1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

Battle of Britain WWII Air War Scenario

Discussion in 'Civ4 - Scenarios' started by Ambreville, Mar 7, 2008.

  1. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    Battle of Britain v. 05
    For use with BtS 3.13
    Won't fly with 3.17 or 3.19 Patches

    This is a work in progress. I am looking for a partner to help complete the Python or SDK coding needed to incorporate game concepts specific to an Air Mod. PM me if you are interested.


    This scenario is a must for WWII airplane buffs! :trophy:


    Battle of Britain, as the name implies, is about aerial warfare. This two-player game is an experiment (so don't expect everything to work 100% smoothly) to explore whether a game can be run with almost nothing but air units. Besides aircraft, there are very few land units (basically defensive AA, workers, GP's, execs, and spies). Sorry, no tanks, no infantry here. There are ships, mostly for "feel" -- I put them there as an excuse for target practice! :lol:

    Strategy

    The game is about paralyzing the enemy's industrial capability, most notably its ability to build aircraft. In this scenario, aircraft require specific factories. Messerschmitts require a BFW factory, Spitfires a Vickers factory, Lancasters an Avro factory, etc... If you can locate these factories and knock them out, you will dominate the game. Otherwise, you can also focus on refineries, flight schools, and map resources.

    This scenario uses Dale's Combat Mod as its primary basis, which allows the bombing of civil or production buildings. You will need these missions to gang up on the enemy's factories. You can also bomb ships in ports and engage enemy fighters. If you can catch aircraft sitting in an airbase, you're likely to destroy most of them. Use spies to locate the best targets. Although the scenario is labeled "Battle of Britain", it is playable to late 1945.

    Victory Conditions:

    There is a list of things that need to be added for the scenario to become fully functional. Current victory conditions are based solely on Victory Points. More varied ways of winning would be ideal (Air Superiority/Tactical Victory vs Strategic Victory for example). I do need help with this.

    Other things needed:

    • A better system of pre-req resources to build aircraft or affect their performance (for example: if no aluminum is available, a CIV cannot build aircraft. If no oil is available, aircraft cannot fly. If no "trained pilots" resource is available, aircraft should incur a combat penalty. Etc. Thread.)
    • Night bombers & Night Fighters (Thread)
    • Interceptable air missions (rebasing and recon cannot be intercepted so far -- Thread).
    • Bomber escort missions for fighters (Thread)
    • Expanded combat bonus system for air units (Thread)
    • Ground Radar improvements (or unmoveable units) giving an intercept bonus within a set radius.
    • Spies able to assassinate enemy GPs and execs (Thread). The latter should be invisible except to spies.

    Put in your two cents' worth in the BoB Poll. Let me know which new feature would be most desirable:

    CLICK HERE FOR POLL


    Known Issues:

    You may have some problem saving a game in progress. It seems to happen early during the game.
    The airplane animation leaves a bit to be desired (not clear which unit attacks what during the AI's turn)
    Unfortunately, effect of AI-controlled missions only appear during the player's following turn, in the log. The squadron names of the units can make this a bit confusing (thread here). The info delay is definitely annoying. The attack and defense unitclass modifiers aren't recognized in the interception mechanics. Ignore these for now.

    Historical Notes

    Luftwaffe and RAF orders of battle should be approximately correct, as far as the relative number of units and general types are concerned. One air unit in the game equals to about three real world squadrons, for scale purposes. Combat strengths and ranges of the various aircraft types should be OK too (although I still plan on further adjustments). So far, I'm still missing the Do17 geschwader and all the night fighter units. I included local resistance hideouts in German occupied cities (outside of Germany itself), whose purpose is to substantially degrade the benefits these cities provide the "Reich". I needed to do this to balance the scenario, given the relative disparity of powers involved.

    Air Units currently available are
    • Hurricane Mk I, II
    • Spitfire Mk I, V, IX
    • Typhoon
    • Swordfish
    • Blenheim
    • Beaufighter
    • Mosquito
    • Wellington
    • Lancaster
    • Meteor

    • [*]Bf109e, f, g
      [*]Bf110
      [*]Fw190a, d
      [*]Ju87 Stuka
      [*]Ar.196
      [*]Ju88
      [*]He111
      [*]He177
      [*]Ar.236
      [*]Me.262


      [*]P38 Lightning
      [*]P40 Tomahawk (lend lease only)
      [*]P47 Thunderbolt
      [*]P51 Mustang
      [*]B17 Flying Fortress
      [*]B24 Liberator

    I'm still hoping to get my hands on unit graphics for the He219 Uhu, A20 Havoc, Fw200 Kondor, and either the PBY Catalina or the Short Sunderland. A Gestapo-looking spy would be great too.

