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Over the Reich - Creation Thread

Discussion in 'Civ2 - Scenario League' started by JPetroski, Feb 4, 2011.

  1. JPetroski

    JPetroski Emperor

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    All of the techs in the default are nil to begin with so isn't the default simply that there are no techs that actually modify something? The way I'm reading it, the default merely states that it's 2/3 as likely for something to hit something else in the clouds. While there are bonuses built in (like cloudsTech2Mod=1), since cloudsTech2=nil, this bonus would never apply as there is no tech defined to allow it to apply.

    In the individual unit lines, I've changed cloudsTech2=nil to cloudsTech2=techAliases.AdvancedRadarIII and I believe that by adding in the techAliases, the cloudsTech2Mod=1 (or whatever) now applies.

    Am I not following you correctly?

    I hadn't thought of the tactics but that makes sense and I can start adding that for the aircraft.

    Code:
    -- default target modifiers
    dTM = {clouds = 1.5, cloudsTech1=nil, cloudsTech1Mod = 1, cloudsTech2=nil, cloudsTech2Mod=1, tech1=nil, tech1Mod=nil, tech2=nil, tech2Mod=1, enemyTech1=nil, enemyTech1Mod=1, enemyTech2=nil,enemyTech2Mod=1,counterToEnemyTech1=nil, counterToEnemyTech1Mod=1,counterToEnemyTech2 = nil, counterToEnemyTech2Mod=1,}
    
    
    --dTM = {clouds =dTM.clouds, cloudsTech1=dTM.cloudsTech1, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
    targetDRM = {}
    
    -- Heavy Flak should get a bonus from tech 83 (proximity fuses) and tech 88 (advanced radar III)
    targetDRM[unitAliases.GermanFlak.id]={clouds =dTM.clouds, cloudsTech1=techAliases.ProximityFuses, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=techAliases.AdvancedRadarIII, cloudsTech2Mod=.75, tech1=techAliases.ProximityFuses, tech1Mod=.75, tech2=techAliases.AdvancedRadarIII, tech2Mod=.5, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
    targetDRM[unitAliases.AlliedFlak.id]={clouds =dTM.clouds, cloudsTech1=techAliases.ProximityFuses, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=techAliases.AdvancedRadarIII, cloudsTech2Mod=.75, tech1=techAliases.ProximityFuses, tech1Mod=.75, tech2=techAliases.AdvancedRadarIII, tech2Mod=.5, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
    
    -- 2nd Generation night fighters should have less of an issue reacting to units in clouds 
    targetDRM[unitAliases.Ju88G.id]={clouds =1.3, cloudsTech1=dTM.cloudsTech1, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
    targetDRM[unitAliases.MosquitoII.id]={clouds =1.3, cloudsTech1=dTM.cloudsTech1, cloudsTech1Mod =dTM.cloudsTech1Mod, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
    
    --3rd Generation night fighters should have less of an issue reacting to units in clouds, and should get a bonus from tech 88 (advanced radar III)
    targetDRM[unitAliases.He219.id]={clouds =1.1, cloudsTech1=techAliases.AdvancedRadarIII, cloudsTech1Mod =.90, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
    targetDRM[unitAliases.MosquitoXIII.id]={clouds =1.1, cloudsTech1=techAliases.AdvancedRadarIII, cloudsTech1Mod =.90, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
    [CODE]-- default target modifiers
    dTM = {clouds = 1.5, cloudsTech1=nil, cloudsTech1Mod = 1, cloudsTech2=nil, cloudsTech2Mod=1, tech1=nil, tech1Mod=nil, tech2=nil, tech2Mod=1, enemyTech1=nil, enemyTech1Mod=1, enemyTech2=nil,enemyTech2Mod=1,counterToEnemyTech1=nil, counterToEnemyTech1Mod=1,counterToEnemyTech2 = nil, counterToEnemyTech2Mod=1,}
    
    
     
  2. JPetroski

    JPetroski Emperor

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    Er... On second look I think you mean to change it to nil in the flak ones so I can tweak the default rather than having to add in values for every single aircraft in the game. If i change the value to nil in the flak, then it won't look to the default if tactics are researched. Correct? That would be a time saver...
     
