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Campaign Editing: Need some advice please

vonOben

Charter Member
Hi

I've recently installed and started a German Campaign in the BoB Campaign for ETO by mrjmaint.

Is it possible to have a static frontline in the channel, so Germany doesn't invade Britain?
And if it is what shall I edit?
Any drawbacks doing this?

Thanks for any advice! :salute:

Cheers
 
Yes it is possible but I don't remember how. Have a look at the Phoney War campaign in ETO, I have managed to do it.
 
hi von Oben, somewhere near the start of the parameters for each country is a parameter like "InvadeOn="y" ". Just change the one for Axis, to ="n".

Then Germany will not invade, at least until the Allied countries have had first go (refer the campaign sdk for the details).
 
I am actually working on slowing down the line movement for the BoB 41/42 campaign. I am lowering the mission effects point values and the most important value that I see in my testing is the Radius value. I am in the process of testing and when I work it out I will adjust it for the BoB campaign files.

What I have now is that the line moves slowley with no major jumps in movement. I am still in testing mode.
 
I am actually working on slowing down the line movement for the BoB 41/42 campaign. I am lowering the mission effects point values and the most important value that I see in my testing is the Radius value. I am in the process of testing and when I work it out I will adjust it for the BoB campaign files.

What I have now is that the line moves slowley with no major jumps in movement. I am still in testing mode.

Hi Mrjmaint, the Campaign SDK will offer clues. The radius value determines how many of the little "squares" are influenced by a successful campaign mission. There is another value, something to do with roundstomaintainoffensives?? Sorry I'm not at my gaming comp at the mo'. Anyway I thing you can influence how many days the offensive will be pursued. There's another parameter associated with the RoundsTo etc parameter.

And I think its the "OffensiveEffects" parameters that come into play over that part of the frontline covered by the offensive?

HTH,
 
Hi guys

Thanks for your advises, much appreciated! :salute:

I was actually checking the Phoney war campaign before asking, and I checked the InvadeOn value but that is the same as in BoB: Y.

Some comparison between Phoney war and BoB Axis:

Phoney war:
Alliance Name="Axis" InvadeOn="Y"
RoundsToInitOffensive="99999999"
RoundsToHideOffensive="99999999"
RoundsToCheckAIOffensive="99999999"
OffensiveRadius="0"
<OffensiveEffects>
<OE MissionType="Intercept" M="0" S="0" P="0" Radius="0" MissionCount="0"/>
<OE MissionType="Recon" M="0" S="0" P="0" Radius="0" MissionCount="0"/>

BoB Axis:
Alliance Name="Axis" InvadeOn="y"
RoundsToInitOffensive="0"
RoundsToHideOffensive="30"
RoundsToCheckAIOffensive="60"
OffensiveRadius="3"
<OffensiveEffects>
<OE MissionType="Intercept" M="2" S="2" P="2" Radius="1" MissionCount="3"/>
<OE MissionType="Escort" M="2" S="2" P="2" Radius="1" MissionCount="4"/>
<OE MissionType="Cap" M="2" S="2" P="2" Radius="1" MissionCount="4"/>
<OE MissionType="Sweep" M="2" S="2" P="2" Radius="1" MissionCount="4"/>
<OE MissionType="AntiShip" M="1" S="1" P="1" Radius="2" MissionCount="2"/>
<OE MissionType="StrikeFactories" M="1" S="1" P="1" Radius="2" MissionCount="6"/>
<OE MissionType="Recon" M="1" S="0" P="1" Radius="1" MissionCount="1"/>

I'll test to use some of the Phoney War offensive values in BoB and see what happens!

Thanks for your help! :jump:

Cheers
 
Hi guys

Thanks for your advises, much appreciated! :salute:

Phoney war:
Alliance Name="Axis" InvadeOn="Y"
RoundsToInitOffensive="99999999"
RoundsToHideOffensive="99999999"
RoundsToCheckAIOffensive="99999999"
OffensiveRadius="0"
<OffensiveEffects>
<OE MissionType="Intercept" M="0" S="0" P="0" Radius="0" MissionCount="0"/>
<OE MissionType="Recon" M="0" S="0" P="0" Radius="0" MissionCount="0"/>

I'll test to use some of the Phoney War offensive values in BoB and see what happens!

