Events are available.
Changelog:
Formation bug fixed. Turned out the problem was a typo and not an oversight.
Anit-aircraft munitions are not effective against strategic targets. Here is the list, which can be modified.
-- AAMunitions are munitions primarily used against air units
-- These munitions do no damage against unit types in the
-- AAInvulnerableTable
local AAMunitionsTable = {}
AAMunitionsTable[unitAliases.Hispanos.id]=true
AAMunitionsTable[unitAliases.A2ARockets.id] = true
AAMunitionsTable[unitAliases.FiftyCal.id]=true
AAMunitionsTable[unitAliases.ThirtyMM.id]=true
AAMunitionsTable[unitAliases.TwentyMM.id]=true
AAMunitionsTable[unitAliases.Flak.id] = true
local AAInvulnerableTable = {}
-- by default, AAInvulnerableTable is the same as stratTargetTable,
-- but this can be modified if necessary
for __,unitType in pairs(stratTargetTable) do
AAInvulnerableTable[unitType.id]=true
end
Messages are also displayed when a munition is ineffective, either because it can't damage at all, or because the battle group is already sufficiently damaged.
Moved the turn 1, 2, 3, 13 events for the Allies from the On Turn trigger to the afterProduction event, to match the Germans.
textAliases.firstTurn1 and textAliases.firstTurn2 also displayed to the Germans. The music is played after these first two messages.
First three turns of messages added to archives. Moved the first three turns of messages to the 'top' of afterProduction, so that the messages (especially the dedication) appear before other things, like the first set of reinforcements.
civ.playSound events replaced with playMusic events, so that the music doesn't overlap with the game music.
Your idea is innovative and seems like a cool way of doing things but from a scenario design perspective I'm concerned about playtesting and balancing it for one, and secondly I think it is scope creep where we both need to wrap this one up. I think we've pretty well cornered the "innovative design" market on this one and should hold the title for a little while at least

so I don't know that we need to add this too. I'm really hoping for a match to start soon.
I guess you are right. It seems that I've replaced "one more turn" syndrome with "one more feature" syndrome.
I think we are basically at the point where we can start a playtest. Any further changes to the events shouldn't break anything, so they can be made as we discover the need.
I never changed trainlifts to require a port connection after invasion. Do you want that, or something similar?
Also, I haven't gone through and found every possible text that should have an 'add to archive' attached to it. You're much more familiar with the text boxes than I am, so if you want to do that, you can. The function template is
text.addToArchive(tribe or TribeID,messageBody,messageTitle,archiveTitle)
You can check the examples with the first 3 turns of messages that I did, which will probably be more clear. Or, just leave a comment
--ARCHIVE
--Tribe,messageTitle,archiveTitle
after the text box event, and I'll go through and actually add the archive.
If you want to upload the full scenario when you have it, then I'll copy it and we'll start the game. We'll just pass the event file modifications back and forth until we're fairly confident that it doesn't need further changes, and then we can "release" it properly.