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Victory triggers - 'Capture' vs 'Capture & Hold'

Posted: Fri Sep 04, 2015 7:16 am
by GottaLove88s
Exploring the Editor.

How do the different Victory triggers work?

For example, when I'm playing SP, 'Capture' literally just means move a unit into a predefined hex. Then I get my objective tick. Once I've got that tick, I can never lose it. So even if the enemy AI recaptures my objective, I still score for it.

Does it work the same for MP? For example, it's easy for the Allies to take Haleta, Tulagi and Henderson Field in Erik's Watchtower/Guadalcanal scenario. With the size and starting proximity of the Allied invasion force, it should be possible to achieve these objectives within less than 5 turns. In the Editor, they're listed as 'Capture' objectives.

Is there a 'Capture & Hold' objective in the Editor, versus plain vanilla 'Capture'?

Using the Watchtower/Guadalcanal example again, in reality, the Allies mounted such a large invasion, travelling through stormy weather that meant they got missed by overflying Japanese patrol aircraft, completely surprising the defenders. The capture of Tulagi and Henderson were (relatively) easy. However, the Japanese mounted multiple attempts to take back both, before they gave up these key islands.

So, for a long scenario, 'Capture & Hold' would make more sense than 'Capture'... with objectives (and therefore victory) swinging back and forth, as key hexes are won or lost...

Re: Victory triggers - 'Capture' vs 'Capture & Hold'

Posted: Sat Sep 05, 2015 5:20 pm
by adherbal
For capture & hold you need to set up 2 triggers, one for each side. Set both to unlimited repeat (-1) and in the trigger effects each trigger should disable itself + enable the other.

Re: Victory triggers - 'Capture' vs 'Capture & Hold'

Posted: Sat Sep 05, 2015 10:59 pm
by GottaLove88s
Thanks Adherbal! :D