I'm working on the events. Will probably finish working on functionality to only unload specified ground units in cities by the end of the night.
-Implement reaction for Gun Batteries against amphibious Battle Groups. JPetroski fills in tables, maybe I write separate functionality if useful.
-Maybe give German aircraft the sub flag, and allied day aircraft the spot subs flag. This would allow Wilde Sau to work without sacrificing part of the hard to find night advantage. Events would involve changing a table.
-Revisit where the French trains spawn and consider randomizing these. Once I know what to do here, this should be quick. Is it just a count of battle groups and depleted battle groups? Is this a count of cities in France with a battle group in them? (13 cities in France, so 2 per train seems reasonable). Any count of battle groups will mean that the occupation bonus is unlikely to be impacted by the Allies until invasion time. That might be reasonable.
Perhaps we want to consider limiting how much damage can be done to Battle Groups via munitions? We might want to make it so that munitions don't do anything if the battle group is below 50% health or something. That way, air power complements ground force, and is not a complete replacement for it.
-Implement reaction for Gun Batteries against amphibious Battle Groups. JPetroski fills in tables, maybe I write separate functionality if useful.
-I'll do this the next time I have the events and a moment. I probably wouldn't be able to touch much until late this evening at earliest. By amphibious battle groups you mean the task forces correct? I don't think we have functionality yet in the events were simply activating a unit other than a k unit triggers (I might have missed it though - you've done a ton of work and it's possible it went over my head).
-I'd suggest we keep things simple and allow players to keep their battle groups wherever they wish, so long as they are west of that grey line. Probably just have a half point for a depleted one, and a full point for a full strength one. I think that your city idea, while interesting, might cause the German player to spread out units too much to be a significant deterrent to an early Allied landing (why not land as soon as you can get local --10 to 20 square-- air superiority if the Germans have their units spread out that far)?
-I like this idea a lot. This helps the above as well and will go a long way towards the Allies wanting to accumulate enough points to have enough reinforcements to make a proper invasion, and it also means that the game can't be "won" by the Germans simply by finding the very limited battle groups in England and destroying them from the air. The only caveat I would make is that if the unit is on water, this rule should not apply (so that if the Allies don't have air superiority and the Germans can sink their task group with a battle group on it, the battlegroup sinks).
As an aside - I may have missed this but were you able to figure out what was going on with the Mosquito reaction error?
What is the thought behind why we need to restrict loading/unloading outside of cities again? Was it so that the shore batteries would have a function that made sense? Is that why you're asking me to remove the "Sire do you wish to disembark" message? Just so that the player has to click on the unit which activates it and makes it susceptible to a reactive attack from a shore battery?
If I'm following correctly it shouldn't be a problem to remove that message. I'd prefer to let units land outside of cities but am OK with removing the "auto disembark" message if necessary to get the reaction working.
Is that why you're asking me to remove the "Sire do you wish to disembark" message? Just so that the player has to click on the unit which activates it and makes it susceptible to a reactive attack from a shore battery?
Also, I don't know that I'll be able to grab the events tonight. I got carried away on a work project. Just let me know when you grab the events and release them as I have a few windows tomorrow where I might be able to finish up those tables.
If Necessary, make distinct reaction functionality for landings on beaches. Will wait for explanation of specific desired functionality before working on this.
Figure out a way to have planes in airfields take damage if there is a battle group on that square. Implement solution when it is agreed upon.
We might want to remove the airbase building restriction in Southern France, if trains can generate anywhere. Remove the code if necessary.
Do the Civ2 mechanics work in such a way that if a unit only had 1 defense (or 0) it would be "last in line" to defend? If so, and since we're making these units "invincible" to air attack, to an extent, anyway... Can we exploit that by reducing the defense strength if it is on an airfield square (maybe on the same square as that improvement as I don't think there's particular airfield terrain as there is with cities)? Basically if the defending unit occupies the same square as a city with the airfield improvement then it has a defense strength of 1 or 0? This wouldn't eliminate the problem but I think it would drastically reduce it as I'd imagine the game would select just about anything else to defend first.
Apologies for going MiA for a few months. I had a team training to get prepared for and just kept getting pulled elsewhere.
Are the events I last uploaded the latest? I might have some time this week to plug away again.
I'll have to go back and make a list of things to change and/or discuss.
However, for now, I've had an idea. Perhaps we should make a "destroyed port" improvement for cities. When a city has it, it can't build a military port anymore. The Germans could build this improvement to thoroughly demolish port facility capabilities before the Allies capture the city (but wouldn't want to destroy them too soon, since their submarines depend on them). The Allies, for their part, might get a bonus for unloading a convoy directly onto the European mainland (perhaps a one time bonus of several battle groups). This would make capturing an intact port (or mostly intact) a high priority for the allies, and preventing it a priority for the Germans.
Something unusual is happening with the flak batteries. The 88mm Flak and the 3.7cm Allied Heavy Flak are both getting their movement points doubled for some reason. I double checked to make sure I didn't accidentally hit double all MP, and I also checked the rules, so I'm guessing this might have something to do with some code?
I don't think I need to make changes to the events at this point so they are available, by the way. I didn't make any changes since the last one here.
So far this threw up an error when a 110 killed a beaufighter, but it did not throw it the first time that this occurred. There were 2 beaufighters killed and this threw up on the last one.
Stirling
^Stirling: 1
Stirling
Stirling
^Stirling: 2
Hurricane IV
^Hurricane IV: 1
Beaufighter
^Beaufighter: 1
Beaufighter
Beaufighter
^Beaufighter: 2
Beaufighter
^Losses: 1
^Beaufighter: 1
D:\Test of Time\Scenario\OTR - update\events.lua:8457: attempt to index a nil value (local 'lastMunitionUser')
stack traceback:
D:\Test of Time\Scenario\OTR - update\events.lua:8457: in function <D:\Test of Time\Scenario\OTR - update\events.lua:8445>
I'm going to have to go through and read again - I did some testing and saw that we could land battle groups anywhere so I'm missing the reason that the Allies are going to want the German port. We certainly have plenty of buildings to spare however.
If you want to change the game.txt file (I think) so that unloading troops via sailing into the land is impossible, I can change the code to work a little better. Give a message about how units must be activated at sea to land on a beach in this scenario.
I was thinking, however, that capturing a major port relatively intact was actually a significant objective for the Western Allies, and we don't model that here very much. So, my idea is that the Allies should get some sort of bonus for having a functional port on the mainland, and the Germans should have a means of preventing this (i.e. sabotaging the port before the Allies can capture it). My initial idea is that there should be a one time bonus of, say, 3 Allied Battle Groups when a convoy is unloaded on the mainland. This would be a significant bonus for the Allies, and so both the Allies and the Germans have a reason to care about usable port facilities on Mainland Europe.