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Simple way to recreate Yuri Allied Mission 1 Power plant destroyed chain?
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MadHQ
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Joined: 07 Nov 2003

PostPosted: Tue Jan 07, 2025 11:37 pm    Post subject:  Simple way to recreate Yuri Allied Mission 1 Power plant destroyed chain? Reply with quote  Mark this post and the followings unread

Hello,

Any one know of a simple way to recreate Yuri Allied Mission 1 Power plant chain, where if to many are destroyed then game over.

Capture is about the same as destroy via the triggers.

I was looking at what they did for this mission, I dont really get it...

There has to be some thing simpler...

Anyone have any ideas?

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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jan 07, 2025 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

The closest/easist option might be to make them all a distinct house, and use the # of buildings destroyed for that house event...

Of course this might mean you have to power the remaining structures with off-map power, but you could disable those as needed with a change house script too.

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MadHQ
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PostPosted: Wed Jan 08, 2025 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL, that kind of sounds like what they have. The map has power plants off the map, but I am not 100% sure how that works... Its really weird, confusing, and complex.

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G-E
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PostPosted: Wed Jan 08, 2025 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

It's not complex at all, you can attach the change house trigger to the off-map power, and trigger it at the same time the first trigger goes off for too few on-map power buildings.

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Wed Jan 08, 2025 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

How does the game recognize destroy vs capture that way? LOL, I am not sure how they get all that to work...

Nor do I understand the change house aspect of it...

The original map must have (I am guessing) 40+ triggers for 8 power plants... Its kind of a maze that I dont really see how they get it to work.

An idea I am tinkering with, and seems to kind of work... I am not sure what pit falls it may have... Is kind of like what they have, and kind of like what you said, but there is no change house.

The idea I am tinkering with is to add...

CivyPower house
PowerHack house

In the maps text code (kind of like what they have): Add:
Code:

[BuildingTypes]
0=CAPOWR1
1=CAPOWR2
2=CAPOWR3
...
...
... for all 8


Each power-plant on map will be one of the CAPOWR# buildings with house == CivyPower house so the player can capture.
Then have 8 PowerHack house buildings such as 1x1 gagap off the map for each CAPOWR# .

Then have triggers with: 61 TechType does not Exist for each CAPOWR#, this does not seem to be house/capture specific, each trigger enables another trigger that destroys the off the map (gagap) building for each CAPOWR#.

Then have another trigger that watch's PowerHack house: 15 Destroyed, Buildings, #... for # (In this case I think 2 or 3 of the 8, I think the game has 4, but I am still working that number) of buildings destroyed.

So it would end up being 8+8+1=17 triggers... I really wish it was not so many...

But I am not a fan of having all the CAPOWR# code for each power plant...

There has got to be a better way...

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MadHQ
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PostPosted: Wed Jan 08, 2025 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL, then I was thinking about exploits in that mission...

For example, if I sell all buildings, then you just need 1 power plant, then time warp happens... Grand cannons come back, but nothing else.

But the odd thing I found was a bug... If you sell all buildings, after time warp, Tanya does not appear, and you dont get the aircraft carriers. So the mission is not complete-able.

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Jan 08, 2025 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

What's wrong with trying what I said?

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MadHQ
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PostPosted: Thu Jan 09, 2025 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Because I dont understand how it works.

But I guess at least what I have works... Its weird, but it works.

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G-E
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PostPosted: Fri Jan 10, 2025 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

You have a unique house with say 8 NAPOWR, each with an attached trigger that has the condition of # of buildings lost. Off map you have a NANRCT providing power to the corret house, but with a different trigger attached that changes house to that unique house, away from the house that needs the power --- and start the scenario lose process, or trigger loss instantly, however you prefer.

The first will trigger has the enable the second upon say 4 buildings destroyed, causing the nuclear reactor to change house, thus no power.

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