Scenario building questions
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Scenario building questions
First off let me say I'm new to editing so forgive any stupid questions. I'm a long time TT player and am currently hooked on this game. I'm starting to dabble in making scenarios which are basically geared to multiplayer with a TT theme: choose your forces from available points and then deploy.
Several questions have come up so I'll present them in no particular order:
1) what does the $ sign special hex do? I would guess it gives you resource but how do you edit how much and when?
2) how are you all tiling north facing hills/walls?
3) the scenario parameters for starting points and points per turn are doubled for side 2, easy enough work around but annoying. known bug?
4) advanced question: I want to recreate the zombie apocalypse from the 40k apocalypse book, doing so would mean a script like: when a unit dies place a zombie unit in its place under owners control, how would I script that?
5) can someone post some basic victory scripts like: player with more objectives at the end of the game wins, control all hexs at any point win?
6) can you have different values on objectives and a total point to win?
Thanks to the devs and to the modders out there for a great platform. I can't wait to see what comes of this. Finally an epic scale game in turn based, so happy!
Side note: please put in some hot keys at least for sleep and next unit, running 100 units without that is getting tedious. would also love a way to place multiples of the same unit with one click/ shift click (try placing 20 units of boyz by hand)
Several questions have come up so I'll present them in no particular order:
1) what does the $ sign special hex do? I would guess it gives you resource but how do you edit how much and when?
2) how are you all tiling north facing hills/walls?
3) the scenario parameters for starting points and points per turn are doubled for side 2, easy enough work around but annoying. known bug?
4) advanced question: I want to recreate the zombie apocalypse from the 40k apocalypse book, doing so would mean a script like: when a unit dies place a zombie unit in its place under owners control, how would I script that?
5) can someone post some basic victory scripts like: player with more objectives at the end of the game wins, control all hexs at any point win?
6) can you have different values on objectives and a total point to win?
Thanks to the devs and to the modders out there for a great platform. I can't wait to see what comes of this. Finally an epic scale game in turn based, so happy!
Side note: please put in some hot keys at least for sleep and next unit, running 100 units without that is getting tedious. would also love a way to place multiples of the same unit with one click/ shift click (try placing 20 units of boyz by hand)
Re: Scenario building questions
Help is on the way, I'm hoping to put a guide together after this next patch addresses some lingering issues with scenario creation.
Before that....
#3 item you listed. I have never noticed this behavior before... how are you producing this result? I just tested it in a campaign scenario and it seems to work fine...
#2. I'm not sure what this question is exactly?
#4. This would be incredibly difficult and tedious to create under the current system. It's possible, but it's a very inflexible way of doing things. When unit X dies at Y zone, game calls upon a pre-configured reinforcement enemy unit to appear in that specific location.
#5. Opening existing game content is a good place to start, and the upcoming guide will helpfully help a bit here too.
#6. Short answer no. We didn't get a true variable system implemented in this game unfortunately. Still possible, but it's going to be really ugly and require a lot of 'tag' actions.
To copy/paste units in the editor (along with their configurations) you left click select the unit you want to clone, and while holding shift, left click where you want to paste this unit to. You can use this to set up a whole attack wave in one go, and then change these units later to promote variety by selecting a new unit from the left panel and double clicking on the unit you want to replace.
Before that....
#3 item you listed. I have never noticed this behavior before... how are you producing this result? I just tested it in a campaign scenario and it seems to work fine...
#2. I'm not sure what this question is exactly?
#4. This would be incredibly difficult and tedious to create under the current system. It's possible, but it's a very inflexible way of doing things. When unit X dies at Y zone, game calls upon a pre-configured reinforcement enemy unit to appear in that specific location.
#5. Opening existing game content is a good place to start, and the upcoming guide will helpfully help a bit here too.
#6. Short answer no. We didn't get a true variable system implemented in this game unfortunately. Still possible, but it's going to be really ugly and require a lot of 'tag' actions.
To copy/paste units in the editor (along with their configurations) you left click select the unit you want to clone, and while holding shift, left click where you want to paste this unit to. You can use this to set up a whole attack wave in one go, and then change these units later to promote variety by selecting a new unit from the left panel and double clicking on the unit you want to replace.
Re: Scenario building questions
thanks for the quick response! #2 is an aesthetic issue, all the roads that change elevation are pointed from south to north and the majority of the walls and mountains are too, think i'll have to open an existing one to see whats being used.
I know it happens on the big jungle map with unlimited (forget the name at the moment) maybe its just an issue with hotseat?
#4 so no on unit death tag exists... shelve that for a while
I was referring to in game when placing units but thanks for the help.
Also is there a place where people are posting their scenarios?
I know it happens on the big jungle map with unlimited (forget the name at the moment) maybe its just an issue with hotseat?
#4 so no on unit death tag exists... shelve that for a while
I was referring to in game when placing units but thanks for the help.
Also is there a place where people are posting their scenarios?