    Installation

    Click here to download the scenario. PM me if, for whatever reason, CivFanatics' download page gives you some trouble. Don't forget to delete older versions.

    Unpack the download in:

    C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods

    Do not unpack the mod in My Games folder. Go into the Public Maps subfolder within the Battle of Britain mod, and double click on the map file there to launch the game. The unpacked mod requires 136 megs of space.

    Credits

    So far, major credit goes to Dale, whose Combat Mod I've used as the primary basis. Many thanks to Sto, Zebra9, General Tso, and Fierabras for their support with my Python challenges! Kudos for The Coyote (Swordfish, Ark Royal, Bf.110, Mosquito), Dutchking (updated Graphic User Interface, B17, He177, Typhoon, Blenheim), Nautil (Fw190a, Spitfire MkI, Hurricane, Bf190e, P38, P47), SnafuSmith (Beaufighter, Stuka, Wellington, Ar.196), Wolfshanze (Liberty Ship), RabbitWhite (P51), and Sharik (V1, V2) for their unit graphics. I've borrowed a number of graphic elements from Asiox3 1939 mod for Warlords, the Me.262 and the B24 -- thank you! I'm sure there is more credit due. I'll update the list (or let me know if you find something of yours I've incorporated here).

    :cheers:

    Reference

    RAF Squadrons
    RAF History
    WWII Control Towers
    RAF Commands
    Luftwaffe 1933-1945
    Aviation in WWII
    Battle-of-Britain.com
    Battle of Britain (Wikipedia)
    Air Warfare Encyclopedia Vol. 1, AIRtime, D. March & J. Heathcott
    Warplanes of the Third Reich, Galahad Books, W. Green
    Military Aircraft Encyclopedia, Rand McNally, E. Angelucci
    Complete Book of WWII Combat Aircraft, Military Press, E. Angelucci & P. Matricardi
    The Great Book of WWII Airplanes, Bonanza, illustrated by R. Watanabe
    Forklift not included.

    Screenies

    See download page.
     
  2. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    Version v. 05 posted Tuesday June 10th. Get it now!
    Spoiler :
    • New victory score (Air Superiority) based on air units' combat values (incl. XP's and damage) -- thanks to General Tso.
    • Set 15,000 as the instant victory score
    • Removed the DCM popup screen, thanks to General Tso
    • Added USA (non-player civ, event-triggered in 1942 as a UK ally)
    • Added P40 Tomahawk (US/UK 1941 Lend Lease aircraft, event-triggered)
    • Added P38 Lightning (USA only)
    • Added P47 Thunderbolt (USA only)
    • Added P51 Mustang (USA only)
    • Added B17 Flying Fortress (USA only)
    • Added B24 Liberator (USA only)
    • Great Generals can now merge with air units
    • Tweaked ship performances
    • Added events giving some advantages to an AI enemy
    • Added German Wolfpack event & US-UK Atlantic convoys system
    • Blocked some of the wonders (Hollywood, Broadway, Pentagon, etc...)


    Version v. 04 posted Tuesday April 22nd.
    Spoiler :
    • Musical Themes
    • New graphic user interface
    • Increased all ships AA ratings
    • Towns & villages act as cities
    • Added new Ar.234 jet bomber unit
    • Incorporated game balance tweaks


    Version v. 03 posted Friday March 21st.
    Spoiler :
    • Tweaked weight modifiers to induce more AI-built aircraft & factories
    • Added new air unit -- Ar.196
    • Added new air unit -- Bf.110
    • Added new air unit -- Mosquito
    • Added new Tech -- Improved Gunnery
    • Early Jets now also require Improved Gunnery
    • Moved Messerschmitt 109g & Hawker Typhoon to Improved Gunnery
    • Updated a good number of buttons and icons
    • Streamlined & expanded air unit Promotions


    Version v. 02 posted Friday March 14th.
    Spoiler :
    • Added new Tech -- Advanced Piston Engines
    • Moved some of the promos & air units* to Advanced Piston Engines
    • Added the Fairey Swordfish air unit (3, loaded on HMS Ark Royal)
    • Switched the name of HMS Victorious to HMS Ark Royal
    • Added cruiser sea units
    • Made HMS Hood & Prinz Eugen cruisers instead of battleships
    • Added HMS Dorsetshire, HMS Renown, Scharnhorst, & Gneisenau
    • Removed uranium as optional prereq bonus for ships
    • Added a new skin for the HMS Ark Royal aircraft carrier
    • Carrier aircraft only include Hurricane MkII, Spitfire MkV, and Fairey Swordfish
    • Added tactical combat modifiers to individual aircraft
    • Added new graphic buttons for the Airstrike and Fighter Engage missions
    • Included miscellaneous XML code cleanup
    * Note: the reason for this was to ensure that some of the later aircraft types would not come into play until at least 1942.


