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I tried to make a little spicy the '82 Lebanon war campaign. I brought some planes etc. As long as I switched places between a stock aircraft and a new one, everything worked out. But if I add a new plane or two...they failed to appear in campaign missions. I studied the files a little, I have a pretty good idea of how a campaign works etc but I'm am stuck for the moment. I thought that there is a limited number of planes in the sky due to the graphic engine limitation .It has to have a fixed limit , otherwise the game would block eventually, etc. But I came , after studying the other campaigne files , to conclusion that two number more won't count, because the '73 campaign has more aircraft entries than the '82 one.So long story short...does any one know where do I get wrong and what am I missing ? (I tried to add two or three TU-22 into the game, to add them; I payed attention to the details, minimum airstrip, the kind of airstrip, large , medium etc the number of squadrons etc etc)

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Perhaps you placed the Tu-22 at the wrong runways. AFAIK they need the very long ones. Then there is also a limit of squadrons for the airbases. If the limit is 4 and you set 5 squadrons at the base the last one will not appear in game.

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Perhaps you placed the Tu-22 at the wrong runways. AFAIK they need the very long ones. Then there is also a limit of squadrons for the airbases. If the limit is 4 and you set 5 squadrons at the base the last one will not appear in game.

 

I tried all sort of combinations, first I modified them from minbase LARGE to MEDIUM and I placed them to medium , with 3 squadrons at least, airstrip. Then I let them to LARGE and I placed them ONLY on the large airstrip (with 6 squadrons) - airfield type 4. I even let them one squadron for one airstrip or I put them to airstrip which had no squadrons at all (Mezze, Marj as Sultan) so I don't think here is the problem...

 

By the way I tried your Israel 2 ver 2.5 terrain. It has a mosque in the middle of Insash airfield :). I moved it 1 km away. (I included the picture, take a look)

Another question is ...how can I play , let's say the WOI campaigns on your terrain? What files should I modify to work ?

post-61176-057256600 1279694313.jpg

post-61176-025009300 1279694320.jpg

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Israel v 2.5 is a mod of my Israel 2 terrain which is made by Wrench. He added a lot of objects to the terrain and removed others. I cant remember that i had a mosque at Inshas in my Israel 2 terrain.

To make a WOE campaign compatible with Israel terrain you must edit the campaign:data.ini file. You must check wheter the names of the bases are the same in terrain and then you must edit the strategic nodes. They must have also the names of the target areas in the terrain.

 

For the additionally planes which not appear in game take following lines as example. I have added a jordan F-104A squadron in 1967 campaign and they work perfect.

 

// nochmals Jordanien

[AirUnit059]

AircraftType=F-104A

UnitName=Jordanian No. 9 Squadron

ForceID=2

Nation=JORDAN

DefaultTexture=Jordan

BaseArea=Mafraq Airbase

BaseMoveChance=0

RandomChance=100

MaxAircraft=12

StartAircraft=8

MaxPilots=12

StartPilots=12

Experience=60

Morale=100

Supply=80

Intelligence=80

MissionChance[sWEEP]=0

MissionChance[CAP]=50

MissionChance[iNTERCEPT]=50

MissionChance[ESCORT]=0

MissionChance=0

MissionChance[CAS]=0

MissionChance[sEAD]=0

MissionChance[ARMED_RECON]=0

MissionChance[ANTI_SHIP]=0

MissionChance[RECON]=10

UpgradeType=NEVER

Supply[001].WeaponType=AIM-9B

Supply[001].Quantity=80

Supply[002].WeaponType=Tank195_F104

Supply[002].Quantity=100

Supply[003].WeaponType=UK500LB

Supply[003].Quantity=100

Supply[004].WeaponType=Matra-155

Supply[004].Quantity=100

Supply[005].WeaponType=UK1000LB

Supply[005].Quantity=30

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Ok, I asked you because Wrench send me to YOU, he said that YOU are the builder of the terrain, that is why I asked you. Well I have an idea now what is to be done but what are the strategic nodes exactlly ? I studied the terrain stock file and yours, and there are things I don't get it. Your terrain work because it emulates through GERMANYCE CAT the....IsraelME terrain, a sort I got it right. So it's not clear with what CAT should I work when make a campaign. How can I set a target which is practically into IsraalME terrain , if I have just the Germany CAT ? When you explain , please take into consideration that I am a novice into modding. I know a few thing and I understand how some things work and can be changed but that's it. Thank you

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The campaign has nothing to do with the terrain.cat file. IsraelME or VietnamSEA or desert or GermanyCE contain all files which are needed for a terrain.

