Izanagi
New Member
- Reaction score
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Hello all,
First of all, I'm new, so I guess I should say hi.
Hi.
So now that that's over with, my problem is this: I'm creating a campaign (yeah, that thing that isn't a TD or AoS), the first level of which requires a sort of pseudo-AI on the part of an enemy force. To wit, I attempted to make it such that the enemy would begin training Ghouls and Crypt Fiends after they reached a threshold of 800 gold and 400 lumber, stopping after 8 Ghouls and 4 Crypt Fiends were trained. Said enemy would then automatically begin retraining that force if the original two armies were slain (the armies are represented by Unit Groups, obviously).
My actual problem is that the initial training sequence doesn't even start. I have two pre-placed Crypts that I have instructed to begin training units after 5 seconds of game time, with the aforementioned condition of 800 gold and 400 lumber. The enemy player has enough resources. I granted them more than enough at the very beginning of the game.
There aren't any variables involved, there aren't any custom functions or script or anything like that. All there is is a single trigger ordering Crypt 0034 to train a Ghoul (8 times over, but can't the Crypt automatically queue?), Crypt 0036 to train a Crypt Fiend (4 times over), and then a couple variable functions setting the trained units to my two attack groups (a.k.a. the groups that will be used to determine when the computer should begin to retrain: the Ghouls go into "GhoulGroup" and the Fiends into "FiendGroup."). The final action is a "turn this trigger off" action, so as to prevent an infinite training loop as long as the enemy has 800 gold and 400 lumber, but again, that shouldn't do anything, right? Right. So where am I going wrong?
Thanks in advance,
Iz
First of all, I'm new, so I guess I should say hi.
Hi.
So now that that's over with, my problem is this: I'm creating a campaign (yeah, that thing that isn't a TD or AoS), the first level of which requires a sort of pseudo-AI on the part of an enemy force. To wit, I attempted to make it such that the enemy would begin training Ghouls and Crypt Fiends after they reached a threshold of 800 gold and 400 lumber, stopping after 8 Ghouls and 4 Crypt Fiends were trained. Said enemy would then automatically begin retraining that force if the original two armies were slain (the armies are represented by Unit Groups, obviously).
My actual problem is that the initial training sequence doesn't even start. I have two pre-placed Crypts that I have instructed to begin training units after 5 seconds of game time, with the aforementioned condition of 800 gold and 400 lumber. The enemy player has enough resources. I granted them more than enough at the very beginning of the game.
There aren't any variables involved, there aren't any custom functions or script or anything like that. All there is is a single trigger ordering Crypt 0034 to train a Ghoul (8 times over, but can't the Crypt automatically queue?), Crypt 0036 to train a Crypt Fiend (4 times over), and then a couple variable functions setting the trained units to my two attack groups (a.k.a. the groups that will be used to determine when the computer should begin to retrain: the Ghouls go into "GhoulGroup" and the Fiends into "FiendGroup."). The final action is a "turn this trigger off" action, so as to prevent an infinite training loop as long as the enemy has 800 gold and 400 lumber, but again, that shouldn't do anything, right? Right. So where am I going wrong?
Thanks in advance,
Iz