Multiplayer score screen
Ranks the houses that played a skirmish or network match and shows what each lost, killed, spent and scored.
Skirmish and network matches end at this screen instead of the campaign score screen. Every player sees it when the match ends, whether they won or lost. A defeated player keeps watching the match while another human player is still undefeated, and sees the screen when the match ends. The match also ends once no human player is left undefeated, even while computer players fight on, so in a skirmish the player’s defeat ends it at once. A recorded game being played back skips the screen.
Click, or press Space or Escape, to close the screen. If the launch file enables multiplayer movies, the map’s win or lose movie then plays. After that, a match started from the game’s menu returns to the menu, and a match a client launched exits the game.
Who is listed
Section titled “Who is listed”The screen has one row for each house that played. Houses whose country sets MultiplayPassive=yes are left out, and so are observers. Defeated players keep their rows, so a four-player match always ends with four rows.
Each row shows the house’s name in the match, computer players included. With QuickMatch=yes in the launch file, each row shows the player’s number instead of a name.
Undefeated houses are listed first, then defeated ones. Within each group, the house with the higher score ranks first.
Each row’s name band and bars use the house’s color, so two houses with the same color look alike.
What each column holds
Section titled “What each column holds”| Column | What it counts |
|---|---|
| Losses | The house’s vehicles, infantry, aircraft and structures that were destroyed or captured. A sold structure does not count. |
| Kills | The vehicles, infantry, aircraft and structures the house destroyed or captured, whoever owned them, including the house itself. |
| Economy | The credits the house spent, as a percentage of what the biggest spender spent. The biggest spender reads 100. |
| Score | The points the house earned, plus a bonus if the house is undefeated. |
A destroyed structure with Insignificant=yes counts in neither Losses nor Kills.
Destroying or capturing an object earns points equal to its cost. Harvesting also earns points.
An undefeated house receives a bonus of half the average points of all the other listed houses, allies included. The bonus is at least 100.
A player who surrenders a skirmish is still ranked with the undefeated houses on this screen and receives the undefeated bonus.
Scores never increase down the list. If an undefeated house scored less than the house listed below it, its shown score becomes the lower house’s score plus a random amount. The amount is between 1 and the average points of all listed houses, or between 1 and 100 if that average is below 100. A raised score can pass the house listed above, which is then raised the same way. Several undefeated houses, the winner included, can therefore show more than they earned.
The Losses, Kills and Economy columns fill one after another, with every bar in a column growing at the same time. The Score column then counts up. Each figure stops at its exact value.
A saved game keeps the counts behind all four columns. A resumed match is therefore scored on the whole match, not only the part played since loading.
Passing over the screen
Section titled “Passing over the screen”SkipScoreScreen=yes in the launch file ends a skirmish or network match without this screen. The ending movie still plays if the launch file enables multiplayer movies.
The map’s SkipScore key applies only to the campaign score screen and has no effect here.
Related settings
2 of 2
| Key | Description | Value | When omitted |
|---|---|---|---|
MultiplayPassiveHouseType | Keeps the country's computer houses from building or choosing attacks and, in skirmish and multiplayer games, takes its houses out of the contest. | boolean | no |
SkipScorescenarios | Whether a won campaign mission passes over the score screen. | boolean | no |
No keys match the current filters.
History
- Added0.2.0In development
- Changed0.2.0In development
- Changed0.2.0In development