Campaign SDK
OK, but how do I do that?
Cheers
vonOben
Hi vonO, here is an extract for the Campaign SDK. By the way I've had a quick look around. I thought I'd arranged for an upload of the SDK but cannot find it. Anyway, this bit should help:
NB Average Squadron Count and Max HQ capacity are useful under the Campaign Parameters section, but also the sheer number of squadrons, which is defined earlier in the campaign.xml file, under the Phase section under Squadron data.
For example if the number of fighter squadrons for the Phase February-April 1940 is 5, you could double it to 10. Then going down to Campaign Parameters, change HQMaxCapacity to 2. Thus in that phase of the campaign, you will have a minimum of 5 HQs created (10 squadrons after all), so you have a bit of a choice as to airfield to shift to (at a cost of 2000 points to move HQs). As far as the ETO campaigns go, I notice they create very few squadrons, because they rely on good spawn files for the action during campaign missions. This is a very good approach, the only limiting factor is the one you have encountered - there is little choice of airbase to fly from.
Bear in mind that whilst an awful lot of the RAF airfields have received wonderful specific airbases, the German airfields lag behind and you are mainly just flying from generic airbases. Hence the immersion factor, and the fun of switching airbases, is not so great.
<CampaignParams> section
Here we get into the inner workings of how the players actions will effect the the campaign and specifically the frontline. Most of the parameters names are self explanitory. “Init” can mean to initiate or initial.
Parameter
Example (from campaign.xml)
Description
MaxTimeAcceleration
[FONT="]MaxTimeAcceleration[/FONT][FONT="]="6"[/FONT][FONT="][/FONT]
?
ServerAutoSaveFrequency
[FONT="]ServerAutoSaveFrequency[/FONT][FONT="]="1"[/FONT]
?
RoundLength
[FONT="]RoundLength[/FONT][FONT="]="60"[/FONT][FONT="][/FONT]
Value is in seconds. Used while the user is in the UI. When flying campaign missions a round is 24 minutes (as calculated based on
[FONT="]RoundsPerDay[/FONT][FONT="]="60"[/FONT])
RoundsPerDay
[FONT="]RoundsPerDay[/FONT][FONT="]="60"[/FONT][FONT="][/FONT]
RoundsToJump
[FONT="]RoundsToJump[/FONT][FONT="]="300"[/FONT][FONT="][/FONT]
Number of Rounds jumped after mission ends.
SRMultiplier
[FONT="]SRMultiplier[/FONT][FONT="]="1"[/FONT][FONT="][/FONT]
?
RoundsToApplySItoTI
[FONT="]RoundsToApplySItoTI[/FONT][FONT="]="420"[/FONT][FONT="][/FONT]
Value is in Rounds. How frequently we recalculated the TI values of all the sectors along the frontline.
RoundsToMoveSquadrons
[FONT="]RoundsToMoveSquadrons[/FONT][FONT="]="360"[/FONT][FONT="][/FONT]
?
RoundsToBurnDownSI
[FONT="]RoundsToBurnDownSI[/FONT][FONT="]="80"[/FONT][FONT="][/FONT]
?
RoundsToInitOffensive
[FONT="]RoundsToInitOffensive[/FONT][FONT="]="0"[/FONT][FONT="][/FONT]
?
RoundsToHideOffensive
[FONT="]RoundsToHideOffensive[/FONT][FONT="]="30"[/FONT][FONT="][/FONT]
?
RoundsToCheckAIOffensive
[FONT="]RoundsToCheckAIOffensive[/FONT][FONT="]="600"[/FONT][FONT="][/FONT]
?
RoundsToAutoSave
[FONT="]RoundsToAutoSave[/FONT][FONT="]="20"[/FONT][FONT="][/FONT]
Round frequency to auto save campaign status. Use 0 to disable the autosaving feature
OffensiveRadius
[FONT="]OffensiveRadius[/FONT][FONT="]="3"[/FONT][FONT="][/FONT]
Radius in number of sectors to identify which frontline sectors would be upgraded to “Offensive” status. This would happen when an offensive is initiated or when an invasion sector is taken.
SupplyBurnDownRate
[FONT="]SupplyBurnDownRate[/FONT][FONT="]="1"[/FONT][FONT="][/FONT]
?
ReserveBurnDownRate
[FONT="]ReserveBurnDownRate[/FONT][FONT="]="1"[/FONT][FONT="][/FONT]
Not used
AIsquadronHealthLoss
[FONT="]AIsquadronHealthLoss[/FONT][FONT="]="2"[/FONT][FONT="][/FONT]
Percent health an AI squdron would loose if a die roll determined that it should loose health.
PlayerSquadronHealthLoss
[FONT="]PlayerSquadronHealthLoss[/FONT][FONT="]="2"[/FONT][FONT="][/FONT]
?
PCHealthLoss
[FONT="]PCHealthLoss[/FONT][FONT="]="2"[/FONT][FONT="][/FONT]
?
FighterSquadronsFlownPercentage
[FONT="]FighterSquadronsFlownPercentage[/FONT][FONT="]="20"[/FONT][FONT="][/FONT]
Percentage of AI squadrons that will be marked as flown.