Thanks for your help! :jump:

Cheers

Well that "roundstoInitOffensive" parameter suggests that no invasions are going to be launched in a hurry!

And the offensive effects have been taken out - I would guess that would make for a very stable frontline?

Also greatly reducing the national supply parameters would prob do the same thing?
 
Hi

I've edited the BOB Axis campaign now with these changes from Phoney war:

RoundsToInitOffensive="99999999"
RoundsToHideOffensive="99999999"
RoundsToCheckAIOffensive="99999999"
OffensiveRadius="0"
<Alliance Name="Allies" InvadeOn="n">
<OffensiveEffects>
<OE MissionType="Intercept" M="0" S="0" P="0" Radius="0" MissionCount="0"/>
<OE MissionType="Escort" M="0" S="0" P="0" Radius="0" MissionCount="0"/>
<OE MissionType="Cap" M="0" S="0" P="0" Radius="0" MissionCount="0"/>
<OE MissionType="Sweep" M="0" S="0" P="0" Radius="0" MissionCount="0"/>
<OE MissionType="AntiShip" M="0" S="0" P="0" Radius="0" MissionCount="0"/>
<OE MissionType="StrikeFactories" M="0" S="0" P="0" Radius="0" MissionCount="6"/>
<OE MissionType="Recon" M="0" S="0" P="0" Radius="0" MissionCount="0"/>
</OffensiveEffects>

But if I make one mission that end in a failure the Brittish starts to invade France.

So there must be something else to edit.....

Any ideas please?

Cheers
 
Hi von Oben,
sorry I'm not at my CFS3 comp at the moment, but I suggest you reduce the supply and production figures to a low level. Also in the campaign parameters section of the campaign xml, is there something addressing the level of reserves at which offensives can take place? I don't recall what the relevant parameter might be.

I wonder what would happen if you tweaked the params at the end of the xml file, around production and supply burn down rates? This would at the very least make offensives very short, and might delay the first offensive.
 
Here is an example of what I am doing for my new campaigns. I have different campaign files for the pilot type. The following examples are for the German Fighter pilot and the German Bomber pilot.

German Fighter Pilot
<MissionEffects>
<ME MissionType="Escort" M="3" S="3" P="3" Radius="0"/>
<ME MissionType="AntiShip" M="2" S="3" P="3" Radius="0"/>
<ME MissionType="Intercept" M="3" S="3" P="2" Radius="0"/>
<ME MissionType="Cap" M="2" S="2" P="2" Radius="0"/>
<ME MissionType="Sweep" M="2" S="2" P="2" Radius="0"/>
<ME MissionType="Recon" M="1" S="1" P="1" Radius="0"/>
<ME MissionType="StrikeRailYards" M="1" S="3" P="2" Radius="0"/>
<ME MissionType="DestroyRailTraffic" M="2" S="3" P="1" Radius="0"/>
</MissionEffects>
<OffensiveEffects>
<OE MissionType="Intercept" M="2" S="2" P="2" Radius="1" MissionCount="2"/>
<OE MissionType="Escort" M="2" S="2" P="2" Radius="1" MissionCount="4"/>
<OE MissionType="Cap" M="2" S="2" P="2" Radius="1" MissionCount="4"/>
<OE MissionType="Sweep" M="3" S="3" P="3" Radius="1" MissionCount="2"/>
<OE MissionType="AntiShip" M="2" S="3" P="3" Radius="1" MissionCount="2"/>
<OE MissionType="Recon" M="1" S="1" P="1" Radius="1" MissionCount="1"/>
<OE MissionType="StrikeRailYards" M="1" S="1" P="1" Radius="1" MissionCount="6"/>
<OE MissionType="DestroyRailTraffic" M="1" S="1" P="1" Radius="1" MissionCount="4"/>
</OffensiveEffects>
<TerrainEffects>
<TE TerrainType="Mountain" M="3" S="3" P="3"/>
<TE TerrainType="City" M="3" S="3" P="2"/>
<TE TerrainType="Forest" M="2" S="2" P="1"/>
<TE TerrainType="Town" M="1" S="2" P="1"/>
<TE TerrainType="Mixed" M="0" S="1" P="0"/>
<TE TerrainType="Open" M="0" S="0" P="0"/>
<TE TerrainType="Coastal" M="0" S="0" P="0"/>
<TE TerrainType="Water" M="2" S="2" P="2"/>
<TE TerrainType="Ice" M="2" S="2" P="2"/>
<TE TerrainType="Swamp" M="2" S="2" P="2"/>
<TE TerrainModifier="Hedgerow" M="1" S="2" P="2"/>
<TE TerrainModifier="Road" M="0" S="0" P="0"/>
<TE TerrainModifier="River" M="0" S="2" P="1"/>
</TerrainEffects>