Israel2 terrain should work with ISRAELME.CAT file too. You must edit only the correct path.

 

A good point for beginning campaign edit is the knowledgebase

http://combatace.com/forum/193-creatingmodding-campaigns/

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First off, YOU need to get straight on which terrain you're talking about... you start off asking abouthe 'Desert Targets 2.5", which is neither Gepards or mine.

 

Now, you're talking about Isreal2 ... so, make up your mind!!! :grin:

 

Things you need to do first ...

 

start small and easy. Campaigns can be nightmares for even seasoned modders. Start with skins/decals or small aircraft mods. Build up from there.

 

learn how to read a terrain's targets and types ini (as per the misplaced mosque)

 

And most importantly, start reading our ever handy, ever ignored Knowledge Base. Begin at the beginning, and read it all the way through. It contains pretty much most of the answers to the questions you've been posting in your various thread. Now, they may not be exactly in the right places, but they're usually around there somewhere

 

wrench

kevin stein

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First off, YOU need to get straight on which terrain you're talking about... you start off asking abouthe 'Desert Targets 2.5", which is neither Gepards or mine.

 

Now, you're talking about Isreal2 ... so, make up your mind!!! :grin:

 

Things you need to do first ...

 

start small and easy. Campaigns can be nightmares for even seasoned modders. Start with skins/decals or small aircraft mods. Build up from there.

 

learn how to read a terrain's targets and types ini (as per the misplaced mosque)

 

And most importantly, start reading our ever handy, ever ignored Knowledge Base. Begin at the beginning, and read it all the way through. It contains pretty much most of the answers to the questions you've been posting in your various thread. Now, they may not be exactly in the right places, but they're usually around there somewhere

 

wrench

kevin stein

 

Sorry, but YOU missunderstood me;) Look here the first mail I sent to you:

 

Kevin,

 

I wrote to you an email on your address but I guess you are busy. Please check it out when you have some spare time.I could use some suggestions and direction into making a campaign into your Israel2 terrain ver 2.5. Thx and cheers

 

Benny

 

 

So I was talking about ISRAEL2 terrain.I NEVER asked about "Desert target" terrain. I don't even know what you are talking about. I am sorry for this missunderstanding.I tried to be clear. Well what you said I took it into consideration but I can't manage it practically...I need to know exactly WHAT to modify. For instance , how do you acces the Israel2 ver2.5 terrain into a campaign. I tried a few combinations but the terrain is not available for campaign, it's available just for the missions.

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I took a look into Bunyap campaign short tutorial but I am stuck. I changed in the ini file the terrain name and it gives a CTD with error in campaign "dll".

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It took me some time but I solved the problem. It's a shame nobody could help me all this time, this way saving me for searching and experimenting. But this is for people who go into this kind of trouble and search for an answer. It seems that the campaign.dll crashed the game because the airbases names, in "Israel 2.targets.ini" file are not the same so I rewrote them and the game worked in campaign mod with ISRAEL 2 ver 2.5 terrain.

Just a small issue remains though. The map (planning map) shows the border (the red line) incorrectly and I don't have a clue how to solve that.Maybe you can give me a hint.

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Here is how you adjust the border.

 

Go to the terrain folder.

Select the terrain the you want to adjust.

Open the xxx_MOVEMENT.ini, you should see something similar to what below:

 

[FrontLine]

FriendlyBase=Allenville Airbase

EnemyBase=Cordova Airbase

Position[001]=000000.000,500000.000

Position[002]=190000.000,475000.000

Position[003]=300000.000,500000.000

Position[004]=400000.000,460000.000

Position[005]=400000.000,430000.000

Position[006]=400000.000,360000.000

Position[007]=445000.000,362000.000

Position[008]=485000.000,400000.000

Position[009]=510000.000,420000.000

Position[010]=525000.000,472000.000

Position[011]=750000.000,515000.000

 

StartShow=001

EndShow=011

 

Adjust the Position[###]= entries to what your calibrated eyeball believes is the correct border position.