    Upcoming for the Next Update
    Spoiler :
    • Further tweaks to boost the AI's ability to fight a human-controlled Civ
    • Swap German Great Spy to "Gestapo Leader"
    • More events -- feel free to post your ideas on historical events
    • Partisan units spawned through Resistance Hideout buildings, that can pillage terrain)
    • Anything listed in Post #1 that requires SDK work.


    Put in your two cents' worth in the BoB Poll. Let me know which new feature would be most desirable:

    CLICK HERE FOR POLL
     
  3. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    15,865
    Location:
    In orbit
    Sounds very interesting! (Wish I was home...)
     
  4. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    It's definitely for historical and airplane buffs. ;)

    ...attackattackattackattackattackattack!
     
  5. dutchking

    dutchking Chieftain

    Joined:
    Apr 30, 2007
    Messages:
    3,320
    Sounds awesome. :)

    Need anymore artwork? A UI, menu, movie, unit, LH? I can do anything.
     
  6. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    You bet. I need a British carrier (HMS Victorious or similar), a swordfish, a Bf110, and a partridge in a pear tree. I'm hesitating about the Do17... :)
     
  7. dutchking

    dutchking Chieftain

    Joined:
    Apr 30, 2007
    Messages:
    3,320
    I'll get back to you later tonight on a few things I may cook up... :thumbsup:
     
  8. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
  9. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    15,865
    Location:
    In orbit
    Very geud indeed!:D

    Kato! Not now!
     
  10. dutchking

    dutchking Chieftain

    Joined:
    Apr 30, 2007
    Messages:
    3,320
    lol Kato.

    Anyway, I'd like to give this mod a spin, looks promising from the map alone. ;) I'll try to take a survey of what I may make for the UI, etc.
     
  11. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    By UI you mean User Interface? What did you have in mind re the UI (and that survey you mentioned above)?
     
  12. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    I have some new icons for two of the air missions (airstrike and fighter engage), which are pretty confusing in the V. 01 release. Unfortunately, despite my editing of the unit mission xml file, the old icon still show up in the game. No f...ing idea why. :confused:
     
  13. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    15,865
    Location:
    In orbit
    Sorry to hear that.:( I've started a trial game meself - as the RAF, so to speak - and decided to play it safe, building up production and defenses, figuring I'd need 'em plenty. As I mentioned when I had me 1st glimpse at it: very interesting indeed. Hope you'll figure it out for an update!;)
     
  14. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    As is, "BoB" is too easy to play due to the AI not really pushing the envelope. I would suggest Prince level or higher (although I haven't tried an upper level of play). For whatever reason, the AI does not build new or replacement aircraft factories. So once the enemy fighter manufacturing is kaput, you're pretty much guaranteed to win. That's really irritating.
     
  15. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    What I really need is a volunteer to help out with Python coding. Until then, this scenario will remain no more than an "experiment."
     
  16. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    15,865
    Location:
    In orbit
    Well, did ya post in the Python Coding section? (On gameplay: Hah, I tried one lvl down, to be on the safe side and get my bearings, as it were. But perhaps the recommended lvl should go up, as you suggested.);)

    PS But a very interesting experiment. (I very much like to be repetitive -methinks it's the Wolfshanze bug):mischief:
     
  17. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    Thanks

    I guess I'll have to pay a visit to the coding department...

    I just downloaded the Fairey Swordfish graphics. I'll be adding this aircraft with the next update if everything works out right. This will be the Fleet Air Arm so we can run a "mini" Sink the Bismarck scenario! ;)
     
  18. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    15,865
    Location:
    In orbit
    Way to go!:D (Methinks the Swordfish just looks superb - even with no pilot!)
     
  19. Ambreville

    Ambreville Chieftain

    Joined:
    Sep 28, 2006
    Messages:
    2,255
    Location:
    Windy City USA
    I agree. I just tested it and it looks great. Whipped up a button from Coyote's bitmap image, and voila. ready to go for the next update.

    Of course, based on my current unit scale (3 sqd to one Civ unit), this means at best there should be 1 swordfish unit onboard that Ark Royal. Ah, what the heck... I'll put three anyway. For good measure! ;)
     
  20. dutchking

    dutchking Chieftain

    Joined:
    Apr 30, 2007
    Messages:
    3,320
    Well I was thinking some sort of WWII soundtrack, from a 'Bridge too Far' was what came to mind, this sort of color for the interface, with a variation of this font. American Typewriter would be more ideal than courier new since we've used it for 2 WWII mods...

    BTW, sorry I hadn't gotten back to you sooner, I've got the flu...

    Fever Record: 103.5*
     

Share This Page