German Bomber Pilot
<MissionEffects>
<ME MissionType="StrikeFactories" M="3" S="3" P="3" Radius="0"/>
<ME MissionType="AntiShip" M="2" S="3" P="3" Radius="0"/>
<ME MissionType="StrikeRailYards" M="2" S="3" P="3" Radius="0"/>
<ME MissionType="DestroyRailTraffic" M="2" S="2" P="2" Radius="0"/>
<ME MissionType="StrikeAmmoDepots" M="2" S="2" P="2" Radius="0"/>
<ME MissionType="Recon" M="1" S="3" P="1" Radius="0"/>
</MissionEffects>
<OffensiveEffects>
<OE MissionType="StrikeFactories" M="1" S="1" P="1" Radius="1" MissionCount="6"/>
<OE MissionType="AntiShip" M="1" S="1" P="1" Radius="1" MissionCount="2"/>
<OE MissionType="StrikeRailYards" M="1" S="1" P="1" Radius="1" MissionCount="6"/>
<OE MissionType="DestroyRailTraffic" M="1" S="1" P="1" Radius="1" MissionCount="4"/>
<OE MissionType="StrikeAmmoDepots" M="1" S="1" P="1" Radius="1" MissionCount="2"/>
<OE MissionType="Recon" M="1" S="1" P="1" Radius="1" MissionCount="1"/>
</OffensiveEffects>
<TerrainEffects>
<TE TerrainType="Mountain" M="3" S="3" P="3"/>
<TE TerrainType="City" M="3" S="3" P="2"/>
<TE TerrainType="Forest" M="2" S="2" P="1"/>
<TE TerrainType="Town" M="1" S="2" P="1"/>
<TE TerrainType="Mixed" M="0" S="1" P="0"/>
<TE TerrainType="Open" M="0" S="0" P="0"/>
<TE TerrainType="Coastal" M="0" S="0" P="0"/>
<TE TerrainType="Water" M="2" S="2" P="2"/>
<TE TerrainType="Ice" M="2" S="2" P="2"/>
<TE TerrainType="Swamp" M="2" S="2" P="2"/>
<TE TerrainModifier="Hedgerow" M="1" S="2" P="2"/>
<TE TerrainModifier="Road" M="0" S="0" P="0"/>
<TE TerrainModifier="River" M="0" S="2" P="1"/>
</TerrainEffects>

The <MissionEffects> section determine your everyday missions flown. They are the most important in slowing down the line movement. The <OffensiveEffects> only count for missions flown during an Campaign Offensive and only in the sectors affected by an offensive.

I have found that setting Radius="0" in the <MissionEffects> section has the best effect at slowing the line movement. So far it only moves a little one way or another. I keep the M,S & P points at different levels to have some missions more important than others.
 
Hi guys :salute:

Ok, I'll test with Radius="0" also for the <MissionEffects>! :jump:

mrjmaint:
Thanks for the example!
So you haven't modified any of the CampaignParams?

Cheers
 
Hi

I tested with Radius="0" also for the <MissionEffects> and for the <OffensiveEffects> and all other setting unchanged, but the frontline still moved.
So I added the Phoney war CampaignParams and now the frontline seems static. :icon_lol:

Cheers
 
I'd guess this is one of the key parameters from the Phoney War campaign?

RoundsToInitOffensive="99999999" ?

The initial offensive would thus be a looong way down the track.
 
I tested with Radius="0" also for the <MissionEffects> and for the <OffensiveEffects> and all other setting unchanged, but the frontline still moved.

How much did it move? In my testing it has only moved a section or two one way or the other. It has not made any mass movement.
 
I tried with about 10 missions where I only started and ended so my objectives were failed every mission.

Then the British launched an invasion, so the frontline moved to France.
 
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