You can use way more than eleven positions.

Make sure to adjust the "EndShow=" to how ever many positions you have to create to get the border as you want it.

 

KRFRGE

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Here is how you adjust the border.

 

Go to the terrain folder.

Select the terrain the you want to adjust.

Open the xxx_MOVEMENT.ini, you should see something similar to what below:

 

[FrontLine]

FriendlyBase=Allenville Airbase

EnemyBase=Cordova Airbase

Position[001]=000000.000,500000.000

Position[002]=190000.000,475000.000

Position[003]=300000.000,500000.000

Position[004]=400000.000,460000.000

Position[005]=400000.000,430000.000

Position[006]=400000.000,360000.000

Position[007]=445000.000,362000.000

Position[008]=485000.000,400000.000

Position[009]=510000.000,420000.000

Position[010]=525000.000,472000.000

Position[011]=750000.000,515000.000

 

StartShow=001

EndShow=011

 

Adjust the Position[###]= entries to what your calibrated eyeball believes is the correct border position.

You can use way more than eleven positions.

Make sure to adjust the "EndShow=" to how ever many positions you have to create to get the border as you want it.

 

KRFRGE

 

thank you very much for the solution. I'll get to it right away.

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Well there is a slightly problem. In single mission the map is shown correct , just in campaign it is shown wrong.I attached pics. So...if I fix the border for one, it will be shown wrong in the other one ? Or the things don't work that way ?

If it would be a way to eliminate completly that red line everybody would be happy I guess..Is there a way to erase that border line ?

post-61176-001536100 1281479372.jpg

post-61176-067178900 1281479380.jpg

Edited by UllyB

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The line you defined in the movement.ini file is the starting front line. It's used in single missions and the START of campaigns. However, once strategic nodes are captured and lost in a campaign, the game engine will adjust the front line accordingly.

 

What you're seeing is most likely a result of the way your campaign is set up or the way it's playing out after a few missions.

 

The only way I know of to fix it is to look a the planning map before each campaign mission to see where ground units are so you can get an idea of who's moving where and how to adjust the strategic nodes so that the front line looks the way you want it to.

 

PS - it's not just limited to ground units capturing nodes. Enemy or friendly units at airbases will affect the front line as well.

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The line you defined in the movement.ini file is the starting front line. It's used in single missions and the START of campaigns. However, once strategic nodes are captured and lost in a campaign, the game engine will adjust the front line accordingly.

 

What you're seeing is most likely a result of the way your campaign is set up or the way it's playing out after a few missions.

 

The only way I know of to fix it is to look a the planning map before each campaign mission to see where ground units are so you can get an idea of who's moving where and how to adjust the strategic nodes so that the front line looks the way you want it to.

 

PS - it's not just limited to ground units capturing nodes. Enemy or friendly units at airbases will affect the front line as well.

 

The map you saw is in the beginning of the campaign. It's the custom made attrition campaign which use the Wrench ver2.5 Israel2 terrain. This campaign has the ground troop movments CLOSED (ground attack offensive) for obvious reasons. The map, in campaign looks the same no matter how missions you take. In other words the game doesn't update the front line (though it is wrong crossed from the beginning) because the scenario is made with the idea that no "borders" are moved along the campaign, so my guess is that is something wrong in the beginning with the red line and the map. If the red line would have beeen wrong configured , it hadn't looked right in the stock map, but it DOES ! So I don't think the red line is wrong, there is something with the map.

 

I know that this map is bigger than the stock one. If I play the stock map with this campaign , the campaign map looks alright. So maybe it's the size of the map. Maybe the line is crossed as it should, but because the map is bigger, it looks funny because it is distributed proportional. It's a thought.