Re: Scenario building questions
I took a look at #2, seems to be a bug with the new hotseat mode. I'll make a report, thanks!
Re: Scenario building questions
just tested it again, made a new scenario, set points and side 2 gets double in hot seat
Re: Scenario building questions
#6 Yes. you can.g4geisha wrote:First off let me say I'm new to editing so forgive any stupid questions. I'm a long time TT player and am currently hooked on this game. I'm starting to dabble in making scenarios which are basically geared to multiplayer with a
1) what does the $ sign special hex do? I would guess it gives you resource but how do you edit how much and when?
2) how are you all tiling north facing hills/walls?
3) the scenario parameters for starting points and points per turn are doubled for side 2, easy enough work around but annoying. known bug?
4) advanced question: I want to recreate the zombie apocalypse from the 40k apocalypse book, doing so would mean a script like: when a unit dies place a zombie unit in its place under owners control, how would I script that?
5) can someone post some basic victory scripts like: player with more objectives at the end of the game wins, control all hexs at any point win?
6) can you have different values on objectives and a total point to win?
Option #1
This option is the one Kerensky told about (Ithink so).
You have to write a (long) sequence of flags. Like this:
Set flag "counter0"
victory hex #1:
If victory hex (VH) #1 captured set flag "counter3" (if VH1 has the value 3)
victory hex #2:
If victory hex (VH) #2 captured and "counter0" set flag "counter2" (if VH2 has the value 2)
If victory hex (VH) #2 captured and "counter3" set flag "counter5" (if VH2 has the value 2)
...
If you archieve the "win" points you have to modify the trigger:
If victory hex (VH) #n captured and "counter5" set flag "win"
And check this flag in the victory condition
Option #2
You place (Ork) units on the "outside" of the map at the end of players last turn (if player had the 1st turn)."Outside" means these hexes not visible in the map.
For each VH you place the number of units (corresponding to the VH value) on the map. Add a trigger to each unit with a condition like "if count of side1 VH in Zone1 (one VH) > 0"
After that count these units (condition: count of units in zone<x> > n) in the victory condition or to set a flag.
You hve to add Ork units (would been placed at begin of the last Ork turn) and count these. But they should be weak units without movement (or with AI "hold position (passive)").
Would you place Imperial units they will been triggered at the begin of the next players turn. And thats to late!
Perhaps you could use the param action (only at the end of a scenario). But it is not tested!
Option #3
Set a flag that the scenario ends.
Set side 1 current turn to 1.
Add for each VH a value to current turn.
Check the number of current turn and the "scenario ends" flag and set a new flag.
Change the number of curent turn back to the real value.
Alex (Rudankort), in this action I would like to see a (some) counter-parameter in the select-box.
And it should been checkable in the conditions.
If you like, send me a scenario and I will add one of these two options (I prefer the option #2).
#4:
It needs many triggers (in my point of view to many) to place a zombie on the same hex as unit dies.
I only could suggest such a implementation:
Place zombies (aux units) with an trigger on the map. The program checks the trigger of such units at the begin of players turn. The unit trigger should be "if # of side1 core units < n", where n is the numer of core units in this scenario.
Yes, the zombies are not at the same place as the unit dies.
AND: You should test it, because I dont know what the program does:
#1 Checking the condition for one zombie after another (in this case it would work)
#2 Checking the condition for all zombies at the same time (in this case it would not work)
If it works, you could use my suggestion for different regions in the map to place the zombies near to the place where your main force position is.
You have to make some zombie-clusters and you have to add a condition like "# of side1 units in zone<n> > m"
I would use randomized placement of the zombies.
Re: Scenario building questions
Yea... that is definitely what I'd call 'very ugly' 
Re: Scenario building questions
These solutions are not easy.Kerensky wrote:Yea... that is definitely what I'd call 'very ugly'
A version of Option #2 was used in PanzerCorps official content. It is not so ugly. But it should work without writing many scenario triggers.
Option #1 uses to many triggers. Use "copy" in the editor. I would not do it in this way.
Option #3 is a try to use a feature not as it programmed for. Ok. thats ugly. But if it works you could "add" in WH40K. Thats would be a very nice and very useful feature.
Re: Scenario building questions
Any help an the first question for the $ sign? Thanks all
Re: Scenario building questions
Got a basic guide up:
http://slitherine.com/forum/viewtopic.php?f=326&t=54961
If you still have questions now, let me know and I'll try to answer them!
http://slitherine.com/forum/viewtopic.php?f=326&t=54961
If you still have questions now, let me know and I'll try to answer them!
Re: Scenario building questions
Dollar Sign Special Hex: I too am wondering how to use these. I would like to be able to give points when a unit goes to a dollar sign location. Haven't figured out how to do that yet. Also, what are the first two special hexes for? One is a blue hex and the other is a yellow outline hex. I've used the yellow outline hex but why would you use the blue one?



