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OFFbase: The Barmy Automated Squadron Experience for Over Flanders Fields 1.1.1

   (10 reviews)

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About This File

An immersive role-playing simulation of life between flights for Over Flanders Fields.


Note 1: For more information, screenshots, etc., visit the Official Website.

Note 2: Get the full OFFice incomparable campaign engine which features OFFbase along with all supported mods and extra content in a complete package with one easy-to-use installer. This smaller package updates the OFFice software to the latest version, but to get 1.0.8's 'Skin in the Game' custom paint jobs just install the whole thing.


Note 3: If you're interested in joining and supporting OFFworld, the multiplayer version in development, send me a PM.


- OFFbase features persistent squadron-based play. Take turns flying multiple pilots in a squadron while sharing the same roster--and more. Separate wingmen are assigned and flights split as much as possible. See your other squadron pilots in the duty roster with you! Fly as a rookie pilot in your favorite squadron while taking your long-time veteran out on the occasion you work up the nerve. If your pilot dies, you can start a new pilot to take over for him with the same squadmates and everything, and continue your squadron's story throughout the war.


- OFFbase puts you right in the Squadron HQ, where you can visit the Adjutant to manage your career, kick back in Lodgings that you may share with a roommate and write in your journal, go down to the Mess for food or drink and see how your squadmates are doing (and listen to the squadron band in the evenings), head out to the Hangar to check munitions and fly campaign missions, or reminisce over fallen heroes at the squadron memorial. The quality of your squadron's facilities develops over time.


- OFFbase implements and expands Bletchley's Pilot Personality Profiles (3P) to give each pilot in the squad individual personality that informs how they behave and relate to each other. Engage in many different types of social encounters, mediated by personality traits. Personalities are composed of unique combinations of character traits, summarized by Attributes that rank characters in the following dimensions: Aerial Skill, Aggression, Charisma, Intelligence, Physicality, and Professionalism. With hundreds of billions of possibilities, the character's you'll meet in OFFbase are complex, distinctive, and completely individual in their behavior.


- OFFbase builds on 3P with academic game theory to make social encounters richer, more intuitive, and open to different styles of play. Will you try to out-do other pilots, enhancing your short-run prestige at their expense, or try to build both your reputations through long-run friendship and social support? Your success at playing different strategies depends on the rank, personality, and social skills of your pilot character, as well as who the other player is and what they're trying to achieve. Over multiple encounters you'll come to know how different characters react in different situations, and what strategies work for your character. The result is a natural learning process on both sides.


- OFFbase makes complex yet intuitive social encounters possible by giving characters in your squadron artificial intelligence. They remember how you and other pilots have treated them in the past, learn from their mistakes, and form social strategies to pursue their own goals based on their own rank, personality, risk preferences, social skills, and history. Some may try to boost their careers by bullying subordinates to make themselves look better, others may focus on building peer networks, while some may do a bit of both depending on who they like and who they don't and their feelings about their relationships and careers. The procedurally-generated rule-based AI system generates far more complex, dynamic, and unique behavior than traditional systems.


- OFFbase features a full dynamic squadron simulation: Non-player pilots have daily encounters with each other, developing their own prestige and goodwill to develop their reputations and earn their own promotions, while periodically going on and returning from leave, even transferring in and out. All this goes on even as you advance or skip time due to weather, injury, whatever. Watch non-player pilots in your squadron share a drink, talk politics, make friends, get in fights--building relationships that affect how their careers develop, and yours.


- OFFbase introduces Ground Crew, support officers or enlisted such as the squadron Adjutant, Chief Medical Officer, Chaplain, Munitions Officer, and even the Chief of the Mess Hall. Encounter and build relationships with them as well, which can affect your career, and your life, through gameplay. They may serve as stabilizing forces in dark times, or if a bad fit for a squadron disrupt morale. Encounter them in the Infirmary, Chapel, Hangar, and Mess Hall.


- OFFbase introduces Air Crew: Pilots of two-seaters will share quarters with their observer/gunner. You and your fellow officers will encounter them in the Mess and on the Airfield, as they build their own careers.