  3. Prof. Garfield

    Prof. Garfield Deity Supporter

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    Yes, that's what I meant.

    Based on the table excerpt, you seem to be using it correctly, except that for Flak, if you don't use default technology, you might not want to use the default bonus (unless the bonus is the same, but the activating tech is different). Incidentally, 1 is neither a bonus nor penalty, but preserves things as they are, which is why I chose it as a default. I believe a missing bonus defaults to 1 also.
     
  4. JPetroski

    JPetroski Emperor

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    The events are yours.

    12/8/18
    -Added "Advanced Radar III" technology in rules, describe.txt, readme
    -Added bonuses to reacting to units in cloud cover for Heavy Flak, 2nd Generation Nightfighters and 3rd Generation Nightfighters.
    -Removed ability of light cruisers, heavy cruisers, and battleships to fire defensive fire with backspace
    -Light Cruiser now fires flak burst with 'backspace' - this flak burst will only shoot at daylight targets.
    -Added "High altitude/Low altitude/Night altitude" air raid in progress abilities to Light Cruiser.
    -Changed freighter reward from Allied Tanks to Allied Infantry. I didn't change "NewTank" code - just the unit integer.
    -Set up initial clouds and saved as scenario
    -Added some reaction bonus modifications for tactics I and II
    -Changed around initial fuel settings
     

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  5. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    The clouds are an amazing idea & will ensure the game has an unpredictability about it. Great work guys!
     
  6. Prof. Garfield

    Prof. Garfield Deity Supporter

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    @JPetroski

    How do you want the damage roll modifiers to work? I took a look at them, and I suspect that they won't do what you want. Since there isn't that much diversity, can you explain what you want to happen, so that I can put it in? (I figure this is easier than trying to explain the math behind how the bonus/penalty is applied.)
     
  7. JPetroski

    JPetroski Emperor

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    Damage roll for what? In post #441?
     
  8. Prof. Garfield

    Prof. Garfield Deity Supporter

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    Yes, post #441. Changing the reaction probabilities for damage based on clouds and technologies.
     
  9. JPetroski

    JPetroski Emperor

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    Im trying to make sure that flak is much more precise with proximity fuses and advanced radar III. I believe by .75 I intended for it to halve the cloud defense bonus and by .5 that it should be 1/3.

    The fighters are marginally better to start and the third generation should be able to improve this even more with the advanced radar tech.
     
  10. Prof. Garfield

    Prof. Garfield Deity Supporter

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    Going through operation chastise, the specification is that destroying even one dam should eliminate all accumulated shields in all cities in Germany. To me, this seems like a very large penalty for destroying even one dam, though it might be reasonable for getting all three dams.

    We can access the number of shields a city produces with another city get function (after waste is computed, but before support), so we could make destroying a dam 'undo' the last turn's production (at least for cities that didn't finish building something). We could also set all (or some) cities to disorder, to prevent the next turn's production, though this would also impact fuel refining.

    Thoughts?
     
  11. JPetroski

    JPetroski Emperor

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    If I remember correctly Chastise is supposed to.halt production for 1, 2, or 3 turns depending ok how many dams are destroyed. There's 175 turns in total so I personally think we are OK. 1 turn is a drop in the bucket. 3 is worth trting for.
     
  12. Prof. Garfield

    Prof. Garfield Deity Supporter

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    But, emptying a shield box is not 'halting' production, it is eliminating past production, which could be quite substantial. Though I suppose that since this particular event effect doesn't happen immediately, the German player could try to 'salvage' production by switching to lower shield cost objects, and building troops/tanks to avoid the penalty on the future turns, if that is what you want. But, that seems like a lot of micromanagement.

    Taking away a turn's worth of production is roughly equivalent to halting production for a turn, and doing that for a destruction of a dam does seem reasonable. But it would seem to me that wiping out all accumulated production should be reserved for defeating 2 or 3 dams.

    I think I could make newly produced trains spawn with 1hp, slowing down the conversion to aircraft while the unit heals up, as an alternative.
     
  13. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    When I press 1 for the Point score it states that Germany has sunk 0 Freighters. I thought I had sunk two, though the Defence Minister is showing 3. Just thought I would point this out.
     
