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Turn number, turn limit?

 
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Turn number, turn limit? - 11/15/2007 9:55:51 PM   
GJK


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Going through the editor, I've gathered that there is no simple input box that lets you put a "cap" on turns when creating a scenario (unless I've missed it). Is there a way to implement some custom code in order to implement a turn limit for a scenario or do they only end when one side or the other obtains the required VP's?

Along the same lines, if you could implement a turn limit for a scenario, it would be nice to have a way to see that it is "turn # of # turns" when playing.
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RE: Turn number, turn limit? - 11/15/2007 10:32:50 PM   
tweber

 

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You can award victory with an event.  This gives you a very wide range of potential victory options.  Other than locations, I think a common victory condition would be lasting until a certain point.

(in reply to GJK)
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RE: Turn number, turn limit? - 11/15/2007 10:41:06 PM   
PDiFolco

 

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Not sure you can really set a hard turn limit.
Yet it seems like defining VP/Score by turn # is easily possible, it's just what Vic did in the Netherlands design-tutorial scenario.

(in reply to tweber)
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RE: Turn number, turn limit? - 11/15/2007 11:58:00 PM   
GJK


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Would you be able to do something like this:

1. Create a neutral country, perhaps a single hex way off map. Set it so that they can't build and have no units (HQ?).

2. Set it so that they automatically gain +1 VP each turn

3. Game ends when this neutral gets X number of VP's (the turn limit of the game).

(in reply to PDiFolco)
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RE: Turn number, turn limit? - 11/16/2007 4:02:07 PM   
tweber

 

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An easier way would be to have an event that awarded victory to a regime at a certain turn:

Checkround = x
execsetwinner (y)
end.ch

(in reply to GJK)
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RE: Turn number, turn limit? - 11/16/2007 4:12:07 PM   
PDiFolco

 

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I suspect the request is to be able to "check" victory and then end the game at turn X, not only giving automatic victory.
But it should work the same, with the various checks to find the winner done  between the Checkround and execsetwinner.

(in reply to tweber)
Post #: 6
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