- OFFbase makes completing missions more rewarding, with additional benefits and costs to your career from shooting down enemy aces, friendly fire, pulling a hat trick by shooting down three or more enemy planes, and taking out ground targets and balloons. If a fellow pilot steals your kill, you can chew him out once you're back at HQ and try to take back some of the prestige he earned instead of you; or apologize and give back prestige if you steal someone else's kill. Some mission results may even affect the development of your pilot's personality by earning additional traits.


- OFFbase brings additional features to the game such as transfers between squadrons, player input on promotions, funerals for dead pilots, a fully-editable journal built from the flight and claims logs, and tracking of mission results for your squadmates. Yes that's right--what actually happens to your squadmates in the air while they fly beside you matters now, dependent on and influencing the development of their characters. A Frontiersmen also trained in first aid is more likely to make it home after being downed behind enemy lines, a Cowards more likely to surrender, and a Weakling more likely to be permanently maimed by injury--especially if he's on bad terms with the Chief Medical Officer! The detailed injury system tracks dozens of different wounds and maims for you and your squadmates, with more realistic recovery times--and more ways to be disabled and killed. Dealing in the Infirmary is dynamic and can depend on the support of squadmates.


- OFFbase accelerates immersion with a built-in mod manager (OFFramp) that automatically orders and activates JSGME mods appropriate to your campaign, if installed. See notes on mods below. This is accomplished through a fully-modable rule-driven scripting engine that supports plugins to the OFFice: OFF Incomplete Campaign Editor system, integrating access to Pilot dossiers, OFF Workshop settings, CFS3Config settings, JSGME mods, and OFFbase gameplay rules. Bletchley's historical ammo loudout rules and a number of other mods included in this distribution are implemented in this system. Modders: see very preliminary info in the OFFice\modrules\ folder.




An officer or crewman's Reputation can be built in three different ways: success in the air, Goodwill from higher-ranking officers, and Prestige from socially dominating your peers. Each character has a unique set of Traits, yielding different preferences and skills toward these goals. As your campaign develops, you will observe changes in morale, upgrades to your airfield and lodgings, earn new personality-building traits through promotions and achievements, and take part in the lives and deaths of your dynamic, humanlike squadmates.


To further the latter two goals, you will frequently (depending on your traits), Encounter your fellows, as well as witness encounters they have with each other. The social encounter system is based on a continuous iterated prisoner's dilemma game. Both players face a trade-off between short-run prestige from besting their opponent in the encounter and long-run goodwill from cooperating to build friendships. If both players jockey for short-run prestige, the result is negative-sum competition where gain, if any, only comes at the other's expense. If both players seek to build long-term social support to advance their military careers, the game is positive-sum cooperation that can increase both pilots' Goodwill toward each other, providing a daily boost to reputations so long as both players continue or even deepen their friendship.


Even more interesting is the myriad cases in-between. You may come on too strong and embarrass someone, or come across as off-puttingly needy. You may also find yourself at the mercy of a vicious bully, or in a parasitic relationship with a high-ranking officer who praises you to superiors only to reflect well on his command while back at the squadron mercilessly putting you in your place in front of the other men. Willingly suck up to superiors if their goodwill seems worth more to your career than the shame, or buck them to defend your prestige at the risk of ill-will.


The possibilities are almost endless because non-player characters also have reputations, and adaptively develop their own strategies based on their personalities, social skills, feelings, and memories in order to exploit their own trade-offs between short-run prestige and long-run goodwill. All this sounds complicated, but in practice decisions and their consequences unfold naturally, and the evolution of relationships should be dynamic, intuitive, and fun. Not only is it about learning which pilots are trying to befriend you and which are out to build their careers at your expense--but also teaching AI pilots to cooperate and learning when and when not to exploit their trust.


Should your reputation fall to "Disrespected" you're in danger of being transferred to another squadron if you don't turn things around. Lean on your friends for support, though calling in the chips in the short-run can damage friendships in the long run. If you do well and your reputation becomes sufficiently "Honored" you'll be due a promotion to a higher rank and the chance to further develop your personality. Promotions and the new traits they bring cost prestige, so you'll start off at a lower reputation. Not everyone has what it takes to make it at a higher rank--those who climb the ladder too fast may step on too many toes, and end up in another squadron.


