I did this before I saw your post and then the clouds got me going....
Aircraft factories don't actually produce industry terrain - they are simply science buildings that also allow you to build prototype (trade) units.
My changelog since last:
As of 11/28/18
civ.playSound('Turn1RAF.wav') -- added
civ.playSound('FlyingFortress.wav') -- added
civ.playSound('LuftwaffeMarch.wav') -- added
civ.playSound('RedArmy.wav') -- added
-filled out table for veteran swap
-added section of readme describing veteran swap
-added "3" to special keys section in readme
-added barbarian neutral units to Sweden on all 3 maps
-added neutral boundary around Ireland on all 3 maps
-made neutral territory an air unit to prevent destroyers and u-boats from bumping into it and dying (all air units have 0 attack so they shouldn't be an issue)
-Fixed issue where Industry III improvement describe.txt wasn't showing in pedia
-changed neutral territory to a white flag
-added pedia.txt for jagdfliegerschule and also get rid of -1 to description and provide one instead in describe.txt
-Finished describe.txt for advances
-Finished and double-checked describe.txt for improvements and wonders
-Finished 1/3 of describe.txt for units. I'm up to the Meteor. I'm updating things from when I first wrote it and explaining how many times a unit can react, and against what and where. This is a redundancy from the readme but I do think it's important given how much we've changed gameplay here.
TO DO:
-Finish remaining 2/3 of units in describe.txt
-Do terrain describe.txt if only to explain how you secure factory and refinery terrain, etc.
-Do government section in describe.txt (only the 2 governments available)
-Do Game Concepts section of describe.txt - lift directly from readme
Not sure if this could be done in time, but do you want moving clouds? On your part, it would require changing the map so that everywhere there is cloud cover, the underlying terrain is put in place instead. We'd also have to figure out how we want them to behave.
I would place a
significantly high value on this and would consider the tactical implications very much worth it. I'm curious if it is possible to do this in a way that makes it relatively simple/quick for you and then places more of a burden on me as I'm expecting to have some capacity to churn through some stuff in the next two weeks.
How difficult would it be for you to create an extremely labor-intensive but straightforward way for
me to create several cloud cover tables, and then for the game to have a random chance that it will switch up every few turns? Perhaps a 1/3 or 1/4 chance? Except on the first turn where there is a 100% chance as we want clouds somewhere from the start?
What I'm thinking is it would be good if I could create tables with names that would then have a few sets of coordinate variations like:
"heavy cloud cover everywhere"
variation 1 (all coordinates that should swap to clouds)
variation 2 (all coordinates that should swap to clouds)
variation 3 (all coordinates that should swap to clouds)
"heavy cloud cover France light cloud cover Germany"
variation 1 (all coordinates that should swap to clouds)
variation 2 (all coordinates that should swap to clouds)
variation 3 (all coordinates that should swap to clouds)
"heavy cloud cover Germany light cloud cover France"
variation 1 (all coordinates that should swap to clouds)
variation 2 (all coordinates that should swap to clouds)
variation 3 (all coordinates that should swap to clouds)
And so on....
We would want a text box to pop up depending on what in quotes is called up so that the player knows what is going on with the weather and can divert to a secondary target if needed.
Would the game remember what the terrain used to be and revert back to it or would I also need to compile a list of what the "standard" terrain is for these tiles? I imagine I would need to take care not to have cloud cover over any coordinate that matches a factory, refinery, etc. but that is certainly possible to avoid given we already have all those coordinates and a simple search function could rule them out.
Also, how difficult would it be for you to create an event where the 250, 500, 1000lb bombs have their attack value halved if called up/activated on cloud terrain?
One of the big problems the Allies had was the terrible European weather and I think that not having a guarantee of finding the target/being able to attack it effectively would be a great amount of fun.