Events are available, post if you take them. I probably won't do more work tonight, but you never know.
Changelog:
The Airlift conducted flag is set for all cities with Jagdfliegerschule in the after production event.
The airlift already done by this city message should be changed accordingly.
uBoats now respawn only in the following cities:
local tierOneRespawnCities={
cityAliases.Brest,
cityAliases.LeHavre,
cityAliases.Bordeaux,
cityAliases.LaRochelle,
}
local tierTwoRespawnCities={
cityAliases.Hamburg,
cityAliases.Bremen,
cityAliases.Wilhelmshaven,
cityAliases.Lubeck,
cityAliases.Kiel,
cityAliases.Rostock,
}
A city is chosen at random from among the tier one cities with ports. If there are no such cities, a tier two city is chosen instead. The likelihood of respawning is the same probability=germanPorts/(germanPorts+alliedPorts).
The new submarine has the same home city as the destroyed one (with fewer cities to respawn in, I foresaw a problem where there was not enough support).
TRAINLIFT
trainlift is done by pressing 'u' when a ground unit is active.
Trainlifts must be done between cities with railyards, and which are connected by terrain that a train can pass.
specialNumbers.trainliftCityExclusionRadius = 5 -- Enemy can't "trainlift" using rails within this many squares of an enemy city
specialNumbers.trainliftBattleGroupExclusionRadius = 3 -- enemy trainlifts can't use rails within this many squares of a full strength battle group
specialNumbers.trainliftDepletedBattleGroupExclusionRadius = 2 -- enemy trainlifts can't use rails within this many squares of a depleted battle group
specialNumbers.trainliftFixedCost = 50 -- base cost in gold for any trainlift
specialNumbers.trainliftCostPerTile = 2 -- cost for each tile traversed by trainlift
local trainCanCrossTerrain = {
[0]=true,
[1]=true,
[4]=true,
[6]=true,
[8]=true,
[9]=true,
[12]=true,
[13]=true,
[14]=true,
}
All other enemy ground units block the rails within a radius of 1 if they are
standing on a train traversable tile (so that they block the rails even if the
square they are on can be avoided by cutting a corner)
Air (and sea) units don't block the tracks for a trainlift (this can be
altered if needed).
Railyard units block the rails below, on the off chance that a railyard is
more than 5 squares from a city and has been rebuilt by the enemy
Units and cities on a different landmass don't prevent trains from moving.
Some units can't be trainlifted. If the table has a string instead of true, a custom message is shown instead of a generic one
-- noTrainlift is indexed by unittype id. These units can't be transported using the
-- 'trainlift system. If the value is a string, that message is displayed for why the
-- unit can't be transported by train
-- If true, a generic message is shown.
-- Air and Sea units can never be trainlifted, the function just closes with no action
local noTrainlift = {}
noTrainlift[unitAliases.FlakTrain.id] = "Flak Trains cannot be transported by other locomotives. They must relocate under their own power."
noTrainlift[unitAliases.FreightTrain.id] = "This is already a train. We can't transport it using the military transport system."
noTrainlift[unitAliases.EarlyRadar.id] = true
On this topic, you may want to review the trainlift messages. It was hard to figure out exactly what to write, since there is no comparable word to airlift for trains.
I have removed "orderly retreat" (activated by backspace) from infantry units, now that there is trainlift.
Still Needed Tasks
Change the archive system
Build a better combat reporting system and implement a log maker (at least the parts necessary for OTR).
Maybe Needed Tasks
Port sabotage, Port bonus. Perhaps if you're not on your "home" landmass, you're train network must have access to a functioning military port in order to trainlift. This shouldn't be too hard. Or, we forbid using the trainlift entirely on the invasion continent (even easier).
Review the messages shown for city capture, now that Germans can do cross channel invasion also.
Changelog:
The Airlift conducted flag is set for all cities with Jagdfliegerschule in the after production event.
The airlift already done by this city message should be changed accordingly.
uBoats now respawn only in the following cities:
local tierOneRespawnCities={
cityAliases.Brest,
cityAliases.LeHavre,
cityAliases.Bordeaux,
cityAliases.LaRochelle,
}
local tierTwoRespawnCities={
cityAliases.Hamburg,
cityAliases.Bremen,
cityAliases.Wilhelmshaven,
cityAliases.Lubeck,
cityAliases.Kiel,
cityAliases.Rostock,
}
A city is chosen at random from among the tier one cities with ports. If there are no such cities, a tier two city is chosen instead. The likelihood of respawning is the same probability=germanPorts/(germanPorts+alliedPorts).
The new submarine has the same home city as the destroyed one (with fewer cities to respawn in, I foresaw a problem where there was not enough support).
TRAINLIFT
trainlift is done by pressing 'u' when a ground unit is active.
Trainlifts must be done between cities with railyards, and which are connected by terrain that a train can pass.
specialNumbers.trainliftCityExclusionRadius = 5 -- Enemy can't "trainlift" using rails within this many squares of an enemy city
specialNumbers.trainliftBattleGroupExclusionRadius = 3 -- enemy trainlifts can't use rails within this many squares of a full strength battle group
specialNumbers.trainliftDepletedBattleGroupExclusionRadius = 2 -- enemy trainlifts can't use rails within this many squares of a depleted battle group
specialNumbers.trainliftFixedCost = 50 -- base cost in gold for any trainlift
specialNumbers.trainliftCostPerTile = 2 -- cost for each tile traversed by trainlift
local trainCanCrossTerrain = {
[0]=true,
[1]=true,
[4]=true,
[6]=true,
[8]=true,
[9]=true,
[12]=true,
[13]=true,
[14]=true,
}
All other enemy ground units block the rails within a radius of 1 if they are
standing on a train traversable tile (so that they block the rails even if the
square they are on can be avoided by cutting a corner)
Air (and sea) units don't block the tracks for a trainlift (this can be
altered if needed).
Railyard units block the rails below, on the off chance that a railyard is
more than 5 squares from a city and has been rebuilt by the enemy
Units and cities on a different landmass don't prevent trains from moving.
Some units can't be trainlifted. If the table has a string instead of true, a custom message is shown instead of a generic one
-- noTrainlift is indexed by unittype id. These units can't be transported using the
-- 'trainlift system. If the value is a string, that message is displayed for why the
-- unit can't be transported by train
-- If true, a generic message is shown.
-- Air and Sea units can never be trainlifted, the function just closes with no action
local noTrainlift = {}
noTrainlift[unitAliases.FlakTrain.id] = "Flak Trains cannot be transported by other locomotives. They must relocate under their own power."
noTrainlift[unitAliases.FreightTrain.id] = "This is already a train. We can't transport it using the military transport system."
noTrainlift[unitAliases.EarlyRadar.id] = true
On this topic, you may want to review the trainlift messages. It was hard to figure out exactly what to write, since there is no comparable word to airlift for trains.
I have removed "orderly retreat" (activated by backspace) from infantry units, now that there is trainlift.
Still Needed Tasks
Change the archive system
Build a better combat reporting system and implement a log maker (at least the parts necessary for OTR).
Maybe Needed Tasks
Port sabotage, Port bonus. Perhaps if you're not on your "home" landmass, you're train network must have access to a functioning military port in order to trainlift. This shouldn't be too hard. Or, we forbid using the trainlift entirely on the invasion continent (even easier).
Review the messages shown for city capture, now that Germans can do cross channel invasion also.