Some reworked WH40K scenarios
Posted: Fri Dec 05, 2014 5:50 am
I found in the forum some threads about scenario issues and tried to modify these scenarios.
Scenario Shuttle Search
I tried to change "Shuttle Search".
If I understood the triggers right, a randomized setting of the VH is the goal. Randomized chose of two crash sites should be "found survivor" hexes.
First the analysis. I asked Alex about details for triggers.
In the editor triggers with "ELSE" or nested conditions are not available.
A trigger with "Instantly" and run count == 1 will "fire" each time the game status changed (unit moves/attacks..) until the condition is TRUE. Only if the condition is TRUE, the trigger (run count == 1) will be deactivated.
The result of these facts is that each time a unit is on a victory hex (VH) (and another unit moves/attacks) the condition will be checked. You see: if an unit is during 9 actions (other units move, attacks ..) on a VH, the probability that this VH will not be a "found survivor" hex is lowered to 1%. This is why (near) always the first two VH the player captures are the "survivor found" hexes they need to win.
It is possible, that more than 3 VH are "found survivor" hexes, because the scenario designer didn’t switch off the triggers for other VH, when the player already have 2 active VH (It is not a mayor issue, most peoples could live with or did not noticed this issue).
viewtopic.php?f=235&t=54467
I changed the triggers.
First, I added some triggers. They define the VH’s in the first turn. Okay, the fallback is assigned at begin of turn 2. You could check it with the "test" scenario. In this scenario Blood Angel flag will be shown on the chosen VH after the randomized selection.
Second, I changed the triggers in the scenario by adding the VH<x> flag condition.
The result is:
* The probability to have other VH than the first two captured by the player is much higher. Perhaps the turns should been increased for this scenario.
* The player has always 2 VH, not more.
Scenario Obedience to Orders
I would change the Obedience-scenario.
My suggestions:
* improve the “evacuate” message (message staggering) - patch
* Warning message, when core units near by the VH
* Loss, when a core unit captures the VH
* Loss, when the Steelhammer / Titan not reaches the VH
* activate all enemy units, if the player not deploys core units
viewtopic.php?f=235&t=54448
viewtopic.php?f=321&t=54222&start=20#p506231
These changes should be done, because
A. I will win the scenario by disbanding the Titan/Steelhammer
B. I will win the scenario if I only use the Titan/Steelhammer (no cores)
C. I will win the scenario by capturing the VH with a CORE unit (I disobey the orders)
Scenario Battle on the Diabolus
edit: It looks like a bug. viewtopic.php?f=324&t=54442&p=510008#p510008
Analysis:
It seems to me, that the triggers should work, but they don’t (sometimes). I learned from Alex, that “Instantly” triggers would work, if something on map changed. If I don’t make a move in turn 9, perhaps the trigger would not start. (edit: Instantly triggers are checked also at the begin of each turn)
The attack action for the two Ork groups will set in a given turn. It should be better to use [5,-1] and [9,-1] for the case, that the triggers won’t “fire” in the “only one” turn.
I don’t know now, why the "original" triggers not work (sometimes). Perhaps Alex could check this.
But I reworked the triggers and tested the scenario. Now they work.
* time condition changed
* messages added in case of the Ork activation (when trigger fires)
* changed the "run at" to the begin of players turn
viewtopic.php?f=324&t=54442
Remark:
It looks like the chose, if the trigger fires or not (for this scenario) is defined at the begin of the scenario. I with a savegame at the begin of the scenario the Orks are "lazy", with a savegame at the end of the previous scenario the triggers work.
I tested these scenarios once. They could have faults inside.
@Kerensky: If you like, we could discuss about these scenarios and triggers.
What I learned about triggers:
* triggers with run count == 1 will checked until the scenario ends or the condition is TRUE
* triggers with run at "Instantly" will checked each time the game status has changed (begin/end of a turn, deselect a unit, in the future: flag (game parameter in triggers) has changed)
* Triggers with the same run at will checked in the sequenze they are in the triggers window in the editor (This window should have up/down buttons)
Scenario Shuttle Search
I tried to change "Shuttle Search".
