Hi David
You always seem to find ways to make improvements to this game!
How does modified country.xml look like and how do you set up armoured columns in the frontline spawns?
Is it possible to also spawn more infantry in the frontline area?
And more trucks on the roads everywhere?
How do I do that? :isadizzy:
And could you please explain this a bit more "This spectacle is improved if the artillery and other facilities are set up right".
Cheers
Hi vonOben,
Country.xml - the key change is to ensure that the allied nation you wish to have as the default ground and air spawns is listed
second on the allied list. Usually USA is second. There may be a few other niceties, I know sometimes I have to fiddle around a bit. For example, I usually put a British character and pilot model as defaults (see top of country.xml). I take a character's name out of the character's folder, and use the pilot model referred to. IIRC model I use is Mackenzie. I think you will find plenty of threads here on this subject.
However, once you change the default allied spawning nation, you sometimes need to ensure that there are the full range of standard ground and ship spawns available for the period of your campaign, otherwise at the least you will have diminished activity down there. For example, in ETO with US ground spawns, the a_locomotive used to have an entered service date in 1942. Hence in campaigns of a prior era eg BoB, you did not have any allied rail spawning activity. So you can get subtle changes. Part of my recent problems is that I cannot for the life of me get b_105's to spawn - the artillery facility replete with gun emplacements is there, but the bl**dy howitzer is missing and the allies get trashed on the frontline. It was all working perfectly then I did a bit of a tweak - not sure which one though stopped the atrillery.
Frontline.spawns.xml
In terms of troop and truck spawns this is easy. General ground spawns are called for in the ground.spawns spawn table file. But near the frontline, you need to add spawn files to the frontline.spawns spawn table. There are some stock spawn files involving infantry, which I think were never completed properly and can simply be tweaked to get more infantry formations.
IIRC the frontline.spawns table calls for 23 entries. Just add additional truck spawns and infantry spawns to this file. Then change the number 23 and ensure each spawn called has a unique ID in sequence so the die rolls work. Take a look at some of the armour spawns. You will find some have groundtype="direct". This means the formation takes off across country, rather than follow the roads. All I did was simply copy this for several other mixed armoured formations, and made sure the first waypoint was "nearfl" and the second waypoint was "enemy, nearfl" and you get your formation heading agressively
across the frontline.
To increase the numbers: Add more infantry spawn entries in the frontline.spawns file. For example, I have 3 different ship spawn entries in the ground.spawns, and two different friendly and two different enemy ship spawns in the frontline.spawns file. More trucks? Add more and varied truck entries to the frontline.spawns or ground.spawns file. You could do a formation with bunched trucks going across country (groundtype="direct"), with a wide group of infantry ranging behind (there is a spacing parameter in the spawn file). in an ETO mission for the BoF, there are some great formations of French troops and tanks in one mission (I think its by HH), matched by massed German armour and troops. Its fantastic to watch and should give you plenty of scope for what to include in the spawns files.
As a matter of fact, I was going to bundle everything up in a massive zip file to release as a modification to stock CFS3, but now I've done the usual thing and gone a "tweak too far" so it doesn't work

. The second problem is that once you start incorporating modified stuff like jonno's v3 scenery, the list of credits becomes massive and I might inadvertently include something that I needed permission for, or I might miss giving someone due credit.
The objective of the heavily modded stock CFS3 is to have something with the quality visuals of ETO, without the complexity of massive .bat files.
happy tweaking!