Your pilot's mood serves as a guide to how he's doing in recent encounters. If he's upset, his reputation's been harmed either through losing prestige or goodwill or both, and he'll have a tougher time cooperating with others. A good mood means recent encounters have been helpful to his reputation, in the short- or long-run or both, and more open to others. You'll get some idea of the mood of others when you encounter them, and the squadron's morale reflects the aggregate mood of its members. Since mood affects behavior, the effects of encounters spill over through social networks. A skilled and patient or stubborn player can have a profound impact on the social development of his squadron, through good times and bad.


Different personalities are more naturally suited to building their reputations by some means more than others. No-nonsense skilled-pilot types advance more quickly from flying and successfully completing missions, while smooth-tongued sycophants are more apt to milk the goodwill of superior officers at the cost of prestige, aggressive social animals readily suffer ill-will to dominate more social encounters for that prestige, while introverted loners try to avoid encounters in the first place.


Every character will have a unique experience, even with the same squadmates. Your replacement pilot may have a tougher time making friends in a squad deeply mourning your popular former ace--or be just thing to help restore morale after the death of a tyrannical flight leader.


Simply put, the game rewards role-playing.


The deeper investment in building the career of your pilot and developing relationships with squadmates not only further customizes and enriches the campaign experience, but makes death in the air all the more terrifying, and thus OFF even more fun. Who'll carry your casket to its final resting place? How will your squadron remember him? Play OFFbase and find out!




First make sure JSGME 2.6.0 is installed. This is included and installed automatically in the full OFFice package.


Download and run the OFFice exe, and it will automatically extract the OFFice folder into your root OFF installation (usually "C:\ OBDSoftware"). This will also create shortcuts for OFFbase and OFFset (see OFFset.readme.txt) on your desktop and/or start menu, as well as documentation for the OFFice suite and included mods.


OFFbase will ask to run at Adminstrator level as this is required by JSGME. OFFbase can elevate the OFF manager, but you should set CFS3.exe (and TrackIR5.exe) to run as Administrator as well.


To play OFFbase, simply double click one of the installed shortcuts.




To update OFFbase to a newer version after 0.7.8, just run the new setup exe to upgrade your existing install. The installer will automatically deactivate all JSGME mods for safe updating.


OFFbase 0.8.6 and later will notify you if newer versions are available at Combat Ace.





Get the full OFFice incomparable campaign engine which features OFFbase along with all supported mods in a complete package in one easy-to-use installer. Many of these mods are further developed and enhanced with powerful new features compared to their old stand-alone counterparts available separately.


OFFbase will give you a choice which mission, damage, flight model, sound, music mods and so on in the OFFramp mod manager.





You'll no longer launch Over Flanders Fields yourself, OFFbase will do it for you when ready. Instead, launch the OFFbase program from your desktop or Start menu shortcuts or launch the OFFbase.exe program in the OFFice folder manually.


Whenever OFFbase has you run the OFF Manager, do just the one task or mission expected then quit OFF to return to OFFbase.


OFFbase may ask you to set some settings before allowing you to play. Follow its instructions.


You'll be asked to choose a nation and squadron to play your existing pilots. If you need to create a new pilot here, you can launch OFF Manager. Leave OFF when done creating the pilot and the list will update.


Make your choice and click the "Play Squadron" button. You'll then be asked to choose a pilot in your squadron. You can compare the current date of the squadron listed in the left pane with the last reported date of your pilot in the middle pane to see how much leave your pilot will receive to sync up. You may also edit and save your pilot's background here.


Choose your pilot and click the "Play Pilot" button to begin the OFFbase experience! You'll be asked to choose a personality class for your pilot, then fly a transfer mission to your new airfield to check out the squadron's facilities and people. Follow the prompts, it should be a fairly self-explanatory introduction.


Note: Be sure to check ‘Air Start’ for your initial transfer mission!


When you're squadron has been toured, you're on your own. Chat with the Adjutant and visit the Mess Hall to learn more about your squadmates. Go to the Hangar to fly campaign missions in OFF, or just do some exploring around the base.