SelectOffensiveSectorPercentage
[FONT="]SelectOffensiveSectorPercentage[/FONT][FONT="]="40"[/FONT][FONT="][/FONT]
Percentage chance that the frontline sector chosen by an AI squadron for a mission is an Offensive Sector.
SIMaxThreshold
[FONT="]SIMaxThreshold[/FONT][FONT="]="85"[/FONT][FONT="][/FONT]
Value at which SR will get incremented by 1.
TIMaxThreshold
[FONT="]TIMaxThreshold[/FONT][FONT="]="85"[/FONT][FONT="][/FONT]
When the average of the MSP values in a frontline sector reach this value then the frontline will move toward the alliance with the lower MSP values.
SIbaseValue
[FONT="]SIbaseValue[/FONT][FONT="]="50"[/FONT][FONT="][/FONT]
Not Used
TIbaseValue
[FONT="]TIbaseValue[/FONT][FONT="]="50"[/FONT][FONT="][/FONT]
When a sector is converted to a frontline sector the MSP values need to be initialized. Those values are this base value plus or minus a die roll
TIbaseOffensiveValue
[FONT="]TIbaseOffensiveValue[/FONT][FONT="]="78"[/FONT][FONT="][/FONT]
Same as the TibaseValus except that the moving sector is an offensive sector.
HQInitDistance
[FONT="]HQInitDistance[/FONT][FONT="]="2"[/FONT][FONT="][/FONT]
Value is in sectors. Distance to front line.
HQMinDistance
[FONT="]HQMinDistance[/FONT][FONT="]="1"[/FONT][FONT="][/FONT]
Value is in sectors. Distance to front line.
HQMaxDistance
[FONT="]HQMaxDistance[/FONT][FONT="]="3"[/FONT][FONT="][/FONT]
Value is in sectors. Distance to front line.
HQAverageSquadrounCount
[FONT="]HQAverageSquadrounCount[/FONT][FONT="]="4"[/FONT][FONT="][/FONT]
Average sqaudron count in an HQ. Used when HQ’s and Squadrons allocation are being set up or moved or more squadrons show up.
HQMaxRecommendedCapacity
[FONT="]HQMaxRecommendedCapacity[/FONT][FONT="]="10"[/FONT][FONT="][/FONT]
Max squadron count in an HQ, but not an absolute. Used when HQ’s and Squadrons allocation are being set up or moved or more squadrons show up.
HQMaxCapacity
[FONT="]HQMaxCapacity[/FONT][FONT="]="99"[/FONT][FONT="][/FONT]
Absolute Max squadron count in an HQ. Used when HQ’s and Squadrons allocation are being set up or moved or more squadrons show up.
UseFogOfWar
[FONT="]UseFogOfWar[/FONT][FONT="]="y"[/FONT][FONT="][/FONT]
If “y” then the displayed values for enemy SI and TI indices are erroneous.
TIPenaltyBase
[FONT="]TIPenaltyBase[/FONT][FONT="]="5"[/FONT][FONT="][/FONT]
Max value to be subtracted from each TI index in a sector if the occupant fails to move because of adjacent No-Go sectors.
TIbaseBoostValue
[FONT="]TIbaseBoostValue[/FONT][FONT="]="83"[/FONT][FONT="][/FONT]
When a sector is converted to an offensive sector by Invasion or designation then all the MSP values are recalculated with this value plus of minus a die roll.
SquadronHealthResupplyThreshold
[FONT="]SquadronHealthResupplyThreshold[/FONT][FONT="]="90"[/FONT][FONT="][/FONT]
?
AIMaxRoundsToFlyPerDay
[FONT="]AIMaxRoundsToFlyPerDay[/FONT][FONT="]="3"[/FONT][FONT="][/FONT]
Maximum number of “missions” an AI squdron will fly in a day.
AIMinHealthToFlyMission
[FONT="]AIMinHealthToFlyMission[/FONT][FONT="]="20"[/FONT][FONT="][/FONT]
If squadron health is less than this value then it will not be available for missions.
C_TI_MORALE
[FONT="]C_TI_MORALE[/FONT][FONT="]="5"[/FONT][FONT="][/FONT]
?
C_TI_POWER
[FONT="]C_TI_POWER[/FONT][FONT="]="2"[/FONT][FONT="][/FONT]
?
C_WINGMAN_REPLACE
[FONT="]C_WINGMAN_REPLACE[/FONT][FONT="]="5"[/FONT][FONT="][/FONT]
?
C_SQ_RESUPPLY
[FONT="]C_SQ_RESUPPLY[/FONT][FONT="]="0.5"[/FONT][FONT="][/FONT]
?
C_STRUCT_REPAIR
[FONT="]C_STRUCT_REPAIR[/FONT][FONT="]="5"[/FONT][FONT="][/FONT]
?
C_AIRCRAFT_UPGRADE
[FONT="]C_AIRCRAFT_UPGRADE[/FONT][FONT="]="2.5"[/FONT][FONT="][/FONT]
?
C_TAC
[FONT="]C_TAC[/FONT][FONT="]="5"[/FONT][FONT="][/FONT]
?
SuccessBonus
[FONT="]SuccessBonus[/FONT][FONT="]="20"[/FONT][FONT="][/FONT]
?
SuccessBonusDecayRate
[FONT="]SuccessBonusDecayRate[/FONT][FONT="]="0.0667"[/FONT][FONT="][/FONT]
?