Trigger Timer works -- Predictive Table
Posted: Tue Feb 18, 2020 6:48 pm
All,
I think I figured a little bit out about the Trigger Timer.
Here's a table for the values listed below to help determine how to set the timer to blow on a certain turn after actuation. It's a function of how many factions there are in a scenario but I can't figure out the logic precisely.
It would be a real drag working with this table for demolition work, but we don't use any live explosives in the game... so it's sufficient to use the Trigger Timer. If you use Starting Value of 1, it is not reliable. I don't trust the timer for 2 factions, so if I had a scenario with two factions, I'd add one faction without units deployed just to be sure the table works.
From left to right: Number of factions, starting value, target value, actuates on (turn indicator after actuation, all started on turn 1)
3 0 5 2
3 0 7 3
3 0 10 4
3 0 13 5
4 0 5 2
4 0 7 3
4 0 9 4
4 0 15 5
2 0 5 3
2 0 7 3
Higher Faction and target value numbers get weird:
5 0 16 5
6 0 16 6
8 0 16 5
8 0 9 3
8 0 25 8
4 0 25 8
3 0 25 7
2 0 13 5
8 0 25 8
Just thought I'd pass this on so that everybody knows now that the Trigger Timer works, but if you get outside these values, you'd better verify before you invest a lot of time in a scenario that might depend on it working properly.
conboy
I think I figured a little bit out about the Trigger Timer.
Here's a table for the values listed below to help determine how to set the timer to blow on a certain turn after actuation. It's a function of how many factions there are in a scenario but I can't figure out the logic precisely.
It would be a real drag working with this table for demolition work, but we don't use any live explosives in the game... so it's sufficient to use the Trigger Timer. If you use Starting Value of 1, it is not reliable. I don't trust the timer for 2 factions, so if I had a scenario with two factions, I'd add one faction without units deployed just to be sure the table works.
From left to right: Number of factions, starting value, target value, actuates on (turn indicator after actuation, all started on turn 1)
3 0 5 2
3 0 7 3
3 0 10 4
3 0 13 5
4 0 5 2
4 0 7 3
4 0 9 4
4 0 15 5
2 0 5 3
2 0 7 3
Higher Faction and target value numbers get weird:
5 0 16 5
6 0 16 6
8 0 16 5
8 0 9 3
8 0 25 8
4 0 25 8
3 0 25 7
2 0 13 5
8 0 25 8
Just thought I'd pass this on so that everybody knows now that the Trigger Timer works, but if you get outside these values, you'd better verify before you invest a lot of time in a scenario that might depend on it working properly.
conboy