Edited by UllyB

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one more thing, at first the egyptian aircraft didn't show up at all in combat but after detecting a mistake of their order number, in data campaign file, they showed up, but the syrian didn't. I can't figure out where the mistake is with the syrian aircraft (an Iraqi ,too)

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I checked and the campaign works flawlessly with stock map.All forces appear on the map (red line is shown correctly) , the syrians air and ground and egyptians , air and ground. Well it seems that there is something wrong with the Israel2 targets ini file or Israel2 map or both...I'm stuck.

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The answer is that the stock map and Israel 2.5 are diffent

 

sizes.

 

The frontline is defined by absolute x,y co-ordinates. So, if

 

you use the same frontline on a bigger map, you are going to

 

get a problem. To get your campaign to work on the bigger map,

 

you will have to re-define the frontline by setting new x,y

 

co-ordinates for each frontline point.

 

As malibu43 says, the frontline for any given terrain is set by

 

the MOVEMENT.INI file in the specific terrain folder. This

 

frontline is used by the game for single missions, and for the

 

start of a campign, UNLESS you have defined a different

 

frontline in the CAMPAIGN_DATA.INI file for your particular

 

campaign. This is a feature which was added for FE, I think,

 

and works only on Oct 08 patch builds and later. Basically, it

 

means you can define a "stock" frontline for single mission use

 

in the terrain movement.ini file, but you can specify a

 

different frontline in your campaign_data.ini file which will

 

over-ride the movement.ini.

 

The placing of the frontline is very important to get a

 

campaign to work properly, both ground war and air war.

 

Believe me, I have spent a lot of time in kreelin's KMD

 

checking co-ordinates for each frontline point and setting them

 

in terrain or campaign files to get things to work right.

 

There is no easy fix. You need to set the frontline for the

 

terrain so that it goes from one side of the map to the other,

 

in eihter x or y axis. You can wind it round as much as you

 

like, and for a good ground war the more defined points the

 

better.

 

TK changes the way things work with each round of patches, but

 

as a general rule, mission targets are assigned by proximity to

 

the frontline, so if you want diverse targets in your campaign,

 

make sure the frontline is close to many specific target areas.

 

The campaign engine is truly dynamic, but Strategic Nodes for

 

ground units MUST be set properly in your campaing_data.ini

 

file. The frontline will move as ground units capture

 

strategic nodes. Ground unit mission success is influenced by

 

your personal air mission success or failure. It is all more

 

complex than TK is generally given credit for, IMHO.

 

For an example of frontline created from scrathc for a new

 

terrain which is complex, but which works (at least in Oct 08

 

patch level builds) check this out:-

 

http://combatace.com/files/file/10530-kamchatka-peninsula-v-10/

 

Please ask if you have any further specific questions about

 

campaign building.

 

Cheers,

 

Baltika

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The answer is that the stock map and Israel 2.5 are diffent

 

sizes.

 

The frontline is defined by absolute x,y co-ordinates. So, if

 

you use the same frontline on a bigger map, you are going to

 

get a problem. To get your campaign to work on the bigger map,

 

you will have to re-define the frontline by setting new x,y

 

co-ordinates for each frontline point.

 

As malibu43 says, the frontline for any given terrain is set by

 

the MOVEMENT.INI file in the specific terrain folder. This

 

frontline is used by the game for single missions, and for the

 

start of a campign, UNLESS you have defined a different

 

frontline in the CAMPAIGN_DATA.INI file for your particular

 

campaign. This is a feature which was added for FE, I think,

 

and works only on Oct 08 patch builds and later. Basically, it

 

means you can define a "stock" frontline for single mission use

 

in the terrain movement.ini file, but you can specify a

 

different frontline in your campaign_data.ini file which will

 

over-ride the movement.ini.

 

The placing of the frontline is very important to get a

 

campaign to work properly, both ground war and air war.

 

Believe me, I have spent a lot of time in kreelin's KMD

 

checking co-ordinates for each frontline point and setting them

 

in terrain or campaign files to get things to work right.

 

There is no easy fix. You need to set the frontline for the

 

terrain so that it goes from one side of the map to the other,

 

in eihter x or y axis. You can wind it round as much as you

 

like, and for a good ground war the more defined points the

 

better.

