Some reworked WH40K scenarios

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fsx
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Some reworked WH40K scenarios

Post by fsx »

I found in the forum some threads about scenario issues and tried to modify these scenarios.

Scenario Shuttle Search

I tried to change "Shuttle Search".
If I understood the triggers right, a randomized setting of the VH is the goal. Randomized chose of two crash sites should be "found survivor" hexes.
First the analysis. I asked Alex about details for triggers.
In the editor triggers with "ELSE" or nested conditions are not available.
A trigger with "Instantly" and run count == 1 will "fire" each time the game status changed (unit moves/attacks..) until the condition is TRUE. Only if the condition is TRUE, the trigger (run count == 1) will be deactivated.
The result of these facts is that each time a unit is on a victory hex (VH) (and another unit moves/attacks) the condition will be checked. You see: if an unit is during 9 actions (other units move, attacks ..) on a VH, the probability that this VH will not be a "found survivor" hex is lowered to 1%. This is why (near) always the first two VH the player captures are the "survivor found" hexes they need to win.
It is possible, that more than 3 VH are "found survivor" hexes, because the scenario designer didn’t switch off the triggers for other VH, when the player already have 2 active VH (It is not a mayor issue, most peoples could live with or did not noticed this issue).
viewtopic.php?f=235&t=54467

I changed the triggers.
First, I added some triggers. They define the VH’s in the first turn. Okay, the fallback is assigned at begin of turn 2. You could check it with the "test" scenario. In this scenario Blood Angel flag will be shown on the chosen VH after the randomized selection.
Second, I changed the triggers in the scenario by adding the VH<x> flag condition.

The result is:
* The probability to have other VH than the first two captured by the player is much higher. Perhaps the turns should been increased for this scenario.
* The player has always 2 VH, not more.


Scenario Obedience to Orders

I would change the Obedience-scenario.

My suggestions:
* improve the “evacuate” message (message staggering) - patch
* Warning message, when core units near by the VH
* Loss, when a core unit captures the VH
* Loss, when the Steelhammer / Titan not reaches the VH
* activate all enemy units, if the player not deploys core units
viewtopic.php?f=235&t=54448
viewtopic.php?f=321&t=54222&start=20#p506231

These changes should be done, because
A. I will win the scenario by disbanding the Titan/Steelhammer
B. I will win the scenario if I only use the Titan/Steelhammer (no cores)
C. I will win the scenario by capturing the VH with a CORE unit (I disobey the orders)


Scenario Battle on the Diabolus

edit: It looks like a bug. viewtopic.php?f=324&t=54442&p=510008#p510008

Analysis:
It seems to me, that the triggers should work, but they don’t (sometimes). I learned from Alex, that “Instantly” triggers would work, if something on map changed. If I don’t make a move in turn 9, perhaps the trigger would not start. (edit: Instantly triggers are checked also at the begin of each turn)
The attack action for the two Ork groups will set in a given turn. It should be better to use [5,-1] and [9,-1] for the case, that the triggers won’t “fire” in the “only one” turn.
I don’t know now, why the "original" triggers not work (sometimes). Perhaps Alex could check this.
But I reworked the triggers and tested the scenario. Now they work.
* time condition changed
* messages added in case of the Ork activation (when trigger fires)
* changed the "run at" to the begin of players turn
viewtopic.php?f=324&t=54442

Remark:
It looks like the chose, if the trigger fires or not (for this scenario) is defined at the begin of the scenario. I with a savegame at the begin of the scenario the Orks are "lazy", with a savegame at the end of the previous scenario the triggers work.


I tested these scenarios once. They could have faults inside.

@Kerensky: If you like, we could discuss about these scenarios and triggers.

What I learned about triggers:
* triggers with run count == 1 will checked until the scenario ends or the condition is TRUE
* triggers with run at "Instantly" will checked each time the game status has changed (begin/end of a turn, deselect a unit, in the future: flag (game parameter in triggers) has changed)
* Triggers with the same run at will checked in the sequenze they are in the triggers window in the editor (This window should have up/down buttons)
Attachments
modified.zip
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fsx
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Re: Some reworked WH40K scenarios

Post by fsx »

Final Stand at Archeron

Objectives: Hold all 6 victory hexes at the end of the Scenario.
victory conditon (Editor): hold more than 4 victory hexes (you need only 5 not 6 victory hexes you hold) and reinforcements landed
I won in turn 14.

edit:
Captain Tycho is a core unit.
In the next scenario is the number of core slots to small. I sold a unit to buy units from other fractions, but the number of available core slots did not changed (is 0 too).

If an unit placed on the hex for Captain Tycho in the turn he appears, the player never could pick up this unit.
It would be better to place this unit with random unit placement (see in the editor).


Seeking Yarrick

If I interprete the triggers right, the player wins this scenario, if he discover Yarrick and let Yarrick die (or the player disbands Yarrick)!
fsx
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Re: Some reworked WH40K scenarios

Post by fsx »

Scenario: Battle on the Diabolus
Reason: Passive AI when the AI does not spot enemy forces viewtopic.php?f=324&t=54442#p510008
Changes:
* added a new zone includes all victory hexes
* changed triggers for Ork forces in turn 5 and 9 from "attacker" to "move to" new zone
* added message when Ork forces Triggers "Intelligence reports incoming Ork forces." (If a native speaker has a better Version, let me know.)

tested
If someone has problems, let me know.
Attachments
CampScen6B.zip
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Last edited by fsx on Sun Dec 14, 2014 11:51 am, edited 2 times in total.
fsx
Warhammer Moderator
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Posts: 389
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Re: Some reworked WH40K scenarios

Post by fsx »

Scenario: Shuttle Search
Reason: The randomized definition of the "found survivor" hexes dont work proper. viewtopic.php?f=326&t=54672&p=511638#p510003
Changes:
* added some trigger to define the "found survivor" hexes in the first turn
* changed existing triggers for capturing such a "found survivor" hex

tested
If someone has problems, let me know.
Attachments
CampScen3B.zip
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Last edited by fsx on Sun Dec 14, 2014 11:51 am, edited 1 time in total.
fsx
Warhammer Moderator
Warhammer Moderator
Posts: 389
Joined: Mon Dec 26, 2011 2:47 pm

Re: Some reworked WH40K scenarios

Post by fsx »

Scenario: Final Stand at Acheron
Reason:
* Passive AI when the AI does not spot enemy forces viewtopic.php?f=324&t=54782
* scenario ends to early when the player hold all victory hexes until the reinforcement arrives viewtopic.php?f=324&t=54875&p=511629#p511590
Changes:
* added a new zone includes all victory hexes
* changed triggers for Ork forces in turn 4, 8 and 12 from "attacker" to "move to" new zone
* changed victory conditions: hold 6 victory hexes in the last turn
* added a new zone around Tycho
* randomized placement of Tycho

not tested yet
If someone has problems, let me know.
Attachments
CampScen12.zip
(6.74 KiB) Downloaded 297 times
Last edited by fsx on Sun Dec 14, 2014 11:51 am, edited 1 time in total.
fsx
Warhammer Moderator
Warhammer Moderator
Posts: 389
Joined: Mon Dec 26, 2011 2:47 pm

Re: Some reworked WH40K scenarios

Post by fsx »

Scenario: Obedience to Orders
Reason:
* mission objectives dont fit with the victory conditions
Changes:
* added a new zone around the victory hex
* warning message when a core unit steps into this new zone
* activating all Ork units when the player ignores the warning message
* victory condition: loss if Steelhammer dies
* victory condition: loss if a core unit captures the victory hex

rework scenario in progress
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