Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Victory Determination

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Victory Determination Page: [1]
Login
Message << Older Topic   Newer Topic >>
Victory Determination - 5/11/2001 1:20:00 AM   
Rover

 

Posts: 79
Joined: 5/29/2000
Status: offline
I haven't seen 5.1 yet but am assuming from previous info my idea isn't a new included feature. Back in SP1 days if a game was scheduled for 20 turns it didn't end until every unit on a side was destroyed or 20 turns were completed (at least that's my memory). Current version SPWAW is each turn the game makes a calculation based on both players condition and thes automatically ends the game when certain victory conditions exist. I find this frustrating because two situations can occur: 1) I'm prevented from getting maximum experience in a route situation and 2) I get saved when I get lucky and route a significant portion of the enemy force that could have been a problem by guessing their location and bombing the heck out of them sight unseen. Could a feature be added that once victory conditions are met the summary screen of side losses pops up with additional info for both players regarding remaining units on the board and a choice to continue or end be given the winning player? This feature would pop up everytime the conditions were met for review. Thanks

_____________________________

Post #: 1
- 5/11/2001 1:32:00 AM   
Larry Holt

 

Posts: 1969
Joined: 3/31/2000
From: Atlanta, GA 30068
Status: offline
I've felt the same frustration. One way to avoid a premature ending is to have the enemy own at least one victory hex. In your advance and assault scenarios this occurs as part of the scenario generation. In your delay/defend scenarios you start out owning all of them. You can set up so that your opponent can easily take at least one. Alternately you can save the battle as a scenario, edit it to add in on victory hex on the opposing side then save back to a saved game & play on.

_____________________________

Never take counsel of your fears.

(in reply to Rover)
Post #: 2
- 5/11/2001 2:29:00 AM   
Rover

 

Posts: 79
Joined: 5/29/2000
Status: offline
Thanks Larry... I've actually tried them both and like the "let them have one" more than the "change in editor". Again, just a thought of something it'd be cool to have hardwired into the game. R

_____________________________


(in reply to Rover)
Post #: 3
- 5/11/2001 3:01:00 AM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
Status: offline
We ahve added a morale check of the A0 to the other conditions for being broken so if you (in a scenario) make teh A0 morale 120 then it will be impossible fo teh side to become "broken" and the game should not end early. (assuming you don't lose the A0)

_____________________________


(in reply to Rover)
Post #: 4
- 5/11/2001 6:37:00 AM   
Wild Bill

 

Posts: 6821
Joined: 4/7/2000
From: Smyrna, Ga, 30080
Status: offline
The one Paul mentions works perfectly but of course you can't do that in generated battles. And the scenario designer must set these numbers or it won't work either, and it appears that they have to be set for both sides. Even with that, I have seen a battle - 10 turns - end on turn 8, even in version 5.1 I think this was implemented to keep folks in PBEM games from making that last turn rush to take the objectives and win on a fluke. What I think would really be good would be a random roll when the scenario begins that might make it end a turn early or a turn late, or when it is supposed to do so. Premature endings can be frustrating. I would agree...WB

_____________________________


In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

(in reply to Rover)
Post #: 5
- 5/11/2001 6:53:00 AM   
Rover

 

Posts: 79
Joined: 5/29/2000
Status: offline
Yep... maybe in the end the simple SP1 method of plowing through to the end is the best. Bill's idea is a even more interesting variation on this theme. Anyway, I'm going to dive into 5.1 tonight so thanks again for all the hardwork and I can't say enough how much I've enjoyed what you all have created. Keep up the good work and look forward to much more good stuff from the team.

_____________________________


(in reply to Rover)
Post #: 6
- 5/11/2001 9:34:00 AM   
Possum

 

Posts: 349
Joined: 3/27/2000
From: Adelaide, SA, Australia
Status: offline
Hello all. My only real gripe with the "End scenario if mission impossible" codeing, is that the computer always seems to know one turn in advance that it is about to be broken; And so orders every piece of OB artillery and Aircraft to attack your defending units right on the turn it Breaks. I have often cursed at how I have routed the computer with trivial losses, only to have the computer rout, and drop 6+ batteries of 150mm on my exposed troopers, followed up by the apperance of 10+ Aircraft to shread my so far untouched tank units. Grrr. So the scenario promptley ends with me taking an extra 100+ men and 5+ tanks as casualties I Haven't played V5.01 yet, so I'm not sure if this is still a feature. :)

_____________________________

"We're having a war, and we want you to come!"
So the pig began to whistle and to pound on a drum.
"We'll give you a gun, and we'll give you a hat!"
And the pig began to whistle when they told the piggies that.

(in reply to Rover)
Post #: 7
- 5/11/2001 3:23:00 PM   
Alexandra


Posts: 546
Joined: 12/7/2000
From: USA
Status: offline
Well, while I agree that the early end can be frustrating, from time to time, I have to say I like the feature. First of all, it does add some battle unpredictiblilty. After all, irl, you never know when the battle is going to end. Next, it forces you, when commanding, to not be too cautionus. That's good, for me, cause I tend to be overly cautious and the need to grab that first VH often encouages me to be a tad more agressive :), Lastly, it allows a outnumbered defender to break the initial attack with heavy losses and thus discourage the rest of the attackers, which is quite realistic. Nevertheless, if it would be easy and quite to code, I'd not complain about a toggle for it. If it is a major project, though, I'd rather see Matrix put that time into Combat Leader or one of the other new games. Alex

_____________________________

"Tonight a dynasty is born." Ricky Proehl, then of the Saint Louis Rams. He was right! Go Pats! Winners of Super Bowls 36, 38 and 39.

(in reply to Rover)
Post #: 8
- 5/12/2001 1:07:00 AM   
Larry Holt

 

Posts: 1969
Joined: 3/31/2000
From: Atlanta, GA 30068
Status: offline
quote:

Originally posted by Possum: Hello all. My only real gripe with the "End scenario if mission impossible" codeing, is that the computer always seems to know one turn in advance that it is about to be broken; And so orders every piece of OB artillery and Aircraft to attack your defending units right on the turn it Breaks. ... :)
I've seen this but not so extreame. I attribute this to the AIP knowing that it is about to order a retreat and firing a final protective fire kind of thing to get your heads down so it can break contact. IRL, this is exactly what a human enemy would do.

_____________________________

Never take counsel of your fears.

(in reply to Rover)
Post #: 9
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Victory Determination Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.922