  14. Patine

    Patine Deity

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    MI6 misinformation campaign. :p
     
    McMonkey likes this.
  15. JPetroski

    JPetroski Emperor

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    I think this only shows the number of freighters that you would abstractly sink by having more U-Boats in the convoy zone than I have escorts, but I could be wrong. It is confusing though.
     
  16. JPetroski

    JPetroski Emperor

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    I guess I don't understand the game mechanics completely - are you saying that something that player 2 is set to produce on turn, say, "3" will show up on turn 3 during player ONE's turn, rather than waiting to appear for player TWO's turn? I suppose that must be what you are saying, because otherwise I think changing to a lower-cost item like a Schutzen would be a waste of time, as it would never show up anyway. I know that events work this way but I guess I didn't realize that city production does as well.

    How about this - let's just change it so that wiping out 1 dam or even 2 isn't good enough to do anything to production. The real life raid, though glorified, accomplished very little as the Allies didn't hit every dam they set out to, and the Germans were able to make repairs.

    Let's change it up so that wiping out 1 dam gives the Allies a fuel/cash infusion of, say, $2500. 2 dams give $5000. This infusion being a direct result of the significant propaganda that such a daring raid would provide.
    Wiping out all 3 however has a very serious effect on the Germans - the Allies still get the $5,000 and the Germans have the production problem for 3 turns.

    I know this is a pretty big jump, but this is a tough mission to complete in the first place. All the things that helped the real life mission aren't really available for this one. You don't get some special type of bomb. You have very limited time and you do have to fly through what should be the most heavily-defended area on the map to reach the dams in time, and you somehow have to kill all 3 now to shut down production.

    I don't know that this helps the micromanagement issue but to have to do this once in the scenario wouldn't be the end of the world (and honestly unless we specifically warn them to, which we shouldn't) I think you might be the only player who would go ahead and do this :p
     
  17. Prof. Garfield

    Prof. Garfield Deity Supporter

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    The current specification of the event is to wait until the end of the attack window, and then apply the effects. These effects consist of eliminating all shields in the production box at the start of each turn, for several turns.

    Suppose a city has 200 shields accumulated towards a freight train, and the German player receives the message that Dams are being attacked. For the sake of argument, suppose the end of the window is two turns hence, since the Allied player wanted to leave some extra room in case the targets had to be attacked a couple times. The German player can switch to flak now, and use up those 200 shields in the next production round, before having all the shields in the shield box eliminated once the end of the Operation Chastise window is reached and all his accumulated shields are eliminated.

    Also, if we eliminate the shields in the production box each turn, cities can still produce units that cost less than their total production. So a city with 65 production could still produce Schutzen, since those cost only 60 shields.

    How about this for Chastise consequences:
    First dam destroyed: teleport all German owned construction crews to the dam area (perhaps on the day map, so that they aren't immediately victimized by the attacking bombers).
    Second dam destroyed: The next 5 (maybe more?) trains Germany produces are immediately destroyed, representing resources diverted to dam reconstruction and lost productivity.
    Third dam destroyed: 10 more trains must be diverted to dam reconstruction.
     
  18. JPetroski

    JPetroski Emperor

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    If you can get that to work that would work for me :thumbsup: I think teleporting all construction crews to the area should be a problem, as will the trains.
     
  19. Prof. Garfield

    Prof. Garfield Deity Supporter

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    At some point, we were going to have sunk freighters give some sort of penalty to the Allies, or maybe even be the victory condition. Later, we put sunk freighters into the general German points system, but I forgot to remove the freighters sunk counter. I'll do that, unless someone thinks it should be kept for some reason?
     
  20. Prof. Garfield

    Prof. Garfield Deity Supporter

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    The first part of this changelog has already been incorporated into the beta release of this game.

    Added unitAliases.SpecialTarget = civ.getUnitType(109)
    Added unitAliases.SpecialTarget to the list of strategic targets

    Decided that the special target event will randomly begin each turn (within the window, and an equal probability for each turn), rather than having their timing fixed on the first or second turn of the scenario. This is to allow players to re-play the game from a specific saved file without knowing in advance when all the future special target events will be.

