I went through your latest readme file, here are some things I noticed. Let me know if you want any fixes, and I'll make them along with the convoy/occupation message. (I don't have the events at the moment, if you want to change any parameters, or anything else.)
8. Under your ToT directory, create (if you have not already done so) a folder called Scenarios. Do not put this
in the Original, Fantasy or Sci-fi folders. It must be directly under the main Test of Time directory. VERY
IMPORTANT: You must name this folder OTR.
It isn't true anymore that the file has to be named OTR. However, maybe we should leave it like that, so that we don't have to troubleshoot a problem caused by a strange name or something.
11. We’ve renamed rivers railtrack. Be mindful of this as it grants a defensive bonus. This has the effect of
causing certain urban targets to be more difficult to attack than others on the night map and will also
(perhaps paradoxically) mean that units traveling along railtrack on the low altitude map will have their
defenses increased. This is hardcoded so we can’t do much about it, and we’ve decided that we can live with
it as designers in exchange for its benefits, but we wanted you to be aware of it so you can plan accordingly.
You might want to make it clear that we've cut the defensive bonus on the railtrack terrain to compensate, and that it is only railtrack on other terrain that gives a bonus. Otherwise, a player might try to set up a defensive line along a railtrack, and be disappointed.
-When pressed by a depleted battle group on the same tile with a second depleted battle group
and a train, will merge the two battered army groups into a full-strength battle group.
At the moment, you can merge more than 2 at a time, and it is advantageous to do so, since you lose only 1 depleted battle group, and the rest are full strength. I can change the code to make it so that only 2 merge into 1, if you like.
-Allows two aircraft of similar classification (fighter to fighter, bomber to bomber, etc.) to swap
veterancy status. Both aircraft must have full health.
Might want to mention that they must have full movement, too, so the player knows they can't just fly in a full health plane, and swap out the vet status on the same turn.
-This base cost increases for both sides with distance from the nearest friendly airfield using
the following formula: Base Cost * distance/40. Thus, if the base cost for an attack is 20 fuel
points, and the attack takes place 80 squares away from a friendly airfield, the actual cost
will be 40 fuel points.
Might want to mention that the base cost is the minimum (except for Politz effect), even if operating very close to an airfield.
-Firestorms do not destroy military ports, critical industry, railyards, or aircraft factories
(for the latter, because they are often nowhere near the city itself).
At the moment, military ports, critical industry, and railyards ARE killed in the firestorm, do you want this changed?
-Destroying a day target has a 50% chance to kill the firefighters improvement.
You should mention that killing a night urban is a guaranteed kill for the firefighters improvement.
-The Resistance also has a chance to sabotage industrial targets and railyards in cities that
don’t maintain the firefighters improvement.
You should probably make it clear that this can happen to the Allies and in Germany proper, just at a reduced likelihood. Perhaps also mention the chance.
specialNumbers.alliedSabotageChance = .02 -- chance an allied industrial building will burn down on a given turn if no firefighters improvement
specialNumbers.occupiedSabotageChance = 0.05 -- chance an industrial building in an 'occupied' German city will burn down on a given turn if no firefighters improvement
specialNumbers.germanSabotageChance = 0.02 -- chance an industrial building in Germany proper will burn down on a given turn if no firefighters improvement
-To balance the scenario, if a wolf pack is killed in combat, it has a chance to respawn in a
random German port. If one of the Atlantic French ports is available, it will spawn there. If
no, it will spawn in a port in Germany.
You should probably mention that the respawn chance is increased with the number of German military ports, and decreases with the number of Allied military ports. IIRC, the chance is GermanMilitaryPorts/totalMilitaryPorts.
-Further, while active, the Blohm & Voss U-Boot Werke in Hamburg will create 1x U-Boat
per turn any turn where Germany has less than 3 U-Boats in total.
You should probably mention that it allows deployment to a random square in the Atlantic from a city with a military port.
The Germans accumulate points towards their score according to this schedule:
15 points for each convoy they sink.
15 points for each urban target they destroy.
.25 points for each Allied heavy bomber destroyed.
Is there enough stuff for the Germans to kill, to reach the higher points threshold? If the Germans are winning the Battle of the Atlantic, the Allies won't be getting that many convoys anyway.
Task Forces are the only way to transport ground
forces.
Task Forces fire powerful munitions for softening
up invasion beaches.
Destroy them to prevent your enemy from landing
troops.
These units can be destroyed from the air.
Maybe we should mention that they can only take 3 damage per munition attack (unless you'd like that feature removed). That way, it is clear that a larger aircraft attack force might be needed compared to other targets with similar defensive value.
Defeated German battle groups have a chance to
redeploy as a depleted battle group.
Allied battle groups can re-group as depleted battle groups also. Should probably also mention that Allied losses will be replaced in Plymouth 10 turns after the loss, but there will be a permanent convoy penalty.
specialNumbers.alliedReinforcementGermanPortPenalty = 0.5 -- Every time a depleted battle group is sent to Europe to reinforce Allied losses, this number is added to the number of German ports for the purposes of Battle of the Atlantic calculations. 1 port is roughly 1/2 train per turn
Vengeance weapon attacks prevent the Allies form
gaining points for three turns.
Make clear that this is only when an urban target is
killed by the rocket, and the target must be in England.
Should add that they can restore normal point achieving operations if they kill a launch site.
Also, it occurs to me that V1 and V2 launch sites can be 60 squares away from a target, but the best low altitude attack from the allies is 50 squares, I think (using tempests). This could be a situation where there is an un-counterable advantage to Germany, at least until D-Day (which the Allies can't accumulate troops for without gaining points). Perhaps this is a legit way for the Germans to try to win, but we should think about it a bit.
Unfortunately, no text box will appear if you select a flak unit from within a city screen.
Might be worth mentioning that the 'a' key can be used to activate the flak from the map, and get the trigger.
NOTE: Because the camera has the diplomat
role, it must be a ground unit. Thus, pressing “k” while over water will not produce any unit.
Do you want this fixed? Not creating ground units over water is a feature of civlua.createUnit, since it is supposed to mimic the restrictions of the createUnit effect in the macro language. civ.createUnit doesn't have this restriction.
NOTE: When burning B-17s make it home, they should swap their veteran aircrews to new equipment. Though
they can be disbanded, you won’t get a very high return on the shields.
The unit can be disbanded after the veteran crew has been swapped out. Maybe this should say something along the lines of "remember to swap out your veteran crew before disbanding the damaged B17."
Gun batteries can only fire within cities or on special “installation” terrain. You will need to use your
Construction Team units to change grassland to “installations” and then place the unit on these
installations to use them. Otherwise, pressing ‘k’ will accomplish nothing as no ammunition will fire.
Gun batteries can still
react on other terrain, so they can still be quite useful even without being placed on installation terrain. Do you want this changed?
You must alleviate the fuel crisis immediately. With a very small starting surplus, you can only afford
to make six attacks per turn.
Is this true with the Politz industry active?
Appendix B: Reactive Attack Chart
A number of entries towards the bottom can be removed.