john g
Posts: 984
Joined: 10/6/2000 From: college station, tx usa Status: offline
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quote:
Originally posted by gdpsnake:
I've discovered a bug/gameplay issue that needs fixing in the mega campaign.
If you take all the victory point hexes in scenarios that are points per turn hexes AND you inflict enough casualties to force a morale break, then the game ends before the full turns are played.
YOU can't get the full amount of VP's from the hexes because of the early end AND YOU DON'T get the full amount of turns to move your units to an exit hex.
So you pull off a spectacular victory and get a draw because you weren't given all the alloted time to get the points and exit units.
That stinks!!!!
This has happened three times so far in three different scenarios.
To have the game end early you need to satisfy several conditions:
Ai no longer controls any victory hexes
Ai has broken morale
Ai can't have a morale 120 hq left in command
If you have exit hexes, they are a priority, even more so than per/turn victory hexes. You give points both ways, exit hexes affect the top end, per/turn hexes affect the bottom end.
Do you have any idea what the point breakdown is on your score. How many points did you get for kills, how many for exits, how many for per/turn hexes?
How did the ai score, how many for kills, how many for per/turn, and you know they get .25x(your starting force) for the exit hexes being there.
thanks, John.
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