Operation Seelowe.

These are great units and it will become another great scenario you are creating! :goodjob:

One thought about the name of this scenario: I think you try to use the German name of that operation, as the English name would be Operation Sea Lion (or Sealion) -but the German name for that operation is Operation Seelöwe. If the letter 'ö' is missing, the substitute is 'oe'. So the spelling would be Operation Seeloewe.
 
Thanks. I don't have that character. How does one acquire it?

Writing oe would be correct. It is the official substitute if you don´t have the letter 'ö' and is frequently used even today, especially when reading by a computer is necessairy. In many of my Civ 3 mods and scenarios even copy and pasting of a letter or a name frequently was successful. You could also switch to a German keyboard layout, but in my eyes this is much too complicated. If this all is not worrking, I could write that letter in your texts. :)
 
Last edited:
Highlight it, right click, copy, paste, presto! one ö ready to use!
 
Can anyone make sense of this?

@IF found - creating new event structure
New event structure created

@IF CHECKFLAG found
looking for [continuous],who=,flag=,[mask=],[threshold=],[count=],state=,[technology=]
found who=Germans (king id=3)
found mask=0b00000000000000000000000000000000, but 0b00000000000000000000000000000000 is not valid
found threshold=1 (threshold=1)
Illegal CHECKFLAG statement
TOTPP: Allocating 106480 bytes for events (growable)
 
I think you need to have some flags marked on in mask. Right now, in "threshold" you're looking for at least 1 flag marked in "mask" to be checked, but you don't have any checked for it to look for.
 
Need more screenshots! :bump:

In seriousness, I'm really looking forward to this one. How is it going? Don't let AI carriers get you down!
 
Things are progressing. I've more or less finished the German events, which are mostly researching a bunch of technologies to acquire the transports, naval units and various waves of ground units needed for a successful invasion. Luftwaffe units all begin on the map, but the German player must use them judiciously to ensure there are enough left to support the ground campaign, as replacements are limited.

British covering units, including the RAF are placed on the map. I'm working on reaction events for the counter-attack of the ground forces and the navy. I'm experimenting to see how much I can count on the AI to move the land forces. Hopefully I don't need to program super complex MoveUnit events to get them into action. The Royal Navy will be tightly controlled by events, as I don't need it bombarding Rotterdam, when the Channel is full of German invasion barges!

It's now my busy season at work, so things will proceed at a majestic pace for now. The scenario has expanded well beyond the original plan for a quick and dirty remake of an old, abandoned MGE scenario. It seems I just can't help myself. Here's a screenie:
Dover.png
 
It's looking good though. Thanks for the update! Hopefully work will calm down soon as this one is definitely on my radar.
 
............ I'm now going to start work on my Royal Navy invasion interception events. If anything can go wrong, it will be here, so wish me luck! :twitch:
Tech's house by the end of the week
latest
 
Last edited:
A quick update. Events work in progress:

1. German buildup events are done and working well. Aside from Luftwaffe and covering Wehrmacht units, all units for the invasion have to be created by events after the correct technologies are researched. I had originally used a tech tree that was too large and it took most of the game to buildup all the forces needed for an invasion. So I've cut it back substantially so that it now takes about 20 turns (of a 65 turn game) to fully mobilize the forces needed. I want to allow (force?) the German player to plan his own invasion from scratch rather than have everything deployed at the start. I'll await feedback from playtesters as to whether this adds or detracts from the scenario. Further contractions of the buildup tech tree may be needed. During the buildup phase the German has lots to do trying to get air superiority over the RAF and degrading British ground defenses.

2. Some naval reaction events done for testing are done. I will test play an invasion on the south east coast and see how the creation and movement of British naval units in Scapa and other north-east ports interacts with a German landing at Dover.

3. I'm adding aircraft replacement events for both sides, as aircraft attrition is very high. Also, I am basing British production on the Factory and Dock units. British air and ground units are created by events. Production of each type is dependent on certain factories not being destroyed. Empire reinforcements and American supplied equipment are dependent on Dock units remaining in play. My hope is that the German player will find it profitable to try to knock out factories and docks to neutralize future British reinforcements rather than just bomb ground units already on the map.

4. Used event heap space is now 144069 bytes. I think I'm close to 2/3s done.
 
Looking forward to this one. I really like the idea of allowing the player build up their forces and decide when and how to go. Much better than just launching an invasion on turn 1 with all the forces already in their ships (why put that tank in that landing craft!?!).
 
Back
Top Bottom