 

TK changes the way things work with each round of patches, but

 

as a general rule, mission targets are assigned by proximity to

 

the frontline, so if you want diverse targets in your campaign,

 

make sure the frontline is close to many specific target areas.

 

The campaign engine is truly dynamic, but Strategic Nodes for

 

ground units MUST be set properly in your campaing_data.ini

 

file. The frontline will move as ground units capture

 

strategic nodes. Ground unit mission success is influenced by

 

your personal air mission success or failure. It is all more

 

complex than TK is generally given credit for, IMHO.

 

For an example of frontline created from scrathc for a new

 

terrain which is complex, but which works (at least in Oct 08

 

patch level builds) check this out:-

 

http://combatace.com...peninsula-v-10/

 

Please ask if you have any further specific questions about

 

campaign building.

 

Cheers,

 

Baltika

 

Thank you so much for this detailed lesson. Well...I think this map+campaign is different , because beeing about Attrition war, there is no fronline movement, as I said above in a previous post, it is disabled for obvious reasons. I had a hunch (I said it above) that the map is bigger and that could be a cause, but lacking the background knowledge I couldn't be sure. I understand that the map must (the frontline I mean) be crossed in a detailed manner. I guess the only way, physically to do that is to wander and pay attention to the coordinates (X and Y). But that could be a problem , too because the in-game map doesn't specify the names of the airbases etc so how could I know which one is which ? I noticed what you said , the [frontline] section into campaign data file which overrides the movement.ini file. (it has 62 positions, btw)

 

The order of solving , one by one, the problems , would be this:

 

First the frontline set correct (building it practically almost from the scratch) , then the enemy troops proper set to appear on the map and in game, of course.

When I corrected the order number of airunit the Egyptian aircraft enabled but the Syrians didn't. I looked hours line by line in campaign data file and in targets.ini file, I rewrote the airbases (game was keep crashing because the airbases names were different in format, AB instead of airbase X etc), it took me days to get it ! lol

Anyway if people help me I am determined to make this map and this campaign work. Truth is I like this map (Israel 2), it's beautiful and it looks realistic from above when you look to the ground.

You could help me if you point me , step by stept into the right direction telling me what must I do exactly to get the job done. Thank you , and thank you all for helping. if I would be by myself , I guess I would've been staring even now to the map, having a stupid look on my face.

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I found a map with X and Y (a rough though, from 100 to 100 units) and I ended up with this (49 points for frontline coordinates):

 

After loading the correction (the new map) as you see , some egyptian units appeared. What is the connection between building these borders (frontline) and the appearance of the Egyptian and Syrian units on the map ??? That is the big mistery. It has to be a connection but which is that ? Does that got to do with those ...nodes or something ?

post-61176-007390800 1281592005.jpg

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OK, I'll see if I can help.

 

This advice is good for SF1 series, up to Oct 08 patch only. If you are working in SF2 this may all have chganged. I am a bit behind the curve these days.

 

The air units have shown up because they are now on the correct side of the frontline, as you have fixed the frontline for this map.

 

It works like this:

 

The frontline must split the map in half. It can wind around a lot, but you must split the map into two halves.

 

Each force, FRIENDLY and ENEMY must have a base strategic node which is a target area on their side of the frontline. The base node is defined in the FORCE section in the campaign_DATA.ini file.

 

The strategic nodes must connect the ENEMY and FRIENDLY base nodes together through a network of points. Ground forces will appear on whichever strategic node you specify as their starting point. Air units are set to appear on airbases, but air units can jump between air bases and will only show up at air bases which are on the correct side of the border. So, in your above example, the Egyptian units were probably set to start on the wrong side of the border, so didn't show up.

 

Also, airbase target area should not be used as strategic nodes, only standard target areas. Finding this out cost me a lot of grief and head scratching for BoB campaign.

 

The various supply variables affect when units attack, are resupplied with new planes, etc etc.

 

I suggest the next thing you check is whether the strategic nodes in the campaign_data.ini file match up with target areas as defined in the israel2_TARGETS.ini file.

 

Also, some ai units have a percentage chance to appear, so may not always show up.

