There seems to be a bug with the radar after Hamburg was obliterated:
Code:
Created Refinery III unit at 338,72,1
Changed terrain at 338,72,0 to type -122
Changed terrain at 338,72,1 to type 6
Changed terrain at 338,72,2 to type -124
Created Industry III unit at 352,88,1
Changed terrain at 352,88,0 to type 8
Changed terrain at 352,88,1 to type 8
Changed terrain at 352,88,2 to type 4
D:\Test of Time\Scenario\OTR\radar.lua:164: attempt to index a nil value (field '?')
stack traceback:
D:\Test of Time\Scenario\OTR\radar.lua:164: in upvalue 'placeRadarMarker'
D:\Test of Time\Scenario\OTR\radar.lua:264: in function 'radar.radarSweep'
D:\Test of Time\Scenario\OTR\events.lua:2759: in upvalue 'doAllRadar'
D:\Test of Time\Scenario\OTR\events.lua:2796: in upvalue 'activateAllRadar'
D:\Test of Time\Scenario\OTR\events.lua:7236: in function <D:\Test of Time\Scenario\OTR\events.lua:7217>
I noticed that Military Port units have only 20hp, while the other strategic targets have 30. That would explain why ports seemed easier to destroy (and I was occasionally surprised when similar force didn't do much to other targets). Is this deliberate, or an oversight?
It's an oversight. I'll have to fix it soon but I'm just too tired now.
Based on the losses I've had at night, it would seem to me that the 'correct' strategy might just be to send bombers on a long detour, attack, and then just let them run out of fuel.
I have an idea for how to "fix" night operations, which I feel are currently not working well. I think that aircraft at night should have a chance to "evade" if they are attacked and are not killed by enemy aircraft (so any of the guns packages). What I mean by that is this:
1. Let's assume a Ju88C attacks a Stirling.
2. If the Ju88C shoots the Stirling down (kills it), that is just that - it is shot down.
3. If the Ju88C only damages the Stirling, the Stirling is teleported to a nearby, random tile with the same amount of hitpoints.
4. If the Stirling has greater than 75% hitpoints left, it evades two tiles (meaning, it will pick a tile at least two squares away, but random direction).
5. If it has greater than 25% hitpoints left, it only evades one tile.
6. If it has less than 25% hitpoints it is considered so badly damaged that it won't evade.
7. If the aircraft evades, there is a pop up box that says, "We've attacked an enemy aircraft, but only damaged it! It escapes into the night!"
This could be the "gimmick" that the RAF Bombers have since they aren't as tough as USAAF bombers. I can tell you that if they get away even 1-2 spaces and need to be "re-found" there is a good chance more will survive. My 110s will most likely achieve a complete destruction, but the RAF bombers can outrun the 110s so that is balanced. The Ju88's usually just damage enemy bombers, so I think a lot more would get through. Also, this would make airborne radar much more useful to find the stream again.
I've been trying to figure out a way to try and mimic the cloak of night and I think this might be the way to do it. I would also submit that this should probably be done for all "true" night fighters:
1. Beaufighter
2. Mosquito NF Mk II
3. Mosquito NF Mk XIII
4. Ju88C
5. Ju88G
6. He219
3. After worrying so much about getting enough force to Hamburg, a single Ace Halifax was able to destroy the special target. This doesn't seem to be a fluke, since two other Halifaxes each killed an urban unit in Kiel (the third took two or three planes). Perhaps this is balanced by the difficulty of getting aces for night bombers.
We
may have an issue with bomb strength now that it is veterans, but I don't want to call that just yet because I want to see how you do for points. I think there are a few soft targets left for you but I think you're going to need to go deeper into Germany soon if you want battle groups, and you'll run into stiff opposition. It might turn out that the veteran bombs are balanced.
Given that the historic targets are so important perhaps they could use a little strength boost but let's see.