Let's go for a last feedback on this version of the campaign, shall we?
-> Very little detail within scen descr: "[...] with which t o
strike back. [...]" Well, "to
-> If you plan a sequel to this great campaign, then you could add some reward(s)
for both of these sec obj: 4 US air units down & all land units destroyed, as +spec pts or/and +some commander
... this won't be lost as it will be useful for the next part of the Banzai campaign!
-> Right now, impossible to properly "fail" (with red cross, I mean) the sec objs about air, sub and land!
Now only either completed or open...
-> What's the point of all these deploy hexes already out of the water, including on two of the pri objectives?
Our recon units are even still on water right now...
Please, remove all of them!
Add few deploy hexes on t5 (a little like the 3 we've on t3, and the 3 on t4
)... indeed, perhaps still some LCPs are left unused, for quite a while, like this...
-> About pop-up "Sub spotted":
1. Two little details within the text: "An enemy sub is spotted in the area.|Use your destroiyers
to hunt it down and sink it!|Proetct
your aircraft carriers at all costs.|Note new orders."
2. In the new orders, you mean (from the Editor) "Do not lose any carriers" & "Sink at least one enemy sub."
Okay, but then, the sec obj "Do not lose any carriers" should not been enabled and visible from start!
(But it can still be left as completed/validated from start
-> Now, about this:
robertahyuk wrote: ↑
Fri Sep 11, 2020 11:33 am
[...] Wake: Triggers not working to win the game. Completed all objectives but still get a draw. That needs to be fixed also.
Good campaign and enjoyable. [...]
According to the picture you've posted (14th turn out of 24), you had the 3 pri obj (golden star flags) under control but there was still 2 enemy land units left to destroy ('could have been some MG-foxholes
Right now, the pri obj can be considered as completed only
if these sec obj have first been achieved: 4 US air down, sink at least 1 sub & all land units destroyed. As you haven't destroyed all
land units, the pri obj can never be taken as achieved. That may be why!
This condition actually allow for an early Major Victory...
Actually, Erik, I suggest to let this trigger as it is now (early Major Victory possible, that's super
), but what about
adding another trigger, a new one, simply to check at scenario end if these 3 pri obj are controlled by the player and then setting this as completed?
Otherwise, it may stay on "open" forever if the player fails to complete any of these 3 sec obj.
-> A little too easy
right now: (13th turn, no more enemy land unit at all (and no plane either for a while)... & Major Victory on the 17th turn (out of 24)...
1. No defenses around Deveraux HQ?
(most of the US intantry units surrounded, outsupplied & massacred near the beaches)
Put at least a (regular but entrenched) bunker there, and some US Seabees around it (as near the western pri obj)... And maybe some Willys Jeep unit (perhaps even patrolling)?
Maybe with an US commander in this bunker/HQ (like you did with Chiang Kai-Shek previously).
What about adding an US AT unit somewhere, as well as some artillery unit(s) and even an AA unit near the airfield?
3. Nice, these two US DDs spawning (randomly, as the subs - excellent!
)... but too weak as well... maybe
add a third DD and some cruiser as well (even out of these random triggers, as it shall be easier like this
-> Looking in the Editor: we don't receive the auxiliary (Jap) reinforcements
you've planned because there is no hex targetted/selected for them... (all the "Spawn Unit" parts
)... anyway, we don't need
them, we don't need that much (except for the "variation", for having "something else happening as well"
So, here I suggest:
1. Perhaps let some of them really spawn (together with a nice and immersive event & of course not outsupplied),
2. "Clean" the others from these triggers,
3. Increase the amount of RPs directly received at scenario start (finishing upgrading our many units to '41 costs a lot).
And I think that's all there is to write right now about it!
Oh, and the "Export Core" option is now already valid.
About the sequel of this campaign:
1. It could be nice to
keep all already unlocked specs and part of the XP of our units (perhaps 50% of the XP?)... But you've certainly already thought at this point.
2. To save some time, if I may, perhaps verify directly if all obj (especially sec obj) can be considered as "failed" as well, instead of just completed or still open.
Et voilà !