REFINERY CAVES AUTO PURPLE TREE FINDER SCRIPT
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Real Time Strategy In Blitzkrieg 2, it's very easy to break certain scripts and make missions unwinnable by simply getting in the way of AI controlled ally convoys. For example, during the defense of Sevastopol, if you accidentally put your naval vessel in the way of the sail barge as it enters/leaves (Which is a part of a critical defense objective), the barge will remain as it is even when you move the vessel away and the mission's script will break, forcing you to, either, destroy the vessel yourself or restart the mission. In Desperados 2: Cooper's Revenge, there's a level with a sheriff NPC which you are not supposed to be able to kill; due to a bug, you can kill him. Speaking to this NPC triggers a mandatory scripted event. But if you kill him before talking to him, then the scripted event will never happen and the level (and thus the entire game) becomes unwinnable. The worst thing about this is that it doesn't become clear immediately; you may play for a long time wondering why nothing is happening and overwriting your save files. If you didn't have a save from before killing him, then you'll have to restart the enormously long level from the start. A published patch is supposed to fix the bug, but it doesn't. In one level in Desperados III, one of your characters, McCoy, is unconscious and needs to be carried to a boat at the end of the level. One of the other characters can throw bodies he's carrying, with no requirement that he (or, anyone else) be able to reach that location by any other means. The boat has an unreachable roof in throwing distance, but throwing McCoy on there doesn't count as bringing him to the boat, and the game only tells you this when you've completed all the other objectives in the level. Hope you didn't quicksave in the meantime. Empire Earth: The expansion adds some extremely powerful civ powers that are still available in the campaign menu if you play the original game's campaigns in the expansion. Unfortunately, this also makes several missions unplayable because you can no longer build the required unit. In The Forgotten, due to a somewhat fussy mouse control over a secret drawer, the player could end up skipping over a key required to enter a room on another floor. So when they enter the elevator, and use another key they found to release the safety so it crashes into the basement. Well Congratulations, you're missing the key item to end the game and now the elevator's broken, so you can't get back up (yes, there is a reason why this planned 7-part series only got the first game out). Myth: The Fallen Lords: in mission 22 \"River of Blood\" your army starts before a massive wall and your objectives are to enter the perimeter and secure a bridge inside the area. The only gate is blocked by a wooden palisade, but you can blow it up with your dwarves. Unless for some reason you decide to kill them, forcing you to restart since there aren't other units capable of throwing explosives thus becoming stuck outside the wall. Pikmin (2001) has potential to become unwinnable. Libra is placed high atop a large cliff side in the Forest Naval. You can get it down without problems most of the time, but there is a small chance that your pikmin will misstep on their way back down, taking it and them to the abyss below. Libra won't respawn in its old spot, and you can't win the game if you save this: you need all the vital parts at least to win, let alone all the ship parts, and Libra happens to be vital. In The Settlers IV, thanks to later expansions, this happens in the tutorials. One of the tutorial levels instructs the player on the construction of Eyecatchers, decorative items that improve soldier morale. One of the expansions added a gold bar cost, but without modifying the tutorial level, resulting in the player running out of gold bars and being unable to finish. A later tutorial introduces the player to the Viking race, and has the player build a boat. Another expansion-added option is the ability to infinitely produce weapons or tools, and the tutorial starts with it enabled and you can't turn it off, meaning that by the time the average player reaches the point where the boat needs to be built, the AI has used up all their iron bars. Spore: In the Tribal and Civilization stages, your tribe's/civilization's fall takes you back to the last save point. If you saved at a moment where you didn't stand a chance, then you're caught in a \"Groundhog Day\" Loop of defeat. Your only recourse is to reload the creature on a new planet.note There are ways to revert to an earlier save, but you have to be savvy in regards to hidden folders and save file locations to pull it off. In the creature stage, your first nest could be in the water. Trying to swim to shore got you eaten by the sea monster. In the tribal stage, your chieftain might randomly float miles up in the air, making it impossible to do mission-critical things that require the chieftain. In