OFFbase will automatically set your active pilot for the campaign so you no longer need to manually switch between pilot dossiers in OFF Manager to fly different campaigns.


OFFbase sets the Outcomes section of the OFF Workshops Dead Is Dead to offer advanced outcome handling. Most crashes are reported as fatal by OFF, but this just triggers custom crash handling. If your pilot is killed or captured, do not delete him in OFF. Instead, quit OFF to return to OFFbase and resolve his fate. If he does ultimately perish, after the funeral he becomes part of your squadron’s institutional memory.


When adding a new pilot to a squadron, be sure to create him at a date prior to your current squadron date to avoid overwriting all of your squadmates.


See the OFFbase Frequently Asked Questions (FAQ).

What's New in Version 1.1.1   See changelog


  • Injured pilots can access their journals and read their squadron's daily status reports from in the infirmary.
  • Counts missions flown by your AI squadmates, reporting the tally in the Duty Room.
  • Reduced frequency of Congressional Medal of Honor being awarded in American campaigns.
  • Adjusted Goodwill scaling so missions are relatively more important.
  • Optional Goudy Bookletter 1911 for American campaigns and Croissant One font for French campaigns, while clarity of the German Behrensschrift and British Railway Sans have been improved.
  • Fixed bugs transferring between squadrons, handling gunner/observers in multiplayer squadrons, encounter partner selection, and elsewhere. Some edits to encounters and internal code refactoring as well.

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This is a 3rd party software, which takes immersion to the next level. now all virtual comrades are alive. they have all different characters, different relationships to each other. they interact with you or among each other. they can like you, hate you, or simply be ambivalent. depending on how you treat them, and how they treat you, this friendships can change quickly and get out of hand. on the other hand a squadron now can really become a band of brothers. you definitely will mourn if a good friend doesn't come back from a sortie alive. you will experience if the overall morale increases withing time or if it's maybe going to drop to black with everybody just looking for himself.


this software automatically uses the OFF files to create a completely new world besides the sorties. if you just looked for getting many victories or getting many flighthours in the past, than you will no more. you will notice now that the real life is between the sorties, while the sortie is the necessary evil of beeing at war. you will now notice more who is flying with you. you will take more care about them. you will be more ambivalent to newcomers as long as your old comrades are alive. just as it was in real.


personally my current pilot has about 40 flighthours more since using this great software, and i didn't even notice it.

thank you, Lothar :drinks:

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OFFbase is simply a must-have addition to Beyond Heaven and Hell. Your squad mates become alive, with different personalities, morale, likes, and dislikes, instead of being just faceless names on the OFF Duty Board in the unmodded version. Relationships between squad mates actually matter, and now can change and develop over time, depending upon your actions as a player, in addition to overall morale, living conditions, and victories and losses.


Using OFFbase is totally seamless and requires no special computer knowledge or manipulation of files. So far, I have encountered no bugs of any kind. An outstanding effort by Lothar. I give it 4 1/2 stars out of 5. I'd give it a 5 out of 5, but i don't want to look like a fan-boi. :wink:


Three cheers for Lothar! :drinks: :drinks: :drinks:

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Lothar has done a marvelous job building a very capable squadron/pilot manager. I have enjoyed helping him beta test this great utility.


Lothar has successfully encapsulated, inside a software wrapper, the methodologies and techniques of 'Survival in the Air' and 'Pilot Personality Profiles' authored by Bletchley and British_eh (based on gaming with the 'throw of the dice', and hardcopy inter-action rules tables) to run absorbing pilot-centered campaigns interfaced with the actual OFF air battle results. It takes OFF Campaign mode to next level of immersion.


Highly Recommended!

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Creaghorn discoverd a compatibility issue with HPW's FM mods for AI flights in Campaign mode. These mods will be disabled if installed until the problem can be resolved.


I fixed this in FM 3.1. Have you updated OffBase to handle this now?


Thanks for your work on this great mod. I look forward to your next update!



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For those of you who are curious about OFFice and the way it can add some more life to an already great flight sim, I wrote what became a two-part piece on my impressions back in June, and Lothar's work has progressed quite a bit since there.


Here's what I had to say six months ago, hope you enjoy!:


Fellow OFF'ers.


