Ambrosia Garden Archive
    • No Ships Left Condition


      Is there a way to get the No Ships Left condition to work? Exactly 3 seconds after I start a scenario using this condition it either makes me win or makes the computer win before a single ship is destroyed.

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      -patrick

    • As far as I know, no. I hope someone out there knows 'cause i wanted to use that condition.

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      "A person needs change. Without change something within us sleeps and seldom awakens. The sleeper must awaken." -Duke Leto Atreides (Dune)

    • I got a reply from Nathan Lamont about it:

      on 8/13/00 10:25 AM, Patrick Cavanaugh at REDACTED wrote:

      I have found a bug in Ares 1.2.0B5. When you use a "No Ships Left"
      condition, it activates 3 seconds after the level starts, before even 1 ship
      is destroyed!

      This condition can't be initially active, otherwise it will be triggered
      when the scenario begins.

      To use it properly, have it initially inactive. Use another time-based
      condition to turn it on after some time.

      If you could pass this info on to the "Engineering" area of the web board,
      I'd appreciate it.

      --
      s p a c e i s t h e p l a c e
      Bigger Planet Nathan Lamont
      http://www.biggerplanet.com

      This post has been edited by Patrick : 25 September 2007 - 02:42 PM

    • Initially inactive, then make a timer >1 condition to AlterTrueYet on it.

      More fun: to have to capture multiple planets: a condition for each, where all but one is inactive. Then, AlterTrueYet in a chain, until the last met condition wins the scenario.

      -Pallas, {M}ilitia pilot and representative to the Obish consensus.