Battle of Britain WWII Air War Scenario

@ dutchking

are you sure? i tried this as first idea by the mosquito, but it doesn´t worked. the copied propeller was shown properly, but had no transform property and didn´t worked (wasn´t animated).
 
Yeah I'm sure.

Copy and paste the bomber body into fighter.nif.

Get rid of the fighter.

Copy and paste the Propeller in the same node.

Position them.

Voila.
 
Nope, I've been busy with school and all that jazz, I'll start work on it after:
I finish a Fighter I'm working on.
I finish this UI...
And I have a bomber I may possibly finish ahead of time.
 
If you can whip up your SDK wishlist I can start pluggin away at those so long as they're quick & easy due to some real life time issues right now. I have the code to 'fix' the AI's production of air units ready for you, if you need them to make better use of the I can look into that as well (particularly for missiles since they seem to be giving you some grief right now).

Silly modders, Python is for kids! :) Skip python and go right to C++ and only suffer through Python when you need to make small adjustments to the interface. With the sole exception of the interface (which is written almost entirely in python) anything that can be done with python can be done better in C++, or think of the DLL as the way to impliment python mods without the OOS and performance issues :)

Anyway, put together your wishlist for code changes, so far I'm guessing:
1. Get AI to build more air units (done)
2. Get AI to actually use said air units (include missiles, easy fix)
3. Allow bombing missions to destroy cities (easy add-on to Dales code)
4. Impliment some sort of vistory conditions (need details, likely to be fairly easy)

In return you can take me out for steak & lobster next time I'm in the city. :)
 
Thanks a bazillion for your help. Just what a little boy scout like me needed!

Ooookay. Just going through the list on page 1. I don't know how much of this you really want to tackle (or whether some of this is too impractical)

* A better system of pre-req resources to build aircraft or affect their performance. For example: if no aluminum or rubber 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 (this last one is probably going to be a problem).

* Night bombers & Night Fighters. I think Dale is working on this for DCM.

* Rebasing and recon missions need to be interceptable.

* Bomber escort missions for fighters (Dale's working on that as well for DCM)

* Expanded combat bonus system for air units. Currently the attack and defense unitclass modifiers aren't recognized in the air combat mechanics. That's a shame.

* Ground Radar improvements (or unmoveable units) giving an intercept bonus within a set radius.

* Spies able to assassinate enemy GPs and execs.

* Adding a tag line in the PromotionInfos file (and new DLL) to allow for the improvement of air units' BombRates

Once a good number of these changes come into effect, we can have some fun with more refined victory conditions and historical event.

What do you think?
 
As regards the switch to allow a city to be totally destroyed as the result of air bombardment -- it should only be possible if the city contains no combat unit (land or air). Otherwise, it's just too easy to destroy a city. To achieve this, a player needs to send in enough fighters to wipe out the city's air defense (easier said than done). Then follow the attack aircraft to finish off any AA units. Bombers then must complete the mission and reduce the city down to "zero" pop. It's a lot of work! But it does require correct usage of the various aircraft types.

The problem with victory conditions is that the scenario involves two forces with unequal powers (i.e. twice as many cities on the German side than on the British side). What I though would make a viable game would be to assign a specific number of cities for the German and the Brits to "destroy" in order to win the game. If this doesn't happen by the end of the game (late 1945), then victory is assigned based on who did the best job, who is more advanced technologically, who has the most powerful air force, etc... There should be four outcomes (stalemate, marginal victory, tactical victory and decisive victory). Decisive victory is achieved only when the a player destroys the required number of cities before the end of the game.

Makes sense?
 
As regards the switch to allow a city to be totally destroyed as the result of air bombardment -- it should only be possible if the city contains no combat unit (land or air). Otherwise, it's just too easy to destroy a city.

Seems a bit futuristic (or rather apocalyptic) to me - otherwise Victory conditions look fine.
 
* A better system of pre-req resources to build aircraft or affect their performance. For example: if no aluminum or rubber 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 (this last one is probably going to be a problem).
The prereq to build is in there already, just needs to be expanded to test them as 'and' rather than 'or'. I can easily ground aircraft if you have no oil.

