Game 1251: vornn, pickupsticks in 'Alien'
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- Brett and Lambert taking care of business.
- Um.... OK, well I was GOING to win - but I thought I had to get to the shuttle first? Wasn't expecting it to end that turn.
- I've just had a look, and it seems that you got 20 VPs for killing Ash and then 99 for destroying the computer, which obv means > 100 VPs. I'm surprised this hasn't appeared as a problem before. Presumably no-one has killed Ash and destroyed the computer in any previous games. I'll change it, but at least you were going to win anyway. :)
Posted by
SteveSmith 14 years ago [Login to reply]
- Actually, if anyone likes an interesting "logic puzzle", I'd be interested to hear any suggestions for what VPs to allocate to units being killed / units escaping / computers destroyed that would handle all circumstances correctly!
Posted by
SteveSmith 14 years ago [Login to reply]
- Hmmm....
98 for the computer and 2 for any escape, 1 each for killing ash and the alien.
That should cover it?
I was looking forward to seeing if I could get anyone else out alive, but I guess it ends when the first person escapes. Which is OK.
(I am quite pleased that Dallas was going to make it out alive for once!)
- Or 20 for ash and 20 for the alien, 60 for the computer, 40 for escaping. That might be a bit more elegant.
- OR (he says) does the Alien have to be alive for Ash to be happy? If the impossible happens and the alien dies, but Ash manages to kill the rest of the crew, would the company be content? If so then killing everyone off will be a win for Ash, and the company get the dead alien to study, which is fine with the existing set up. If not then assign the alien 100VPs if it's killed, keeping 60/40/20 for computer/escape/ash.
- With the first one, what VPs to give to the aliens for killing the humans? At the moment it is set to 20 per unit. This means that if the alien kills one human and the humans kill both aliens, the aliens will win as they have 20 VPs vs 2 VPs.
With your second suggestion, VPs for escaping are allocated to each unit, so the player could just walk all their units to the escape hatch (without killing any aliens or destroying the computer) and get 200 VPs.
It is quite complicated and might not even be possible. I think the only solution is for me to write some special mission-specific code. I have to say, calculating victory conditions has been by far the most complicated part of writing Stellar Forces. Posted by
SteveSmith 14 years ago [Login to reply]
- OK, now my brain hurts :)
I'll have a think about this later on. Complicated is the right word! Must've been some mental gymnastics for quite a few of the other missions too.
- Guys, I thought that the Nostromo Crew didn't get any points for killing Ash or the Alien. I thought that they only got points for destroying the reactor and for escaping? Has something changed? After all, by destroying the reactor they are setting the ship to explode so Ash and the Alien would be killed anyway.
Posted by
Deadlime 14 years ago [Login to reply]
- I may be wrong, but I think I added the point for killing the alien & Ash because in one game they were both killed. However, the human player still lost because the Alien player had killed a human, meaning they had more VPs.
Some might say "surely if one side has no units left then the other side must win", but since units can escape it's not that straight forward. Posted by
SteveSmith 14 years ago [Login to reply]
- "Must've been some mental gymnastics for quite a few of the other missions too."
My mental gymnast has got arthritis. ;) That's why, even now after hardly changing the game for months, circumstances/bugs like this still crop up! Posted by
SteveSmith 14 years ago [Login to reply]
- Just to add though, I've written some code which (I think) solves the problem, so it should all be sorted.... until the next time it appears...
Posted by
SteveSmith 14 years ago [Login to reply]
This topic has now been closed.