappear on Turn 1?
The problem remains when we Save & Load the counter no longer appears :(