changelog 21 Jan (Events are available)
Hermann Graf text changed to textAliases.HermannGraf (not tested)
Fixed the canBuild problem I was having.
Removed 'splash' damage by commenting out entries to the table areaReactionDamage.
Made new entries to table areaReactionDamage to make splash damage target munitions (and only munitions).
reactionGroups.bombs = {unitAliases.TwoHundredFiftylb, unitAliases.FiveHundredlb,unitAliases.Thousandlb,}
ds.bystanderBombs = {{1,2},{.8,2},{.6,3},{.1,3}}
areaReactionDamage[unitAliases.FlakTrain.id] = {bystanderFoe = {range = 2,vulnerableTypes = reactionGroups.bombs, all=ds.bystanderBombs}}
areaReactionDamage[unitAliases.GermanFlak.id] = {bystanderFoe = {range = 2,vulnerableTypes = reactionGroups.bombs, all=ds.bystanderBombs}}
areaReactionDamage[unitAliases.AlliedFlak.id] = {bystanderFoe = {range = 2,vulnerableTypes = reactionGroups.bombs, all=ds.bystanderBombs}}
The sum of all 15th AF bombers and fighters is displayed on the points screen.
Rocket Politics
If a V1 or V2 kills an urban target on the British Mainland (continent 3), Allied points for killing strategic targets are reduced or eliminated. Does not affect plane kills at the moment (forgot allies got points for that), or convoy docking (do the Allies still get points for that? didn't check). Killing occupied urban still costs full points.
specialNumbers.rocketPointsTurns = 3 -- the Allies are penalized in gaining new points for this many turns after their urban target in England has been killed
specialNumbers.rocketPointMultiplier = 0 -- Multiply allied point gains from killing targets by this amount if they are being penalized for having rockets attack.
if specialNumbers.rocketPointMultiplier == 0 then
textAliases.rocketPolitics = [[Casualties are mounting from the German 'Vengeance Weapon' attacks. Winston Churchill has ordered that stopping these attacks be made top priority. We will not gain any points when we destroy strategic targets until %STRING1 or we kill a V1 or V2 Launch Site.]]
else
textAliases.rocketPolitics = [[Casualties are mounting from the German 'Vengeance Weapon' attacks. Winston Churchill has ordered that stopping these attacks be made top priority. We will only gain ]]..tostring(math.floor(specialNumbers.rocketPointMultiplier*100))..[[% of our regular points when we destroy strategic targets until %STRING1 or we kill a V1 or V2 Launch Site.]]
end
textAliases.launchSiteDestroyed = [[Destroying this %STRING1 should reduce civilian casualties in Britain. We have convinced the politicians to restore our normal operational latitude. We now gain full points from all targets.]]
textAliases.rocketPenaltyExpired = [[Since no Urban Centers have been destroyed by 'Vengeance Weapons' recently, we have been able to convince the politicians to restore our normal operational latitude. We now gain full points from all targets.]]
I wouldn't worry too much about it - remember that convoys aren't defenseless and can attack U-Boats if they really want to. One additional half-strength U-Boat per turn isn't going to tip the scales, especially once you start having 20-24 convoys active each turn, as you did for most of the game.
My concern was that since a Wolf Pack can be 'deployed' from any city, if the German player focuses on U-Boats, they might all be very quickly deployed to the Atlantic.
Do we need a list of a few airfields in case this one is captured? Although I suppose if this one is captured, the war is probably lost, so maybe we don't.
I figured that if the airfield is captured, the factory won't be far behind. Though, we may want to use a different airfield, in particular, one with access to an industry tile.
If you can get it working, it's a good balance for Blohm & Voss, so I'm fine with it. If you can get it working, it's also great for other scenarios (it will save an improvement), so I'm eager to see what you do.
The part allowing these units to be produces was working. The part where 'disallowed' production was cancelled wasn't working. Basically, all you have to do is
not use the 'defaultBuildCondition' function when deciding whether to return true or false for the event function. However, you may need to check some of the stuff the game does (e.g. coastal for ship, is the improvement already built) in your code.
Peenemunde gives 1/10 of the current research cost each turn.
Kighttime showed me how to fix the problem I was having with giving technologies directly. Do we want Peenemunde to explicitly give a technology every 10 turns, or is giving 10% of the research cost good enough? I'm inclined to think giving 10% per turn is fine.
I still have to fix the 'Sell Improvements' problem. Are there other things that must still be fixed? If so, can we get a new to-do list?