 

Gepard really explained what has to be done to convert campaigns over at post #4.

 

Working out strategic nodes can be tricky, but imagine them as pearls connected by a string, or points on a spider's web, and you will get the idea.

 

Good luck, hope that helps.

 

Cheers,

 

Baltika

Edited by Baltika

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OK, I'll see if I can help.

 

This advice is good for SF1 series, up to Oct 08 patch only. If you are working in SF2 this may all have chganged. I am a bit behind the curve these days.

 

The air units have shown up because they are now on the correct side of the frontline, as you have fixed the frontline for this map.

 

It works like this:

 

The frontline must split the map in half. It can wind around a lot, but you must split the map into two halves.

 

Each force, FRIENDLY and ENEMY must have a base strategic node which is a target area on their side of the frontline. The base node is defined in the FORCE section in the campaign_DATA.ini file.

 

The strategic nodes must connect the ENEMY and FRIENDLY base nodes together through a network of points. Ground forces will appear on whichever strategic node you specify as their starting point. Air units are set to appear on airbases, but air units can jump between air bases and will only show up at air bases which are on the correct side of the border. So, in your above example, the Egyptian units were probably set to start on the wrong side of the border, so didn't show up.

 

Also, airbase target area should not be used as strategic nodes, only standard target areas. Finding this out cost me a lot of grief and head scratching for BoB campaign.

 

The various supply variables affect when units attack, are resupplied with new planes, etc etc.

 

I suggest the next thing you check is whether the strategic nodes in the campaign_data.ini file match up with target areas as defined in the israel2_TARGETS.ini file.

 

Also, some ai units have a percentage chance to appear, so may not always show up.

 

Gepard really explained what has to be done to convert campaigns over at post #4.

 

Working out strategic nodes can be tricky, but imagine them as pearls connected by a string, or points on a spider's web, and you will get the idea.

 

Good luck, hope that helps.

 

Cheers,

 

Baltika

 

I am using just SF 1 (no SF2 yet for me), I have WOI, WOE and WOV.

You said the frontline split the map in two halves.What halves are we talking about here ? If there are more than one foe and one friendly how does the things with "two halves" work (Israel + Egypt + Syria + eventually Jordan) ? Or it doesn't matter how many foes are ? It's a bit tricky to grasp the "two halves" matter, thinking of what I mentioned or maybe I am just asking the wrong questions ? On the other hand you say "it must split the map in two halves", but the front line seems to coincide with the israel border itself so it' s confusing. What I should follow ? Just the idea that the frontline split a map or...are there consequences if the frontline is wrapping , practically, the Israel ?

I saw /noticed the strategic nodes, though I'm just staring at them , they are far away , for now, from my understanding. What do you mean exactly by : "The strategic nodes must connect the ENEMY and FRIENDLY base nodes together through a network of points" ? How do you connect, PRACTICALLY, how is it done, nodes between themeselves ? For instance if you look to that "attempt" of map I "draw"...lol... you'll notice that egyptian tanks are outside Egyptian frontline border, so it's again confusing. If I understood correctly, the enemy units must appear near the frontline at best, but in enemy territory, right ? If so...why those tanks are outside ? So..."wrong side of the border" notion is confusing to me...for the time beeing

 

"I suggest the next thing you check is whether the strategic nodes in the campaign_data.ini file match up with target areas as defined in the israel2_TARGETS.ini file." I'll check that, maybe that is the key...

I know some may not appear by chance in campaign missions but even so...they appear as squadrons on the planning map ! They always do! They don't appear on planning map only if they are restricted by STARTING DATE parameter. I checked that.

I'll check the link you gave me, too. Thank you and , please stick around when you've got time, I still need guidance, I think in my endeavor...lol

 

 

 

Something hit me with those strategic nodes. In the first tutorial from the first link you gave me he explains that strategic nodes are ....places that enemy or you must take, one by one, in order to win the campaign but...I already said (have you noticed please ?) the ATTRITION CAMPAIGN DOESN'T HAVE...a ground offensive, it is disabled! So , knowing this, how important are those nodes if no one will "take" them (me or the enemy). Does that modify at all what you said above or it doesn't matter ?