the space stage, the spaceship you're sent to scan after you leave your planet sometimes failed to spawn. Since you need to scan it to get the Interstellar Drive and leave the star system, proceeding was impossible. StarCraft: StarCraft has one in the very first non-tutorial mission, \"Wasteland\". The mission objectives are 1) find Raynor and don't let him die 2) build a barracks 3) train 10 Marines. However there's no failure trigger for being unable to train more Marines because there are no more minerals on the map. What makes this especially bonkers is how wasteful you have to be with your minerals to reach this point: aside from the cluster of minerals near your base, there's another hidden mineral cluster that brings the total available to somewhere north of 5000 minerals. Of course a barracks and 10 marines cost 650 minerals total (plus you start with 5 marines that count towards the total). Essentially this is only an issue if you're doing it intentionally, but nothing stop you from blowing it all on building to the point that the mission becomes impossible. Given the limitations of the Trigger system shown in the StarCraft editor, it might not have even been possible to create a failure condition for this regardless. It's technically possible to run out of resources before building everything required in the tutorial mission itself, \"Boot Camp\". The mission objectives are to build 3 supply depots, a refinery, and gather 100 vespene gas. There are 7400 available minerals and it only takes 300 to build everything (you start with a supply depot that counts towards the total). You could instead blow it all on building Command Centers and SCV workers, but this would be even crazier than running out of resources in the \"Wasteland\" mission. In StarCraft: Brood War, mission 2 of the Zerg campaign, you are given one SCV handling a psi emitter. Your task is to go near stranded zerg units and capture them with the power of the emitter, then build your base with the two initial rogue drones you can mind control. Except, if you order to both drones to start morphing into hatcheries, the game thinks that you don't have no more available (finished) buildings nor builders (since the drones are turning into hatcheries), and awards you with a sudden defeat screen. StarCraft II: Legacy of the Void unbelievably has this in \"Templar's Return\", part 2. Accidentally kill off too many of the enemy's mechanical units You're screwed, there's no way to proceed. Thankfully, the game was merciful enough to autosave for you right before the start of that part of the level. Warcraft III has some examples that would very likely have to be done intentionally, but also some that are downgraded to merely \"unplayable the way the devs intended\", if you play Reign of Chaos after installing The Frozen Throne. In the second prologue campaign level, \"Departures\", the first quest is to build a burrow, war mill, barracks, and train 5 grunts. The enemy won't attack or build the bridge that you need to cross to complete the other quest until you do this. The gold mine has 30000 gold and it takes less than 2000 gold to build everything the quest requires. It is possible to run out before completing the quest by spending it all on buildings and peons for example, but in all likelihood this would be done intentionally. In the second human level, \"Blackrock & Roll\", the first quest is to build a barracks, 2 farms, and train 6 footmen. Even if you kill the enemy hero to complete the other main quest first, you still have to do this quest to complete the level. The gold mine has 20000 gold, you can get more by killing the various creeps on the map, and it only takes 1200 total to build everything that the quest requires. In the fourth orc level, \"The Spirits of Ashenvale\", the main quest is to harvest 15000 lumber. It is technically possible to exhaust all sources of lumber on the map without reaching 15000, which there is no failure trigger for, but there is virtually no chance this would happen unless done intentionally. Even doing this intentionally is pretty crazy. First off there's way more than 15000 lumber to harvest on the map, and the enemy doesn't even cut down trees since they're Night Elves. If you tried harvesting it all, it would be difficult to keep on top of spending so that you never reach 15000 (everything costs gold too). It essentially requires destroying most of the trees without harvesting them, such as with catapults. But also, there are 5 enemy \"Trees of Life\" that you can destroy to get 3000 lumber each for. That alone is 15000 total, so you'd have to make sure you have less than 12000 when destroying them. As if that's not enough, there's also the Pillage upgrade which, if researched, gives you gold and lumber whenever your melee units attack enemy buildings. So you'd have to destroy all enemy buildings without reaching 15000 too. The penultimate human level has Arthas sinking his own ships (and blaming the mercenary monsters he hired) to prevent the royal