I have the events.
1. You seem to have solved the extremely annoying problem of the game bouncing from unit to unit on various different maps rather than just going to the next closest unit on the map in question. This is ideal and on the whole I think this is good. It does have a side effect of requiring players to manually select their flak artillery on the low alt day map repeatedly to fire, but I think on the aggregate, this is preferable to the old situation where you would not have that problem, but you would frequently have to switch maps or press "wait" so you could continue with moving a major assault on one map. So I would say this is successful and far better. There's not going to be many flaks to play around with each turn, anyway.
2. The combat reporting is detailed and useful but I have a suggestion for a tweak: it gets very "noisy" taking into account the ammo losses. Could we classify certain units as "munitions" and not count them? I think it would tremendously cut back on the need to scroll during most turns. Also, I'm not sure how helpful "survived" is, as it isn't terribly accurate. The below would seem to indicate that we lost 4 Halifax bombers and 7 survived, or were damaged. In actuality, we lost all 4, but it took 7 attacks to kill them. I'd rather just have an "aircraft losses" each turn as opposed to the survived field. I think losses is really the only information necessary.
I do think we should count how many enemy aircraft we shoot down via reactive attacks and count that as victories, but the ammo really needs to be removed for that to be accurate/useful.
I can remove munitions from the combat reporting, but then you'll have less information about what attacked you.
Survived was meant to be "survived a combat", and I couldn't think of a better way to put it. It gives an idea of how many times you were attacked, and, as you note, reports attacks against units that were not killed. It can be removed, or tweaked, if you like.
I did try to do that, though I may have missed a place. The loser will be the unit that got shot down, and the winner will be the reacting unit (not a munition). Only actual deaths would be noted, however. Maybe I could change that.
What do you need from me so we can avoid "Near Map 1" - do you need specific coordinates within the greater region coordinate boxes?
I suppose I need to remind myself that I'm not the only one who would play this and others may have a use of such things. I personally find the information distracting, but I'm curious if you would find it useful and would miss it if it were gone? Then again, in a MP game, would one usually tell you what they killed your units with? I suppose only very generally?
How about "engaged" or "engagements?" I think that makes more sense - P-47's were engaged 7 times with the loss of 4, but even that makes you think that 3 survived. I don't know. I suppose if we're aiming for a situation where one need not report to each other, it could be helpful, but again, what would we really report "heavy fighting over Berlin" as opposed to "I attacked your 4 P-47's 7 times" seems more likely.
geographyTable["Straits of Dover"] = {192,76}
geographyTable["Scotland"] = {154,8}
geographyTable["Northern Ireland"] = {92,12}
geographyTable["Switzerland"] = {268,138}
geographyTable["The Rhein"] = {264,74}
geographyTable["Spain"] = {18,144}
geographyTable["The Thames"] = {162,68}
geographyTable["The Beaches of Normandy"] = {156,92}
geographyTable["The Elbe"] = {332,64}
geographyTable["The Danube"] = {354,116}
geographyTable["The Oder"] = {389,75}
geographyTable["Oresund"] = {358,36}
geographyTable["Denmark"] = {312,32}
geographyTable["The Low Countries"] = {239,71}
geographyTable["The Border with Vichy France"] = {192,40}
geographyTable["St. George's Channel"] = {97,49}
geographyTable["Muir Eireann"] = {103,37}
geographyTable["Southwest Ireland"] = {39,43}
geographyTable["The Isle of Man"] = {128,30}
geographyTable["Guernsey"] = {125,85}
geographyTable["Mouth of the Garonne River"] = {129,137}
geographyTable["Norway"] = {297,3}
geographyTable["The Alps"] = {331,41}
geographyTable["The Cotentin Peninsula"] = {142,88}
geographyTable["Copenhagen"] = {352,36}
geographyTable["The skies above London"] = ({172,68,1}, {172,68,2}}
Welcome to the TOTPP Lua console.
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Over the Reich
ERROR: failed to find valid map tile when populating "tileLookup" for 165,122,1
Events.lua parsed successfully at 10/26/19 06:58:34
D:\Test of Time\Scenario\OTR - update\formation.lua:196: attempt to index a nil value (global 'fromationTable')
stack traceback:
D:\Test of Time\Scenario\OTR - update\formation.lua:196: in upvalue 'moveToTile'
D:\Test of Time\Scenario\OTR - update\formation.lua:332: in function 'formation.moveFormation'
D:\Test of Time\Scenario\OTR - update\events.lua:7129: in function <D:\Test of Time\Scenario\OTR - update\events.lua:7095>
Also - a question as I note you said cities are only landmarks on the low map. If I wanted, is this the correct way to add them to both high maps? If not, how would I need to write this? Will this differentiate night and day maps or do I need to do something else? I'm not opposed to going through every city and starting airfield and doing this once I know how, but I wasn't sure and so I naturally didn't want to start without confirming I have the process correct.
geographyTable["The skies above London"] = {172,68,{1,2}}
BUGS FOUND
Found a minor bug when moving units in formation and one is going to go off of the map. Not sure if anything can be done about this or not.
If combat occurs inside a polygon that you've defined, the corresponding region will be used instead of a "near landmark" region. You only need landmarks to 'catch' out of the way places that you didn't bother to make regions for.
We might want to add some of the "introduction messages" to the archive, so the player can review them later. If you have time, you can try to do some of that. Have a look at the documentation in text.lua . If you can't figure out how to use it, then I'll have to invest more time in better documentation.
if turn == 2 then
civ.ui.text(func.splitlines(textAliases.secondTurn1))
civ.ui.text(func.splitlines(textAliases.secondTurn2))
civ.ui.text(func.splitlines(textAliases.secondTurn3))
civ.ui.text(func.splitlines(textAliases.secondTurn4))
civ.ui.text(func.splitlines(textAliases.secondTurn5))
civ.ui.text(func.splitlines(textAliases.secondTurn6))
end
text.addToArchive(tribeAliases.Germans,textAliases.secondTurn1.." "..textAliases.secondTurn2, "..textAliases.secondTurn3, "..textAliases.secondTurn4, "..textAliases.secondTurn5, "..textAliases.secondTurn6,"Game Advice","Game Advice","Game Advice","Game Advice", "Game Advice", "Game Advice")