ORIGINAL: RERomine
Is it possible to design a scenario, with a lengthy time frame (30+ turns) where the "penalty" for failing to achieve objectives by a certain turn is the AI gets reinforcements that can turn the battle into a long, but winable blood bath? The situation might be an attack to capture a town, bridge, or whatever. If the objectives are secured by turn 10 or so, game over. Otherwise, the AI gets an influx of reinforcements and it turns into a slugfest. This would allow for both the planned attacked, expecting the battle to go on for a while or a hasty attack where someone tries to put it away quickly.
This might be beyond the capabilities of the SPWaW engine, because it would have to recognized game over if the objectives are secured by turn 10. Does anyone know if this is possible? Also, does the game use any sort of "triggering", i.e. units from side A capture hex X,Y and side B gets reinforcements, withdraws, counter-attacks, etc? It's along the same lines as recognizing certain game conditions.
Not really...there aren't any "triggers" in the game that could be used to define the achieving of certain conditions. It is possible to build a scenario that has a long time frame and give the AI reinforcements at different intervals that would extend the fighting, but the only way to end the game is either to run out the turns or fulfill the Force Morale Broken conditions, i.e. destroy a majority of the AI's forces AND cause the A0 HQ to fail it's Force Morale check. And this would have to occur before any reinforcements arrived to bolster the Force Morale and the force composition.
So while the conditions you describe might be met accidentally during gameplay, the scenario can't be designed specifically to meet them.










