malibu43 Posted September 29, 2008 Posted September 29, 2008 (edited) Hi guys. This is all post the Sept 2008 patch. Previously, I was using this VietnamSEA_targets.ini created by TeTeT for his steel tiger campaign. I never noticed any problems with it before. VIETNAMSEA_TARGETS.TXT And as a result, I'm getting a frontline that looks like this: I also have modified the Rolling Thunder Campaign data to have a ground war: WOVCAMPRT_DATA.txt Like I said, these targets or modified campaign data never caused any issues with the previous patch. It doesn't look this way every time I start a campaign, and I also don't get the issue in LBI or LBII, which are using the same targets.ini and have similar changes made in the campaign. However, I sometimes get tasked to strike friendly air bases. I'm sure the problem is just an issue with the location and start/end date of an enemy target area or unit and it's screwing up the frontline, however, I'm not good at interpreting the targets.ini file at all and have no idea where to look for the issue. Can anyone help me out? Thanks!!!! Edited September 29, 2008 by malibu43 Quote
+Gocad Posted September 29, 2008 Posted September 29, 2008 I don't think that the targets.ini has anything to do with it, but I do assume that the unit you're flying for is activated some time after the campaign begins. In that case it's possible (especially when the North Vietnamese are on offensive) that they gain some ground by chance...but I don't think that this happens always. I say this because I have written a similar campaign for WOE and was quite surprised to see the Soviets already being in Hamburg upon campaign begin (as mentioned earlier my unit had a later start date) Quote
malibu43 Posted September 29, 2008 Author Posted September 29, 2008 (edited) I don't think that the targets.ini has anything to do with it, but I do assume that the unit you're flying for is activated some time after the campaign begins. In that case it's possible (especially when the North Vietnamese are on offensive) that they gain some ground by chance...but I don't think that this happens always. I say this because I have written a similar campaign for WOE and was quite surprised to see the Soviets already being in Hamburg upon campaign begin (as mentioned earlier my unit had a later start date) Thanks. That makes sense. What's the best way to deal with this? Here's what I'm thinking: 1. Maybe change the start ground offensive time so that it's after all the flyable squadrons start their campaigns...? 2. Change the start date for all the enemy units so that it's after flyable squadrons start dates....? The only thing about these is that some squadrons don't start until 1967, so some of the squadrons that start in 1965 will probably never get any CAS missions before the campaign ends... What did you do to fix it in you campaign? PS - Is the startgroundoffensive= value in days or offensive missions? In other words, if I want to the ground offensive to be delayed a year, would I put 360 (days) or 2 (mission rate = 180, x2 would be 360 days)...? Edited September 29, 2008 by malibu43 Quote
MigBuster Posted September 29, 2008 Posted September 29, 2008 The starting frontline was defined in the terrain movements.ini before the patch - you could also set it to show or hide parts of the line. Quote
malibu43 Posted September 29, 2008 Author Posted September 29, 2008 The starting frontline was defined in the terrain movements.ini before the patch - you could also set it to show or hide parts of the line. I tired it with the new movement.ini and my old one, and got the same result both times. However, I also tried this again on my old install, and found the same thing! I guess I never noticed it before. But anyway, now that I realize what's going on, I want to fix it. I think delaying the ground offensive might do the trick. We'll see, though. Quote
MigBuster Posted September 29, 2008 Posted September 29, 2008 You can just change the coordinates to whatever you want [FrontLine] Position[001]=0.0,724000.0 Position[002]=208375.0,592311.5 Position[003]=241062.5,568561.5 Position[004]=247812.5,553749.0 Position[005]=245062.5,550311.5 Position[006]=244937.5,516811.5 Position[007]=245062.5,491249.0 Position[008]=245000.0,468999.0 .......... Noticed that in WOI the frontline is now in the actual campaigns data.ini Quote
malibu43 Posted September 29, 2008 Author Posted September 29, 2008 You can just change the coordinates to whatever you want [FrontLine] Position[001]=0.0,724000.0 Position[002]=208375.0,592311.5 Position[003]=241062.5,568561.5 Position[004]=247812.5,553749.0 Position[005]=245062.5,550311.5 Position[006]=244937.5,516811.5 Position[007]=245062.5,491249.0 Position[008]=245000.0,468999.0 .......... Noticed that in WOI the frontline is now in the actual campaigns data.ini Sorry, so would this go in the movement.ini or the campaign_data.ini file now with the new patch? Quote
MigBuster Posted September 29, 2008 Posted September 29, 2008 Sorry, so would this go in the movement.ini or the campaign_data.ini file now with the new patch? Cant say without trying it out tbh - but it should work in the data.ini too (with the new patch, campaigns in WOV haven't been changed to include [frontline]) Pre patch in movements.ini - but this will affect the whole install Quote
