OK, this is making me mad. Can anyone make victory conditions based on victory territories work?
I basically copied the code from the only game I know the victory conditions work (Big World) and they still will not fire when the condition is reached, at any point. Immediately, end of turn, end of round.
There are several states under properties (at the end of the file) that control the various victory condition states. In my case I had to flip one of them off, as a lot of my victory cities were initially under Neutral (Lords) Control, so they'd win on turn one...
It'd be nice if the limit for victory cities was higher than 17 or whatever it is (I have 72 victory point locations on my map), so I could set the Neutral VC total required to a high number, while giving the actual players lower totals for victory.
<property name="Projection of Power" value="true" editable="true"> <boolean/> </property>
<property name="Axis Projection of Power VCs" value="11" editable="false"> <number min="10" max="15"/> </property>
<property name="Allies Projection of Power VCs" value="11" editable="false"> <number min="10" max="15"/> </property>
Some quick comments I've seen r.e. victory points using the forum search
While trying to code a victory win system, I noticed some engine caps that are quite low. Total Victory is capped at 18 VCs. If anyone gets to 18 they will win Projection of Power is capped at... (Zim Xero)
Notes about Pacific 1942 (Pulicat)
Income numbers continue to be highly skewed 40-103 in Allied favor at the onset with little prospect of drastic increases in Japanese income mid-game. The Japanese are aided by their limited victory goal of attaining just 35 VPs and their control of interior lines of communication via ports and airbases.
If everything else works, perhaps you can release your latest map code so someone can look it over and review your work?
I haven't tackled victory code much, although I'm thinking the code I posted above (the thing with the count=8 above) might adapt nicely (just list all of your victory territories, and then designate the number needed to win in the count).
The game will assume that players in the same alliance are allied, and that all others are enemies, unless you code otherwise using relationships (which not necessary if you don't plan to implement any politics).