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Reinforcement map trigger
Posted: Tue Sep 27, 2011 10:45 am
by Erik2
I have assigned a few hexes to zone 1, zone 2 ets.
I just noticed that an air unit on the zone hex will trigger the reinforcement. That is probably not right.
Erik
Posted: Tue Sep 27, 2011 1:12 pm
by Kerensky
Attach your reinforcement triggers to flags instead of units, this will solve your problem with air units triggering zones.
If you are concerned about excessive flag capturing rewarding too much prestige for some reason, you can set -50 prestige triggers on each hex.
Posted: Tue Sep 27, 2011 3:00 pm
by Molve
Can't you filter unit triggers on type, nationality and so on just like usual? (Selecting "only ground units in the zone" I mean)
Posted: Tue Sep 27, 2011 8:11 pm
by Kerensky
That works for AI triggers, but actually making units appear in their reinforcement triggers does not have that air/ground filter.
Posted: Wed Sep 28, 2011 3:04 pm
by El_Condoro
Actually, it does. I tested the 'Add map condition' trigger and you can set a unit to appear for many reasons not just the turn ('Add time condition'). In my test I had a unit appear when an enemy unit entered a zone. The check is done at the start of the turn as far as I can tell, so the appearance is not instantaneous, of course.
Posted: Wed Sep 28, 2011 8:17 pm
by Kerensky
Yes... you can set reinforcement triggers with varied conditions, but the ones the OP is asking for aren't present. That is, the unit filter section is greyed out. You can choose between zones and flags which should be more than adequate though.
Posted: Wed Sep 28, 2011 10:29 pm
by El_Condoro
The OP just needs to check that the criteria ("Number of") is set to units (not flags) and then check that the type being checked for is ground (not air or all) and it should work.
Posted: Wed Sep 28, 2011 11:53 pm
by Kerensky
Oh yea, I see what you're saying. Okay you're right, I wasn't looking closely enough. My mistake, sorry.
When you flip your reinforcement trigger from flags to units, the filters DO become active, and you can filter out air units. Listen to El Condoro, he's telling you the right thing here.

Posted: Thu Sep 29, 2011 12:02 am
by Xerkis
Sorry to say it but, Kerensky… You just dropped from 100 to 99 on my "totally awesome" scale.

Posted: Thu Sep 29, 2011 12:04 am
by Kerensky
+1 for owning up to and admitting when I'm wrong?
Maybe please?
lol
Posted: Thu Sep 29, 2011 12:14 am
by Xerkis
Well… ok. But only because you got me to look at this game in a completely different way from when we played TFN. I think it helped my strategy out a lot…… And I hate to see you get all teary eyed like that – it might keep you from designing more great scenarios.

Posted: Thu Sep 29, 2011 12:17 am
by Kerensky
w00t w00t!
Posted: Thu Sep 29, 2011 2:40 am
by El_Condoro
Kerensky wrote: Listen to El Condoro, he's telling you the right thing here.
Like I don't normally!

Yeah, like Xerkis said, keep making the great scenarios.
Cheers
Posted: Thu Sep 29, 2011 4:10 pm
by Molve
Thanks Condoro, you answered my Q spot on!
Posted: Fri Sep 30, 2011 7:47 am
by Erik2
El_Condoro wrote:The OP just needs to check that the criteria ("Number of") is set to units (not flags) and then check that the type being checked for is ground (not air or all) and it should work.
Thanks, that should do the trick.
I really like the flexibility built into the reinforcement options.
Erik