Edited by UllyB

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well I have a clue now what's the deal with strategic nodes but the work is getting thicker and harder. I consulted the nodes in campaign data ini file and I opened the stock targets ini file and the Israel2 corresponding targets.ini file.

The other nodes which connects to one node chosen I understood they don't need coordinates anymore , due to the latest patch which simplifies that.

In stock target ini file...the locations stated in campaign data ini file are valid, in Israel2 targets ini file they are not valid. So one should just switch/match with Israel2 targets ini file locations into campaign data ini file location nodes. That would be simple IF...I had a detailed map of the region with ALL the main point (airbases, cities, objectives etc) but I don't...lol so how am I suppose to know that, for instance...near cairo node is...Tel El Kebir node and Gafra node ?

 

// Sinai Front

 

[strategicNode001]

Area=Cairo

LocalObjective=TRUE

ConnectTo[001].Target=Tel El Kebir

ConnectTo[002].Target=Gafra

 

is there a map or something with ALL the "names" and detailed regions ? Otherwise...I don't stand a chance to...rebuild the nodes accordingly to....Israel2 targets ini file...

man, what a titanic work , and this is just part of it, is this simulator ! I am impressed. How many people were initially at Third Wire when they build this ?

Edited by UllyB

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The campaign engine can only handle two forces, "FRIENDLY" and "ENEMY." The different nations have to belong to one or the other force. This is defined in campaign_data.ini file.

 

The red line you see is only the visible frontline in planning map. It actually should go all the way from on side of map say, 000,500 to 500,1000 for a map which is 1000x1000. How much of the frontline shows up in planning map is set by the StartShow= & EndShow= tag in terrain movement.ini.

 

Strategic nodes are set in the campaign_data.ini file, like this:-

 

[strategicNode001]

Area=Sacremento

ConnectTo[001].Target=Stockton US Army Strongpoint

ConnectTo[001].BasePoint=473545,887756

ConnectTo[002].Target=Reno (Destroyed)

ConnectTo[002].BasePoint=464018,916163

 

[strategicNode002]

Area=Stockton US Army Strongpoint

ConnectTo[001].Target=Sacremento

ConnectTo[001].BasePoint=455281,907463

ConnectTo[002].Target=Palo Alto

ConnectTo[002].BasePoint=478038,857021

 

[strategicNode003]

Area=Palo Alto

ConnectTo[001].Target=Stockton US Army Strongpoint

ConnectTo[001].BasePoint=477292,884695

ConnectTo[002].Target=Monterey

ConnectTo[002].BasePoint=491615,797884

 

[strategicNode004]

Area=Monterey

ConnectTo[001].Target=Palo Alto

ConnectTo[001].BasePoint=474882,846332

ConnectTo[002].Target=Listening Post Gold

ConnectTo[002].BasePoint=549132,717366

 

[strategicNode005]

Area=Listening Post Gold

ConnectTo[001].Target=Monterey

ConnectTo[001].BasePoint=491615,797884

ConnectTo[002].Target=Camp Calumet

ConnectTo[002].BasePoint=601281,675463

 

[strategicNode006]

Area=Camp Calumet

ConnectTo[001].Target=Listening Post Gold

ConnectTo[001].BasePoint=563945,703170

ConnectTo[002].Target=Oxnard

ConnectTo[002].BasePoint=650808,649063

 

[strategicNode007]

Area=Oxnard

ConnectTo[001].Target=Camp Calumet

ConnectTo[001].BasePoint=609882,671332

ConnectTo[002].Target=Van Nuys Munitions Depot

ConnectTo[002].BasePoint=691744,656072

 

[strategicNode008]

Area=Van Nuys Munitions Depot

ConnectTo[001].Target=Oxnard

ConnectTo[001].BasePoint=654520,646501

ConnectTo[002].Target=Lakewood Munitions Depot

ConnectTo[002].BasePoint=710766,634207

 

[strategicNode009]

Area=Lakewood Munitions Depot

ConnectTo[001].Target=Van Nuys Munitions Depot

ConnectTo[001].BasePoint=694883,650120

ConnectTo[002].Target=Camp Pendalton USMC Base

ConnectTo[002].BasePoint=741620,605762

 

