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[Gameplay Bug] Clark Airfield Bug [New]

Posted: Tue Sep 10, 2019 5:40 pm
by Thales99
In the "Road to Manila" scenario of the "Rising Sun" campaign there's a secondary objective to destroy Clark Airfield within 12 turns. The objective is represented by a fuel depot placed on an airfield hex. If the fuel depot isn't destroyed in time, it fails to be removed from play automatically and the warning message displayed below appears for a few seconds after ending turn 13.

After failing the objective, a P40 Warhawk fighter will spawn from the airfield on turn 14 and will later return to refuel (if not destroyed before), but will eventually crash from lack of fuel due to not being able to land because the fuel depot is still blocking the airfield.

On a minor note, the secondary objective of destroying Clark Airfield is still displayed with a question mark on turn 13 if the fuel depot is still intact, even though the objective (correctly) can't be achieved anymore. It only switches to "failed" on turn 14.

Re: [Gameplay Bug] Clark Airfield Bug [New]

Posted: Tue Sep 10, 2019 7:14 pm
by bru888
Good catch, Thales! If dim memory serves, the Rising Sun campaign came out before the Remove Unit/Remove effect was added to the Scenario Editor, and when the Remove Unit/Remove effect appeared, we talked about what it meant. So, nice screenshot, too, because it pinpoints its purpose - I have never encountered that message and I forgot the conclusion that we came to in that thread, if any.

Of course, that begs the question as to how the Remove Unit/Remove effect got into Rising Sun? Who knows. Maybe it tripped to a new default or the designer adjusted something in the meantime. It's hard to believe that it was never noticed before, otherwise.

Well, here's the culprit, and as the message suggests, the effect should be "Exit" (not "Kill" because the "Clark Airfield" fuel depot has not been destroyed):

Screenshot 1.jpg
Screenshot 1.jpg (102.98 KiB) Viewed 635 times

As far as your minor note, the mission is "Destroy Clark Airfield in 12 turns" and, to your point, the objective should be evaluated in Turn 13. However, the trigger is set for the green alliance and since the red alliance (Japan) moves first in every turn, the game is waiting until the green alliance (AI) goes in Turn 13 to evaluate the trigger. Hence the human player (Japan) waits until Turn 14 to see the objective failure.

Re: [Gameplay Bug] Clark Airfield Bug [New]

Posted: Sun Sep 15, 2019 11:15 am
by bebro
Thx for the headsup.