    ****
    We will have to set the flag "StandardGame" true using console.setFlagTrue before saving the scenario. There is also a "BigWeek" flag that will be set to true instead if we have a Big Week scenario. If "StandardGame"is false, then no historical targets functionality will run.
    ****

    To find the text associate with the special targets, do a search for 'special target text'. The special numbers associated with the special target events can be found there too.

    Operation Jericho has a 10% chance to happen every turn after the Allies accumulate 800 points, as long as the Germans hold Calais, Paris, and Lille.

    Special targets are always placed with veteran status, and with no home city.

    Operation Chastise will not happen unless Dortmund, Frankfurt, and Hannover are all owned by Germany.

    ----
    ----
    Changes after release.

    Changed the reaction priority function (something that could dictate the order of reacting units, but we never bothered to use) to be strictly based on the unit id, instead of a semi-random system there was before, since I received an error during testing. This should work, though I thought that the last time too.

    This will probably necessitate an update for everyone.


    Removed 109 from these two tables, to keep special target from disappearing

    local unitTypesToBeDeletedEachTurn =
    local unitTypesWhichCanBeDestroyedWithoutMovementReduction =

    For some reason, night map bombed industry shows the prepared terrain sprite from Ceasar's Gallic Wars. Not sure if this is a problem on my setup, or a general mistake.


    Operation Gomorrah seems to be working. Tested it out by setting setting the first and last turn really low.

    Made the following changes to the target modifier, since A multiplier of .8 does not cancel out a multiplier of 1.2, etc.

    dTM = {clouds = 1.5, cloudsTech1=nil, cloudsTech1Mod = 1, cloudsTech2=nil, cloudsTech2Mod=1, tech1=nil, tech1Mod=nil, tech2=nil, tech2Mod=1, enemyTech1=techAliases.TacticsI, enemyTech1Mod=1.2, enemyTech2=techAliases.TacticsII,enemyTech2Mod=1.5,counterToEnemyTech1=techAliases.TacticsI, counterToEnemyTech1Mod=1/1.2,counterToEnemyTech2 = techAliases.TacticsII, counterToEnemyTech2Mod=1/1.5,}


    targetDRM[unitAliases.GermanFlak.id]={clouds =dTM.clouds, cloudsTech1=techAliases.ProximityFuses, cloudsTech1Mod =1.25/dTM.clouds, cloudsTech2=techAliases.AdvancedRadarIII, cloudsTech2Mod=1.18/1.25, tech1=techAliases.ProximityFuses, tech1Mod=.85, tech2=techAliases.AdvancedRadarIII, tech2Mod=.85, enemyTech1=nil, enemyTech1Mod=nil, enemyTech2=nil,enemyTech2Mod=nil,counterToEnemyTech1=nil, counterToEnemyTech1Mod=nil, counterToEnemyTech2Mod=nil,}
    targetDRM[unitAliases.AlliedFlak.id]={clouds =dTM.clouds, cloudsTech1=techAliases.ProximityFuses, cloudsTech1Mod =1.25/dTM.clouds, cloudsTech2=techAliases.AdvancedRadarIII, cloudsTech2Mod=1.18/1.25, tech1=techAliases.ProximityFuses, tech1Mod=.85, tech2=techAliases.AdvancedRadarIII, tech2Mod=.85, enemyTech1=nil, enemyTech1Mod=nil, enemyTech2=nil,enemyTech2Mod=nil,counterToEnemyTech1=nil, counterToEnemyTech1Mod=nil, counterToEnemyTech2Mod=nil,}