* Night bombers & Night Fighters. I think Dale is working on this for DCM.
How long is a turn? I could probably trick the game into alternating between day & night turns using the FoW layer to darken the map at night. Assuming you actually want night fighters & bombers to function at night. If only versus each other I should be able to whip something up for them, you want them to be un-touchable by other air units at the same time?

* Expanded combat bonus system for air units. Currently the attack and defense unitclass modifiers aren't recognized in the air combat mechanics. That's a shame.
Easy enough.

* Ground Radar improvements (or unmoveable units) giving an intercept bonus within a set radius.
So which is it? :)

* Adding a tag line in the PromotionInfos file (and new DLL) to allow for the improvement of air units' BombRates
Easy enough :)

And yeah, you're in St Charles. I'm up in the Windy City's whereabouts. That's a 6 hour drive IIRC from here. If you're ever up here, I'll definitely arrange for lobster and steak! Sound pretty good to me too!

6 Hours? Maybe if you're driving a tricycle, I'm 45 minutes from downtown... well, two hours during rush hour. Assuming you're talking about the same Windy City that I am of course :)

Oh, and the Air unit building & missile unit using fixes are done, I had a few minutes and they were both quickies since I'm very familiar with the AI code. See the attached DLL (DCM + my fixes), try it out and see if the AI build more air units and uses some of the missile units. If they don't use the missiles propperly you may need to change the UNIT_AI on missiles and treat them like bombers instead, as long as you leave bSuicide enabled they'll essentially be missiles but will take full advantage of Dale's bombing missions if you want them too.
 

Attachments

  • BoB_DLL_0319.zip
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Seems a bit futuristic (or rather apocalyptic) to me - otherwise Victory conditions look fine.

Yeah? Considering most German cities were pretty much reduced to rubble by the end of WWII, I would not think what I described to be that far from reality.
 

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  • ruins.jpg
    ruins.jpg
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Ahem, Ambreville, I recognize that picture.

Its a boy sitting in a ruin in Warsaw during the German invasion, not Germans, the poor babies... :rolleyes: :p (germans)
 
The prereq to build is in there already, just needs to be expanded to test them as 'and' rather than 'or'. I can easily ground aircraft if you have no oil.

Terrific.

How long is a turn? I could probably trick the game into alternating between day & night turns using the FoW layer to darken the map at night. Assuming you actually want night fighters & bombers to function at night. If only versus each other I should be able to whip something up for them, you want them to be un-touchable by other air units at the same time?

A turn right now is 1 week! I didn't design the scenario on a day basis because I couldn't find the xml calendar line for that. It's a bit late now. It's a great idea to have alternating day & night, but that would have to wait for another adaptation. The present idea of Night Fighters and Bombers is that day units only can interact with other day units, and vice-versa. It's pretty abstract.

So which is it? :)

A unit would be more desirable to avoid taking up valuable/exploitable map space just for a radar. Yes, we can have cows grazing underneath those pylons! The trick here is to be able to click on a map space where the radar should be placed since it is intended not to be moveable. It's also a bit harder to destroy a unit compared to a terrain improvement.

6 Hours? Maybe if you're driving a tricycle, I'm 45 minutes from downtown... well, two hours during rush hour. Assuming you're talking about the same Windy City that I am of course :)

I'm actually north of Chicago.

Oh, and the Air unit building & missile unit using fixes are done, I had a few minutes and they were both quickies since I'm very familiar with the AI code. See the attached DLL (DCM + my fixes), try it out and see if the AI build more air units and uses some of the missile units. If they don't use the missiles properly you may need to change the UNIT_AI on missiles and treat them like bombers instead, as long as you leave bSuicide enabled they'll essentially be missiles but will take full advantage of Dale's bombing missions if you want them too.

Thanks for the DLL.

At this point, without the new DLL, I got the Germans to build LOTS of fighters. I was up to my nose in Messerschmitt and Focke Wulf in the last test. I've been back-pedalling since. I wasn't able to get Churchill to emulate that feat... yet.

Okay then... onward!
 
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