[strategicNode010]

Area=Camp Pendalton USMC Base

ConnectTo[001].Target=Lakewood Munitions Depot

ConnectTo[001].BasePoint=712608,632141

ConnectTo[002].Target=SouthWest Command HQ

ConnectTo[002].BasePoint=758188,599940

 

[strategicNode011]

Area=SouthWest Command HQ

ConnectTo[001].Target=Camp Pendalton USMC Base

ConnectTo[001].BasePoint=744990,604418

ConnectTo[002].Target=San Deigo

ConnectTo[002].BasePoint=759500,594732

 

[strategicNode012]

Area=San Deigo

ConnectTo[001].Target=SouthWest Command HQ

ConnectTo[001].BasePoint=758916,599073

ConnectTo[002].Target=Tijuana

ConnectTo[002].BasePoint=764989,579781

 

[strategicNode013]

Area=Tijuana

ConnectTo[001].Target=San Deigo

ConnectTo[001].BasePoint=762625,586058

ConnectTo[002].Target=Ensenada

ConnectTo[002].BasePoint=770021,562619

 

[strategicNode014]

Area=Ensenada

ConnectTo[001].Target=Tijuana

ConnectTo[001].BasePoint=766724,573656

ConnectTo[002].Target=Guerrero Negro

ConnectTo[002].BasePoint=805961,511297

 

[strategicNode015]

Area=Guerrero Negro

ConnectTo[001].Target=Ensenada

ConnectTo[001].BasePoint=775507,553735

ConnectTo[002].Target=Mexicali Tank Farm

ConnectTo[002].BasePoint=879744,474727

 

[strategicNode016]

Area=Mexicali Tank Farm

ConnectTo[001].Target=Guerrero Negro

ConnectTo[001].BasePoint=805961,511297

ConnectTo[002].Target=San Felipe

ConnectTo[002].BasePoint=909653,460850

 

[strategicNode017]

Area=San Felipe

ConnectTo[001].Target=Mexicali Tank Farm

ConnectTo[001].BasePoint=883353,472157

 

These are taken from my SoCal campaign for Wrench's California map.

 

Each node must be a target area as defined in the terrain_targets.ini file.

 

So, San Felipe is the enemy base node, and Sacremento is the friendly base node, as defined in the campaign_data.ini file. You have to join the dots between the two so that the ground forces can capture the other side's base node to win the campaign.

 

Here is the frontline to go with the above example:-

 

[FrontLine]

FriendlyBase=Sacremento

EnemyBase=Baja Base

Position[001]=000000,1000000

Position[002]=450000,950000

Position[003]=500000,920000

Position[004]=520000,900000

Position[005]=550000,850000

Position[006]=580000,770000

Position[007]=600000,720000

Position[008]=640000,680000

Position[009]=665000,650000

Position[010]=675000,647000

Position[011]=685000,655000

Position[012]=707000,678000

Position[013]=748000,667000

Position[014]=758000,628000

Position[015]=801000,602000

Position[016]=786000,587000

Position[017]=764215,582873

Position[018]=754000,565000

Position[019]=720000,530000

Position[020]=750000,450000

Position[021]=780000,400000

Position[022]=900000,300000

Position[023]=950000,150000

Position[024]=1000000,000000

StartShow=2

EndShow=23

 

This is for a map which is 1000000,1000000. As you can see, the map is bisected by the frontline, which starts at 000000,1000000 (top left) and finishes at 1000000,000000 (bottom right). If I set StartShow=1 and EndShow=24, you would see the map go all the way across planning map. I suggest you set this variable to show all of the points so you get the full picture for modding purposes. It can be changed later for release to tidy up the appearance of your planning map in-game.

 

The frontline has to divide the map into an ENEMY controlled area, and FRIENDLY controlled area.

 

 

I have to say, the Middle East setting is probably one of the most complicated to set up a campaign in. You might want to try this out on a small map, and define your own, small conflict, with only a few air units on each side. That would be much easier to handle to get to grips with the nuts and bolts.

Edited by Baltika

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