    Proximity fuses reduces the cloud 'bonus' from 50% to 25%, and advanced radar reduces the cloud bonus to 18% (without proximity fuses, advanced radar reduces the cloud bonus to 41.6%). Additionaly, Proximity fuses and advanced radar increase accuracy by 15% each for all attacks, meaning that together, any flak event with probability of 72.25% under the base system becomes 100% certain (and everything less so is scaled up).
    targetDRM[unitAliases.He219.id]={clouds =1.1, cloudsTech1=techAliases.AdvancedRadarIII, cloudsTech1Mod =1/1.1, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}
    targetDRM[unitAliases.MosquitoXIII.id]={clouds =1.1, cloudsTech1=techAliases.AdvancedRadarIII, cloudsTech1Mod =1/1.1, cloudsTech2=dTM.cloudsTech2, cloudsTech2Mod=dTM.cloudsTech2Mod, tech1=dTM.tech1, tech1Mod=dTM.tech1Mod, tech2=dTM.tech2, tech2Mod=dTM.tech2Mod, enemyTech1=dTM.enemyTech1, enemyTech1Mod=dTM.enemyTech1Mod, enemyTech2=dTM.enemyTech2,enemyTech2Mod=dTM.enemyTech2Mod,counterToEnemyTech1=dTM.counterToEnemyTech1, counterToEnemyTech1Mod=dTM.counterToEnemyTech1Mod, counterToEnemyTech2Mod=dTM.counterToEnemyTech2Mod,}

    Deleted most lines of areaReactDRM, since only heavy flak and flak trains actually can react in this way. I should never have put in all the units here.


    -- default target modifiers for area reaction against reacting units
    dARTM = {clouds = .9, cloudsTech1=nil, cloudsTech1Mod = 1, cloudsTech2=nil, cloudsTech2Mod=1, tech1=techAliases.TacticsI, tech1Mod=1.2, tech2=nil, tech2Mod=1, enemyTech1=nil, enemyTech1Mod=1, enemyTech2=nil,enemyTech2Mod=1,counterToEnemyTech1=nil, counterToEnemyTech1Mod=1,counterToEnemyTech2 = nil, counterToEnemyTech2Mod=1,}

    These are the defaults for the area reacting unit doing damage to its allies. I figure that being in a cloud means a greater chance of friendly fire damage not less. Better tactics reduce the likelihood of friendly fire damage, hence the 20% reduction in damage likelihood. I eliminated the effect of enemy techs, since it doesn't seem likely that the enemy's technology will impact how likely you are to accidentally shoot your own side. (We can put it back if we like, I suppose some technology might make your enemy more likely to have friendly fire incidents)

    German and Allied Heavy Flak, and flak train are all set to the default. This can be changed if necessary. No other units do area reaction damage.

    -- default target modifiers for area reaction against bystander units
    dABTM = {clouds = 1, cloudsTech1=nil, cloudsTech1Mod = 1, cloudsTech2=nil, cloudsTech2Mod=1, tech1=nil, tech1Mod=nil, tech2=nil, tech2Mod=1, enemyTech1=nil, enemyTech1Mod=1, enemyTech2=nil,enemyTech2Mod=1,counterToEnemyTech1=nil, counterToEnemyTech1Mod=1,counterToEnemyTech2 = nil, counterToEnemyTech2Mod=1,}

    I figure that 'bystander' units are neither being targeted nor avoided, so clouds really don't affect their likelihood of being hit or missed, and that not much else does either. I suppose development of RadarIII might make flak more accurate at attacking the intended target, and so make friendly fire and "accidental" hits more rare. So, perhaps these should be revisited.

    Commented out the line that updates clouds with a key press.

    setFlagFalse("FrenchOccupationCalculated") added to the apropriate place.


    [unitAliases.Fw200.id] = {base = 0, moveBonus = 4, germany = 0,}
    changed to
    [unitAliases.Fw200.id] = {base = 0, moveBonus = 0, germany = 4,}

    so that the movement is not expended for the german unit.

    In operation chastise, the construction crews are teleported to the square (290,80,0), which is roughly in the center of the three dams. The teleportation is done on the German turn, and on the daylight map, so the bombers attacking the dams can't simply pick off a stack of construction crews. The Germans will have a chance to defend the units, or at least spread them out. Allied units on that square will be moved over.

    Tested operation chastise, which seems to be working.

    For some reason, the umlaut in Peenemunde doesn't display properly if done in a string, so accessed the name of the city of Peenemunde in the hydra strings. I ran through all text aliases in a loop to make sure the strings were displaying properly, though I may have missed something.

    ----------
    ----------
    This should let everyone play with the special target events at least up to turn 30, since I have the first 2 programmed. It may be worth 'releasing' this now, since it has a couple fixes, like the FW200. I hope to get the rest of the events done in a couple days (but I thought I'd have them all done already, so...).
     

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