What ran out first before the whole team went down: ammo, healing or something else?
Looking at what was empty at the moment of defeat blames whatever happens to be empty at the end. This entry shows how to find the shortage that really started the slide, and why an early shortage that got refilled does not count.
Why this works
What is empty at the end is a result of the slide, not its start. Walking backwards over the snapshots while a supply stays empty finds when its final shortage began, and the earliest one is the best suspect for the first thing that went wrong, because a refilled shortage was recovered from.
When not to use it
It fails when the shortage is not the cause, for instance a team that never used what it had, or died to one big mistake. Count those losses apart and look at behavior there. Snapshots that are far apart also blur the order, so record often.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 39 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "What ran out first before the whole team went down: ammo, healing or something else?" (read_entry which-supply-ran-out-first-before-a-wipe) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP