Daiwilletti
Charter Member
Questions questions
OK seeing as I can't "reply with quote", I'll try to past your questions here.
Not really test criteria as such, but you might (or might not!) be interested in my list of things I will be trying to answer/looking for that are probably also applicable to the base campaign, that I'm still not sure about from playing it so far in the original version.
OK seeing as I can't "reply with quote", I'll try to past your questions here.
Not really test criteria as such, but you might (or might not!) be interested in my list of things I will be trying to answer/looking for that are probably also applicable to the base campaign, that I'm still not sure about from playing it so far in the original version.
- It's very desirable to enable player to choose A/C or sqn at campaign start – any way to enable this eg allocate high opening stock of prestige points? Seem to remember this was possible. Some of the stuff you are looking for is solved in the proprietry software developed by OBD Software in Wings Over the Reich. The solutions able to be developed in stock CFS3 are far more circumlocutary. For example, it is possible to get finer-grained control over fighter groups in England by setting them up as "nations" in the country.xml\global_layer.csv framework. It would be possible to go right down to setting up some individual squadrons as "nations" for spawning purposes.
- Possible to set a different player flight strength, other than 8? EG 12? Useful if attacker strengths are being increased. But maybe not a good idea, as 8 is enough of a handful for a leader! There is always more than one way to skin a cat! When you read about the pitifully small resources that were allocated by Fighter Command in the early stages of the BoB, and the way they were cobbled together from different squadrons, it might be easier to get more aircraft in the air by using other spawns rather than trying to modify the _mission.xml file to contain bigger flights. Have you found the _mission.xml file? It is in the missions folder of your install's AppData pathway. I played around with hotkey software and managed to exert a primitive level of control over the _mission.xml file, to enable assigning higher skill levels to flights because the default is "skill="1" which is very frustrating. I've tried to get around that limitation by assigning all the unlimited pilots available as AI wingmen, to have higher vision gtolerance and health and experience, via the pilotattributes.xml found with the pilotcontants.xml in the root of the install.
- Are larger than stock raids spawned? EG 18-30 A/C? (here, raids = bombers, as opposed to escorts) This can be achieved through air.spawns and intercept.spawns. The sweep.spawns are different, they involve you flying high over an enamy airfield to try and draw up someopposition. Unfortunately the bomber_intercept missiontype is not supported by the campaign engine so bomber raids have to be build into the intercept spawn set.
- Are formations closer? Player's? AI's? Both? I've added some specific offsets to many of the spawn files cobbled together inthe ETO_BoB.zip. Offset="0.3" is used, this could possibly be better at 0.2, but the AI may struggle with it - worth a shot though!
- Are close escorts (or sweep cover) spawned for raids: in enough strength (=8-24 A/C) and often enough (= majority of raids ARE escorted)? This is one area where a well-designed air.spawns set are maybe a better way to achieve the desired effect than writing in the escort formations into the specific spawns for a campaign mission. If you take a look at the MJ air.spawns for the BoB set, you will see that "modifiers" at the bottom of the air.spawns file, are extensively used. By installing specific modifiers for the "intercept" mission type, air.spawns get biased toward escort enemy fighter flights. There are a wide range of modifiers available; I think MrJmaint has utilised the technique as fully as anyone.
- Are LW jabo raids spawned; and if so, given their rarity, at a relatively low rate, compared to other raids (say 10-20%, tho higher would be ok from October)? Yes, even with the current air.spawns, low altitude flights of 6-8 me110s have been spotted on search_destroy missions at low altitude over British soil! This can easily be proliferated - just need time!
- Are (non-jabo) raids spread reasonably well between all four LW dive- and level-bomber types? The categories availbable to work with are fight_bomber, tactical_bomber (my preferred categoryfor Ju-87s), and level_bomber. Fouteman has trialled non-standard pick-types (ie not in the SDK) for air spawns, so it should be possible to establish a dive-bomer pick-type whichis used in spawns triggered by, for example, radar stations along the English Channel (Charlie has probably done it already!).
- Does the LW mount single aircraft recce or 'pirate raid' flights, or just raids by formations?
- Are raids spawned to targets in something like historical progression (shipping & ports, then also coastal airfields & RDF, then also inland airfields and industrial targets)? The quickest waty to achieve this would be with sequential campaigns over shorter periods, with different campaign MissionEffects and OffensiveEffects sections. The biggest weakness is properly representing the period when the LW attacked airfields. Unfortunately the standard campaign "strike" missions involve spawn sets and hard-coded elements which do not provide for specific "strike airbase" missions. However the current air.spawns trigger some bombers near airbases, and more often than not, the bombers choose to attack the airbase, although they are not above dropping bombs on nearby bridges! I have trialled a work-around where the airbase facility.xml file has two types at the top - "isairbase, isFactory". Given that campaign Strike missions often attack factories, I found that flying Axis bombers on strike mission over Britain were attacking airbases about half the time when the airbase facility files were modified in that way. I think using specific spawns triggered by the facility files is the best work-around, as trialled by Charlie. In several of my installs, I have (such as my modified Stock Upgrade install linked here in the Sticky thread) I have added a small flight of fighters at every airbase, tasked with "Combat Air Patrol". This spawn is written into the airbase facility files. Trouble is, it worked too well and so I limited it to ber triggered only when the player aircraft is between certain altitudes. But occasionally it has worked fantastically well. I've taken off on a campaign mission, enemy bombers have spawned over the airbase (air.spawns flights), and a group of intrepid fighters has taken off amongst the bombs behind me (spawns triggered in the facility file), tasked with beating off the bombers. Which is just as well, as my campaign flight has other mission objectives to meet if we are to win the war. ..
- What are the campaign’s victory conditions eg LW wins if London occupied by 31 October, else RAF wins on 31 October? Or something less obvious? The campaign.xml parameters are Invasion Areas and Victory Areas. There is a bug in most Bob Campaigns where the invasion areas are hard to install without generating error messages.
- Could campaign run on beyond 31 October? Best if it was resolved on some basis on or soon after that date, if RAF is not clearly already defeated earlier. I prefer campaigns that can run on longer than the "historic" version of the BoB. Campaign length is controlled at the top part of the campaign.xml file.
- When’s the earliest an invasion of England could happen? Should not be before early September! This can be influenced but not controlled specifically. In the Campaignparams section of the campaign.xml, IIRC there is a "roundstofirstoffensive" parameter. There are also national supply and strategic supply levels which can be set so low that an invasion will not occur until the levels are built up over time. There is another paramter at the bottom of the campaign file, supplyburndown indicator for each nation, which can be increased and hinder any invasion plans.
- Is a counter-invasion of France possible? Completely unhistorical, so threshold best set at a level the RAF player can never reach. Stopping a successful invasion (not just an invasion) should be enough for RAF to win. An invasion which hasn’t occupied London by the time winter weather sets in can probably be considered to have failed, hence some date during Nov-Dec is probably the latest date at which the victory conditions should be resolved and the campaign concluded, allowing a little longer than the official end date of 31 October. Yes, as I've indicated there are numerous contributing factors able to be set in a campaign.
- If the campaign can continue into Oct-Nov-Dec, will newer A/C appear - in small numbers only eg Spit II (which was around from early Sept), Hurri II (also from Sept), 109E-7 (from about Aug-Sept), 109F (from Oct)? Better they didn’t appear, than they replaced ALL the older marks at once, which should only happen when the newer marks had widely replaced them, which probably would be early 1941 in most cases. In the two relevant setcions, you can set total numbers of suadrons by month for each nation (or Group if you set up Groups as "nations". Also you can set up the entered service dates for aircraft. But I find too many of the newer aircraft do appear, although this may be influenced by the nation,s supply and reserve levels.
- Is there any particular reason why - if the spawn and era setters are used - this mod can’t be left in place and the ETO can then be played with other campaigns eg for France/attack in west 1940 or for other eras eg SCW? It could probably be done but the finer the level of control you want, eg. for BOF, the more complex it gets. That's why I think that Pat's BoB is a good place to start to achieve a tolerably decent set of BoB campaigns, together with specific global layers for specific parts of the BoB periods - coastal raids, airbase attacks, bombing london.