If I understood the triggers right, a randomized setting of the VH is the goal. Randomized chose of two crash sites should be "found survivor" hexes.
First the analysis. I asked Alex about details for triggers.
In the editor triggers with "ELSE" or nested conditions are not available.
A trigger with "Instantly" and run count == 1 will "fire" each time the game status changed (unit moves/attacks..) until the condition is TRUE. Only if the condition is TRUE, the trigger (run count == 1) will be deactivated.
The result of these facts is that each time a unit is on a victory hex (VH) (and another unit moves/attacks) the condition will be checked. You see: if an unit is during 9 actions (other units move, attacks ..) on a VH, the probability that this VH will not be a "found survivor" hex is lowered to 1%. This is why (near) always the first two VH the player captures are the "survivor found" hexes they need to win.
It is possible, that more than 3 VH are "found survivor" hexes, because the scenario designer didn’t switch off the triggers for other VH, when the player already have 2 active VH (It is not a mayor issue, most peoples could live with or did not noticed this issue).
viewtopic.php?f=235&t=54467
I changed the triggers.
First, I added some triggers. They define the VH’s in the first turn. Okay, the fallback is assigned at begin of turn 2. You could check it with the "test" scenario. In this scenario Blood Angel flag will be shown on the chosen VH after the randomized selection.
Second, I changed the triggers in the scenario by adding the VH<x> flag condition.
The result is:
* The probability to have other VH than the first two captured by the player is much higher. Perhaps the turns should been increased for this scenario.
* The player has always 2 VH, not more.
Scenario Obedience to Orders
I would change the Obedience-scenario.
My suggestions:
* improve the “evacuate” message (message staggering) - patch
* Warning message, when core units near by the VH
* Loss, when a core unit captures the VH
* Loss, when the Steelhammer / Titan not reaches the VH
* activate all enemy units, if the player not deploys core units
viewtopic.php?f=235&t=54448
viewtopic.php?f=321&t=54222&start=20#p506231
These changes should be done, because
A. I will win the scenario by disbanding the Titan/Steelhammer
B. I will win the scenario if I only use the Titan/Steelhammer (no cores)
C. I will win the scenario by capturing the VH with a CORE unit (I disobey the orders)
Scenario Battle on the Diabolus
edit: It looks like a bug. viewtopic.php?f=324&t=54442&p=510008#p510008
Analysis:
It seems to me, that the triggers should work, but they don’t (sometimes). I learned from Alex, that “Instantly” triggers would work, if something on map changed. If I don’t make a move in turn 9, perhaps the trigger would not start. (edit: Instantly triggers are checked also at the begin of each turn)
The attack action for the two Ork groups will set in a given turn. It should be better to use [5,-1] and [9,-1] for the case, that the triggers won’t “fire” in the “only one” turn.
I don’t know now, why the "original" triggers not work (sometimes). Perhaps Alex could check this.
But I reworked the triggers and tested the scenario. Now they work.
* time condition changed
* messages added in case of the Ork activation (when trigger fires)
* changed the "run at" to the begin of players turn
viewtopic.php?f=324&t=54442
Remark:
It looks like the chose, if the trigger fires or not (for this scenario) is defined at the begin of the scenario. I with a savegame at the begin of the scenario the Orks are "lazy", with a savegame at the end of the previous scenario the triggers work.
I tested these scenarios once. They could have faults inside.
@Kerensky: If you like, we could discuss about these scenarios and triggers.
What I learned about triggers:
* triggers with run count == 1 will checked until the scenario ends or the condition is TRUE
* triggers with run at "Instantly" will checked each time the game status has changed (begin/end of a turn, deselect a unit, in the future: flag (game parameter in triggers) has changed)
* Triggers with the same run at will checked in the sequenze they are in the triggers window in the editor (This window should have up/down buttons)