It gives me great pleasure to give you some of my initial experiences flying the newly combined mods of OFFice, HPW's flight and empty weight mods, and OlPaint01's Damage modifications - as well as a whole slew of other mods that he included in his Ultimate Bundle.


So, simply stated first: So far, very good! OFFice appears to do a fine job of managing the various mods and the potential conflicts that they create. After dropping all of my desired mods into the appropriate JSGME folder, OFFice took care of the rest.


To fully test this set of mods, and to start some full DiD campaigns, I created two pilots. My namesake is flying for 24 RFC in February of 1916 and my German namesake is starting in Jasta 4 at its earliest start date. OFFice introduces some nice RPG style enhancements to OFF and integrates well with the OFF Manager. Start OFFice first, run through your pilot and his interactions with his other squad mates - all pulled from OFF's data to seamlessly integrate it with the in-game campaign, and then you can head to the airfield and start your mission.


OFFice previously served as a nice RPG handler - it now serves in more of a capacity that those of us who played Red Baron 3D will remember - Campaign Manager 1.1. OFFice loads all of the appropriate mods based on the year your pilot serves, the level of activity at his part of the front, and the relative quality of his squad mates.


From there, you fly as always.


As for the flight and damage modeling. I have to say, my DH2 feels nicer than any other version I've ever flown. The controls feel nice - the plane still exhibits its usual spin and stall quirks, but the lead weight feeling of the plane from its stock OFF configuration is now a thing of the past. This plane feels light - which, given that it's made out of canvas and wood, seems like it would be accurate. The plane also turns well, climbs with less of a struggle, and fights pretty well - based on the QC's I've staged with it and other period aircraft.


The damage model is interesting. I loaded the HPW Ultimate Damage model option (OFFice, btw, gives you a choice here during setup which is quite handy). It's too early to tell, but in my QC's with some Halberstadt DII's I noticed some odd behavior. The Halberstadt's only seemed to go down once you set them on fire - which I did to every one of them - 5 in total. Various hits here and there damaged control surfaces, but only fire finally took them out. Also, the hovering flamer bug from older OFF incarnations seems to be present - at least with my combination of mods as installed by OFFice. Each Halberstadt more or less flew in circles at near level altitude while on fire. The pilots never left their planes and the aircraft never crashed.


As a comparison, I'll have to try the alternate damage model next and see how it compares.


Over all, between HPW's massive work on the FM, along with the damage model, sound files, realism files, and the litany of other small tweaks - my DiD campaigns should be fantastic to experience!


I highly recommend this package to anyone looking to stretch some more life or add some more variety to OFF before the inevitable release of its successor. This is good stuff.


I'll offer more reports as time allows.




Okay, it's after midnight, I haven't gotten any work done, and I'm still fighting the urge to go up for another mission...


Further thoughts on this collection of mods for OFF.


Wow! Is all I really have to say. Having swapped out the damage model from the HPW to Buddy's version, the improvements were noticeable from the outset. At least with my configuration - everyone's machine handles things a little differently - the difficulty and immersion of OFF has skyrocketed.


I have created 10 new pilots - all with back stories, desires, and aspirations for their time at the front. Some seek to serve King and Country. Others are there because life in the cavalry grew tedious and dull in a war that no longer needed them. Still more joined because they sought glory - and found chaos and death instead.


With OFFice, I suddenly remember my squad mates names. I feel I know them a bit better - having interacted with them. I only wish we could create some sort of visual representation of them - even if it was on the level of Wings of Glory, it would still be fantastic. As it stands - the simple interactions, the ability to move time in the campaign (IE: I get to fly real dawn patrols now, which are my absolute favorite). The improvement in the variety of weather - I know that the war was typically a mud and rain filled quagmire - but it's nice to fly in some clear weather for a change! The additions of the new sound files - I've used Creaghorn's sound mods for a while but these introduce some new ones I've not heard before. The engines really sound alive now! Even the light powered rotaries have a full, metallic, heavy sound to them - it's fantastic. It all comes together so beautifully. OFF was already the most immersive WWI flight sim I had ever played. This is just dumping icing on an already delicious cake.


