I know it's possible to have multiple units span from the same trigger with the count function, but is it possible to have trigger that depends on units killed?
Like say you want battlefield salvage to be a thing. In this case, pikemen, but you could have foreign tanks in a world war II setting or finding a hero unit among the attacking troops
Ideally, there would be a counter that every four pikemen units you kill, you get one. Like clockwork.
Less optimally is 25% percent chance every pikeman killed will trigger an event that will produce a pikeman. I have a Massive problem with save-scumming and the less I have to wrestle with the Random Number God the less I am tempted to savescum.
And then you could have more events so that for particularly hard units, like killer bots in a Fallout game, you might get a small platter of options, which in theory if you can make them mutually exclusive you can create a de facto goody hut where you can control the outcome percentages.
Like say you want battlefield salvage to be a thing. In this case, pikemen, but you could have foreign tanks in a world war II setting or finding a hero unit among the attacking troops
Ideally, there would be a counter that every four pikemen units you kill, you get one. Like clockwork.
Less optimally is 25% percent chance every pikeman killed will trigger an event that will produce a pikeman. I have a Massive problem with save-scumming and the less I have to wrestle with the Random Number God the less I am tempted to savescum.
And then you could have more events so that for particularly hard units, like killer bots in a Fallout game, you might get a small platter of options, which in theory if you can make them mutually exclusive you can create a de facto goody hut where you can control the outcome percentages.