Debugging Events

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murphstein
Posts: 26
Joined: Thu Aug 03, 2006 2:39 am

Debugging Events

Post by murphstein »

I understand this is jumping into the deep end of the pool...

I'm trying to fix an event problem in Autumn Fog 44 (WWII - West Front), mostly as a learning exercise.

The designer's intention was pretty clear:
- Starting on T52, the German player gets 11 TOs to send 11 Pzr formations to the Eastern Front
- If the German player doesn't withdraw formations, he is penalized 10VPs per formation per turn
- Once a formation is withdrawn, the 10VP/turn penalty for that formation stops being assessed

The problem I'm trying to fix is that the penalties start in the same turn as the TOs become active.

This means that the German player gets dinged for 110VPs on T52 (before the TOs can be exercised) and again on T53 (because the units seem to get withdrawn after the penalty events kick in).

I thought this would be a simple fix: edit the TO events to trigger on T50 and leave the penalty events set to trigger on T52. No joy.

Here's the event sequence for one formation, dumped from the AF44 scenario:


Event: 867, 1. SS Pz LSAH not withdrawn, Allies +10VP.
Trigger turn: 52 (PM, January 10th, 1945).
Effect: Victory 1+ (Allies).
Value: 10.

Event: 868, 1. Pz LSAH is sent to the East Front.
Trigger: Event activated.
Effect: News only.
Trigger Event 868 (1. SS Pz LSAH is sent to the East Front.).

Event: 869, [no news]
Trigger: Event activated.
Effect: Cancel event.
Trigger Event 868 (1. SS Pz LSAH is sent to the East Front.).
Affected Event 870 ().

Event: 870, [no news]
Trigger: Event activated.
Effect: Enable event.
Delay: 1.
Trigger Event 867 (1. SS Pz LSAH not withdrawn, Allies +10VP.).
Affected Event 867 (1. SS Pz LSAH not withdrawn, Allies +10VP.).

Event: 871, Withdraw 1. SSPz LSAH
Trigger turn: 52 (PM, January 10th, 1945).
Effect: Theater Option 2 (867).

Clearly I'm missing something important about how the event engine processes these instructions.

The actual unit withdrawal events are all triggered by 868, in this case.

If someone wants to point me to a post describing all this in detail (yes, I am a programmer), cool.

dpm
Dan Murphy
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Telumar
Posts: 2200
Joined: Tue Jan 03, 2006 12:43 am

RE: Debugging Events

Post by Telumar »

Clearly you didn't paste the whole event sequence. Without having looked at the original events the whole sequence for one formation should look like the following (starting with event #1 for demo purposes):

#1 Turn 52, Theater Option 1, Activate Event #2 (Withdraw Formation X)
#2 Turn 999, news only
#3 Event Activated (#2), Cancel Event #4, delay=0
#4 Turn 53, Victory 2+ (10 VPs)
#5 Event Activated (#4), Enable Event (#4), delay=0

The formation(s)/units will be wihdrawn by activation of event #2 which will trigger the following:

#6 Event activated (#2), withdraw unit (formation X, unit a)
#7 Event activated (#2), withdraw unit (formation X, unit b)
etc.
ogar
Posts: 297
Joined: Sun Sep 06, 2009 8:31 pm

RE: Debugging Events

Post by ogar »

@Murphstein,

Have you visited Telumar's site ?  I found his series on Struggling with the Event Editor very helpful - after my tracing through and tracing again, the actual processes and drawing ugly diagrams with arrows and ellipses and as-sordid other yuck.

Here's a link to part 3, and I recommend the earlier posts as well.
http://thetoawbeachhead.wordpress.com/2 ... t-3-masaf/
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