Did I mention that I like the new loading screen sounds as well? I like that there's a clear difference between the Allied and German side now - feels better. Oh, and during the German briefings - am I right in guessing that the briefing voice over work is taken from the German version of Red Baron II's German Intelligence Briefings? Sounds just like them - I really like it!


So overall - would I recommend this set of addons to the community? I give it a resounding YES! This pack really breathes some new life into a sim that I feel like I'm still learning. They are small improvements - but the cumulative effect is massive. From the new sense of immersion in interacting with my squadmates through a simple, old-school, but effective text-based RPG element to the immersion of flying with new sounds and dealing with a whole new FM and DM to learn... it all comes together to make for an utterly gripping experience.


I thought I was addicted before... but nothing like this!


Fantastic work guys! I cannot commend you enough. I love it! :clapping:


PS: The mods are so good - esp with OFFice, that I have started my first round of 2-seater campaigns. First up was Fritz Morgens - who served as the observer of the Roland CII below.


I got Fritz settled into the new barracks and he introduced himself to his new squadron members and had a meeting with the Adjutant. The first mission was a lone patrol - a chance to take Fritz up over the lines and let him get a look at the Front. The weather, as you can see, was terrible. I realized that I have never actually flown any of the 2-seaters in OFF since buying the sim in 2009! Well, it was a long overdue treat. We got up in the air and from that point on I let the AI do the flying while I panned the skies for trouble. I do wish that my TrackIR system would work from the observer's seat - is there a trick to make it work?At any rate - we went up and down the lines and finally up to the coast - all on our side of the front. As we turned for home, I got a strange feeling in my gut. Coming through a thick wall of cloud cover were three Nieuports and they had us caught low and slow, heading for home.


The result was as terrifying as it was sickening to experience. The Nieuports - painted in French markings - smelled blood and came right for us. I've never seen fighters attack me while sitting in the back of a plane - and I don't want to see it again anytime soon! All three opened fire and, try as I might with my rear gun, I could do little to fend them off. The first burst from the three French planes was also exceedingly lucky - putting our engine on half of its cylinders right away. We were belching smoke as my pilot tired to get me steady for a clear shot. Then - I felt it - another barrage of bullets hit us and wounded the pilot. Our plane lurched, side slipped, and headed for the trees. The impact turned my stomach.


Fritz is dead - on his first mission, and a training sortie at that. But, never fear, a new man, Kristof Maybach - a family man from Prussia, has just arrived as a replacement.


Life in the squadron now goes on. Fritz's name is still on the board - listed as deceased. The rest of the squad barely remembers him - they had so little time to even learn his name. As Maybach learns his new surroundings - the fellow pilots that Fritz knew (ever so briefly) remain - the same personalities and traits, the same quirks, the same temperaments. These fellow pilots no longer vanish into the ether of history. Life goes on and the sense of institutional memory is now a part of OFF. What will become of these men, as well as my own, remains to be seen.


This is really great stuff! If you haven't had a chance to try this out - it's a snap to install, and once you start messing with it, you quickly see how addictive this form of OFFing suddenly becomes.


Oh - and if you really want the hardcore heroin version of this - fly DiD. I'm finally giving it a real go (now that I have TrackIR) and I have to say - it's terrifying. Without time compression and without warp and without a tactical aid screen - I really feel uneasy and vulnerable from the time I get to my cruising altitude until I cut the engine and land safely at home. There are simply no safegards and the feeling of emminant danger is tangible through the monitor. Hats off to Siggi for those rules. If you see this post Sig, thanks again!


Whew! I'm typed out. As you can see - I'm in love with this sim all over again. What a great sim and what a fantastic community!


Cheers all around! :drinks:

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I have to add my congrats to Lothar for this amazing piece of work. It makes OFF so much more immersive

as to be indispensible IMHO. I can't imagine playing OFF without it. I can't. I won't.

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Lothar, this is an absoultly brilliant creation! You've added a 4th dimension to the simluation that brings it alive. Deux ex Machina - its the ghost in the machine!!

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Been using for about a week now.Thanks Lothar truly adds more immersion,also thanks to the great mod makers for there great mods,that make all this a wonderful package.

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