Is it normal that this is all I'd see when I do this?
Yes. You should be able to use console.flag("PlayingVersusSelf") to double check.
Also, I believe at one point you did this:
--civ.playSound('Turn1RAF.wav')
playMusic('Turn1RAF.wav')
This has never worked for me as I don't play with music on normally -- I assume I need to play with music on for it to occur? What was the reason we changed this, if you remember? I'm inclined to change it back so it definitely plays even if one doesn't have music on, but maybe you changed it to "music" because it is so long and distracting?
I think I changed it to Music, since otherwise when you play with music, the music doesn't stop while the sound is playing. What we could try is to add a couple silent sound files, and playMusic with the silent file while using playSound for the sound we want the player to hear.
The biggest thing you can do for me with the documentation is to please proof read it once when I'm done just to make sure what I remember is in "this" version actually is in "this" version.
Sure.
Does this change at all with the new hard to kill mechanism? Is it something we need to double check to make sure the hard to kill will work? We haven't done much testing (I think) with the SP events and the new mechanics we have in play and I could see this jumbling things.
It might be worth testing to double check that something weird isn't happening, but the way I have it in the events is that there is a 25% chance that the munition will fail. Assuming that check succeeds, there is then a check for hard to damage, if the defender's current damage is 0. For that matter, I just noticed that hard to damage doesn't check that the attacker is a munition. (I think this could cause a problem if a battle group attacks a bomber on the ground.)
Does this only work for the Allies in England or does it also work if they maintain a rail network in France?
I think they can use it in France, but definitely check to be sure. I think we discussed disabling it in France (or requiring some other condition), but never actually implemented it.
Didn't we just change this or am I losing my mind?
We did discuss it, and I had suggested removing the requirement entirely. On reflection, however, I just changed the the number required:
specialNumbers.armyGroupOccupationValue = 1 -- value in the german occupation score of having an army unit in france
specialNumbers.batteredArmyGroupOccupationValue = 1 -- value in germano occupation score of having a battered army group in france
specialNumbers.armyGroupOccupationPenalty = 2 -- reduction of occupation score for allied battle group in Franceo
specialNumbers.batteredArmyGroupOccupationPenalty = 0 -- reduction of occupation score for allied depleted battle groups in france
specialNumbers.occupationScoreTrain1Threshold = 2 -- minimum occupation score for first train
specialNumbers.occupationScoreTrain2Threshold = 5
specialNumbers.occupationScoreTrain3Threshold = 7
specialNumbers.occupationScoreTrain4Threshold = 9
specialNumbers.occupationScoreTrain5Threshold = 12
specialNumbers.occupationScoreTrain6Threshold = 14
Here are the other relevant parameters
-- exclude possibility of 7 trains at the moment
specialNumbers.occupationScoreTrain7Threshold = 30 -- 6 trains max for now; minimum occupation score for seventh train
specialNumbers.maxExtractionLevel = 6 -- maximum number of trains germany can attempt to extract from France
specialNumbers.occupationCityRevelationChance0Train = 0 -- chance a city in France will be revealed if the extraction value is 0 trains
specialNumbers.occupationCityRevelationChance1Train = 0 -- chance a city in France will be revealed if the extraction value is 1 trains
specialNumbers.occupationCityRevelationChance2Train = 0.25 -- chance a city in France will be revealed if the extraction value is 2 trains
specialNumbers.occupationCityRevelationChance3Train = 0.75 -- chance a city in France will be revealed if the extraction value is 3 trains
specialNumbers.occupationCityRevelationChance4Train = 1 -- chance a city in France will be revealed if the extraction value is 4 trains
specialNumbers.occupationCityRevelationChance5Train = 1 -- chance a city in France will be revealed if the extraction value is 5 trains
specialNumbers.occupationCityRevelationChance6Train = 1 -- chance a city in France will be revealed if the extraction value is 6 trains
specialNumbers.occupationCityRevelationChance7Train = 1 -- chance a city in France will be revealed if the extraction value is 6 trains
specialNumbers.occupationAirfieldRevelationChance0Train = 0 -- chance an airfield in france will be revealed if the extraction value is 0 trains
specialNumbers.occupationAirfieldRevelationChance1Train = 0 -- chance an airfield in france will be revealed if the extraction value is 1 trains
specialNumbers.occupationAirfieldRevelationChance2Train = 0 -- chance an airfield in france will be revealed if the extraction value is 2 trains
specialNumbers.occupationAirfieldRevelationChance3Train = 0 -- chance an airfield in france will be revealed if the extraction value is 3 trains
specialNumbers.occupationAirfieldRevelationChance4Train = 0.1 -- chance an airfield in france will be revealed if the extraction value is 4 trains
specialNumbers.occupationAirfieldRevelationChance5Train = 0.25 -- chance an airfield in france will be revealed if the extraction value is 5 trains
specialNumbers.occupationAirfieldRevelationChance6Train = 0.35 -- chance an airfield in france will be revealed if the extraction value is 6 trains
specialNumbers.occupationAirfieldRevelationChance7Train = 0.35 -- chance an airfield in france will be revealed if the extraction value is 6 trains
specialNumbers.occupationFirefighterDestructionChance0Train = 0 -- chance a firefighters improvement will be destroyed if the extraction value is 0 trains
specialNumbers.occupationFirefighterDestructionChance1Train = 0 -- chance a firefighters improvement will be destroyed if the extraction value is 1 trains
specialNumbers.occupationFirefighterDestructionChance2Train = 0 -- chance a firefighters improvement will be destroyed if the extraction value is 2 trains
specialNumbers.occupationFirefighterDestructionChance3Train = 0 -- chance a firefighters improvement will be destroyed if the extraction value is 3 trains
specialNumbers.occupationFirefighterDestructionChance4Train = 0 -- chance a firefighters improvement will be destroyed if the extraction value is 4 trains
specialNumbers.occupationFirefighterDestructionChance5Train = 0 -- chance a firefighters improvement will be destroyed if the extraction value is 5 trains
specialNumbers.occupationFirefighterDestructionChance6Train = 0.05 -- chance a firefighters improvement will be destroyed if the extraction value is 6 trains
specialNumbers.occupationFirefighterDestructionChance7Train = 0.05 -- chance a firefighters improvement will be destroyed if the extraction value is 6 trains
Do you think maybe we should bump this to 5%? It never happened and 2% may mean it never does.
Did you ever deliberately try to start one? 5% per urban target killed means that if you bomb a couple day targets to get rid of the firefighters, there is a 14.26% chance that a vulnerable city will burn. 2% means that the chance is 5.88%. I could probably change the code so there is an increased chance if no firestorm has already occurred.
Is this accurate or does it just get moved over?
I will change the code so it gets moved over. Given the extensive changes that have been made, and the number of things that get moved over already, it would seem to me to make the game feel incomplete not to make this fix at this point.