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Mission Timing
Posted: Mon Sep 30, 2013 8:46 pm
by Gunner98
The solution to this one is probably blindingly obvious but I can't see it. [:'(]
Can you set a start/end time to a mission? Or do you need to time it by setting AC ready delays - seems a bit awkward.
Can you set subsequent missions? For instance, assign some AC for a first round of strikes then a second round some hours later? I note that there is a trigger feature for missions so perhaps one mission completion would trigger another to start - not sure, haven't tired it.
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RE: Mission Timing
Posted: Tue Oct 01, 2013 4:58 am
by Tomcat84
You can time trigger mission to go active and later another time trigger to go inactive in the event engine.
The second question, as far as i know right now you cant, at least not preplanned for the AI. Hopefully with future strike planner this will be added.
RE: Mission Timing
Posted: Tue Oct 01, 2013 10:43 am
by Primarchx
The Event Engine is only available in the Scenario Editor. For a player, you'd need to do this manually based on a schedule and a game clock. There are requests in for better time- and mission-management tools.
RE: Mission Timing
Posted: Tue Oct 01, 2013 6:57 pm
by Gunner98
Ok thanks. I see the 'timing' trigger in the Editor. Haven't played with it yet but it looks straight forward. Subsequent missions however: If I have one group of AC on mission A due to take place from 1500hrs until 1800hrs, can I then assign those same AC to mission B due to start at 1900hrs?
Follow on question: for patrol missions can the result be to move or teleport the Ref points? Thereby moving the patrol to a new location?
Thanks
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RE: Mission Timing
Posted: Thu Oct 03, 2013 10:30 am
by Tomcat84
For the first part: you can for your own forces obviously later assign them to a new mission manually. Preplanned perhaps for the AI opponent in scenario editing) it is not possible that I am aware of right now.
Would be very handy if the event editor had an "Assign to mission" action that could be time triggered to assign them to something new. I'll send a reminder to the devs
Your second question I dont know of a way to do that. Interesting idea though. But perhaps it would be better if you could just assign to a new mission with new ref points.
RE: Mission Timing
Posted: Thu Oct 03, 2013 7:16 pm
by Gunner98
Thanks
Yes it was in programming the AI that I was concerned about. The second part would not be needed if subsequent mission planning was available, the moving of Ref Points would only help in patrol and support missions anyway not strike.
The end result of not being able to plan subsequent missions is that the AI only seems usable for relatively short scenarios. For an air heavy game you could measure the time in hours, probably about 6-10. For a ship or sub heavy scenario the scope is much longer, a few days perhaps. I'm OK with that, but it will mean more of a 'Linked Campaign Game' effort for major actions - and that might be much more fun anyway.
I look forward to the evolution of the game and the editor - its pretty darn good out of the starting gate - well done.
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