malibu43 Posted September 29, 2008 Author Posted September 29, 2008 Adding the [frontline] entry to the campaign_data didn't help any. Well, it's definitely a result of the ground offensive gaining ground before the particular squadron joins the campaign, since it only happens with squadrons that start in '66. The problem with pusing back the start date of the ground offensive is that earlier squadrons don't get any CAS missions... hmm... I'm gonna keep playing around with this one. If anyone has any ideas, please let me know! Quote
malibu43 Posted September 29, 2008 Author Posted September 29, 2008 Tried messing with the offensive supply values for both sides to see if I could keep the campaign in a stalemate until the later units start, but I couldn't get consistent results. But, I finally realized that there are only 3 player units that start in 1966. I just changed them to start in 1965 and now all works fine. Thanks for the help guys!!! Quote
Czech6 Posted October 13, 2008 Posted October 13, 2008 (edited) Malibu, Since you're using the Sept 08 patch, I noticed something different in the Rolling Thunder campaign.ini. A new command line: GroundOffensiveAllowed=FALSE has been added under both Friendly and Enemy. The campaign file you posted has the Enemy line set to TRUE, and the Friendly set to FALSE (which appears to be the default for both in the new patch). What happens if you set this back to FALSE for the Enemy data? Edited October 13, 2008 by Czech6 Quote
malibu43 Posted October 13, 2008 Author Posted October 13, 2008 Malibu, Since you're using the Sept 08 patch, I noticed something different in the Rolling Thunder campaign.ini. A new command line: GroundOffensiveAllowed=FALSE has been added under both Friendly and Enemy. The campaign file you posted has the Enemy line set to TRUE, and the Friendly set to FALSE (which appears to be the default for both in the new patch). What happens if you set this back to FALSE for the Enemy data? There won't be any ground war at all, which is essentially the same as the stock campaign. I'm working right now on reworking the nodes and ground units so a ground offensive from either side will stall out on either side of the DMZ. It seems to be working so far. What this will do is result in both sides battling back and forth along the DMZ, but not enough ground being gained to cause the frontlines to get all crazy or any squadrons to be re-located. Here's what I have. This also results in battles in two different locations along the front, to keep things exciting. It works at least throught the first offensive. I haven't seen what the losing side does yet after they've had time to re-supply and mount a counter-offensive. Both sides need to have groundoffensiveallowed set to true for this work. [GroundUnit001] GroundObjectType=US_Squad UnitName=1/13 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit002] GroundObjectType=VC_Squad UnitName=2nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit003] GroundObjectType=M113 UnitName=1/9 Marine Regiment ForceID=1 Nation=USMC BaseArea=HUE RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit004] GroundObjectType=NVA_Squad UnitName=1st NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Dong Hoi RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit005] GroundObjectType=US_Squad UnitName=1/7 Marine Regiment ForceID=1 Nation=USMC BaseArea=DMZ South West RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit006] GroundObjectType=VC_Squad UnitName=3nd VC Infantry Division ForceID=2 Nation=NVietnam BaseArea=DMZ North West RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit007] GroundObjectType=US_Squad UnitName=1/5 Marine Regiment ForceID=1 Nation=USMC BaseArea=FSB Athena RandomChance=100 StartObjects=100 MaxObjects=100 Experience=80 Morale=70 Supply=100 Intelligence=100 UpgradeType=NEVER StartDate= StartDateDeviation= [GroundUnit008] GroundObjectType=NVA_Squad UnitName=4th NVA Infantry Division ForceID=2 Nation=NVietnam BaseArea=Khe Phat RandomChance=100 StartObjects=60 MaxObjects=100 Experience=50 Morale=40 Supply=40 Intelligence=20 UpgradeType=NEVER StartDate= StartDateDeviation= //----- Nodes [strategicNode001] Area=DMZ North West ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 [strategicNode002] Area=FSB Athena ConnectTo[001].Target=DMZ South West ConnectTo[001].BasePoint=537600,558000 ConnectTo[002].Target=DMZ North West ConnectTo[002].BasePoint=529300,567800 [strategicNode003] Area=Khe Phat ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint529300,567800 ConnectTo[002].Target=DMZ South West ConnectTo[002].BasePoint=537600,558000 [strategicNode004] Area=DMZ South West ConnectTo[001].Target=DMZ North West ConnectTo[001].BasePoint=529300,567800 [strategicNode005] Area=DMZ North ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 [strategicNode006] Area=Hue ConnectTo[001].Target=DMZ South ConnectTo[001].BasePoint=559600,558100 ConnectTo[002].Target=DMZ North ConnectTo[002].BasePoint=550300,567900 [strategicNode007] Area=Dong Hoi ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 ConnectTo[002].Target=DMZ South ConnectTo[002].BasePoint=559600,558100 [strategicNode008] Area=DMZ South ConnectTo[001].Target=DMZ North ConnectTo[001].BasePoint=550300,567900 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.