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.


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

"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

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.