Why isn't the game over?
#1
Posted 10 July 2009 - 11:48 AM
#2
Posted 10 July 2009 - 04:40 PM
A quick check of the files reveals the problem: the victory condition for the NR on OSH is Galactic_Conquer_Enemy_Homeworld_And_Leader. I had assumed the "homeworld" corresponded to the <Home_Location> listed on the campaign, but apparently it's the <Home_Planet> of the faction. I guess PG had some issues with this as well:
<!-- AJA 03/04/2005 - Uncomment this block if you want the Empire to be able to win the campaign by defeating Mon Mothma and capturing Alderaan. <Home_Planet>Alderaan</Home_Planet> --> <Faction_Leader>Mon_Mothma</Faction_Leader> <Faction_Leader_Company>Mon_Mothma_Team</Faction_Leader_Company>
<!-- This enables the galactic victory condition: "Win by capturing Coruscant and eliminating Emperor Palpatine" --> <Home_Planet>Coruscant</Home_Planet> <Faction_Leader>Emperor_Palpatine</Faction_Leader> <Faction_Leader_Company>Emperor_Palpatine_Team</Faction_Leader_Company>Instead of doing it by the campaign, they just decided to comment the faction home planet out, making that victory condition almost totally worthless. My guess would be that if you had captured Coruscant, you would've won. Since you're supposed to capture Byss though, I'll redo it with a different victory condition (the one in TO).
Thanks for the report.
#4
Posted 11 July 2009 - 09:43 PM
Here's another weird thing, I'll let you tell me if it is intentional or not. After I conquered the space above Coruscant, I had a large fleet in orbit including Home One and Rebel Dream. I set out to conquer the ground by raiding with 3 squads of airspeeders (I've found that raiding often works better in a ground attack because all 3 squads land at the start; if you do a regular ground attack you start out with only one squad landed, and each squad gets destroyed before they even get off the ground, same for tanks, etc.). Anyway, I lost the raid battle and not only did I lose the 3 squads of airspeeders, but I also lost Home One, Rebel Dream, and my fleet commander! The rest of the space fleet was OK. Is that supposed to happen?
#5
Posted 12 July 2009 - 05:50 AM
The other half of that condition has probably become broken also, as a result of our hero upgrades... No matter, we just won't use it anymore; there are others that can approximate it well enough.OK, so I conquered Coruscant and the game still didn't end.
I'm guessing you used auto-resolve somehow to determine the outcome. Otherwise, I really don't know.Anyway, I lost the raid battle and not only did I lose the 3 squads of airspeeders, but I also lost Home One, Rebel Dream, and my fleet commander!
#9
Posted 13 July 2009 - 02:18 AM
#13
Posted 14 July 2009 - 08:01 AM
My bad. I notice it with auto-resolve, since I don't actually play out the land battles. I kind of just assumed it would happen with normal battles.
The land battles are truly difficult to figure out at this point. Most units have extremely long fire ranges; the pirate planets that have heavy mercenaries are a true pain b/c they can fire their rockets from all the way across the map. Yet, my stormies (when using the rocket secondary option) or rebel plex soldiers do not seem to have nearly the same range for the player. In fact the rocket secondary attack and the thermal detonator attack for stormies don't seem to work at all. Furthermore, maybe its just a matter of positioning, but the AI can destroy heavy units (e.g. AT-AT's) almost immediately at the beginning of a ground conflict while the player units cannot do the same when being attacked.
#14
Posted 14 July 2009 - 11:06 PM
It's true, with units that can fight on the ground, they will enter into the auto-resolve equation. Ackbar and Leia shouldn't though - they have no "real" unit for land - which is why I'm stumped. For tactical combat that you play out yourself, only the units that you bring into the battle can be destroyed.I notice it with auto-resolve, since I don't actually play out the land battles.
Land units should really have their own section on the website, but since I figure they're going to change dramatically anyways, it's probably not worth the time. I'll try to explain it briefly.The land battles are truly difficult to figure out at this point.
When I did the ranges, I made them canonically verbatim, which was a mistake. The maps in EaW are way too small - something like a few klicks wide - for exact ranges, hence the firing across the map.
The "Rocket Attack" ability is not a rocket attack... that name is misleading (from the T4-B). It's actually a swap weapons. Most infantry have two distinct weapons, but can conventionally have as many as four (I believe only Fett has more). The primary weapon is usually a rifle or something otherwise substantial, like a HH-15. The secondary weapon (triggered by "Rocket Attack") is a backup weapon, commonly a pistol. If the unit has grenades, these can also be thrown while in secondary mode. Finally, the tertiary weapon is something that only triggers at close range, such as a vibroblade or simply fisticuffs.
The thermal detonator attack for Stormtroopers is a fixed charge that can only be planted on structures.
So, uh, yeah, my advice would just be to auto-resolve land combat until the next release. It's totally unpolished and I probably should've cut it, but that's a long story...
#15
Posted 12 August 2009 - 04:53 PM
Unfortunately, it doesn't seem to work this way for heroes. I see this once in a while. (Well, saw it before my system died.)For tactical combat that you play out yourself, only the units that you bring into the battle can be destroyed.
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#16
Posted 13 August 2009 - 04:51 AM
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