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arthur666

Victory conditions other than BaseArea?

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I've been futzing with this for 2 days, and was wondering if there is another setting for ending a campaign other than a base area being captured.

 

Been working on a 1980 campaign for the infamous Black Sea 2 map, using Baltika's excellent Orange revolution campaign as a template (thanks). I have changed enemy/friendly settings in the _targets.ini, to make a different frontline etc. NATO invades by land from Turkey and by amphibious assault via the Crimea etc. etc...

 

Here's what's happening:

 

In the _data.ini I have:

[CampaignData]
StartDate=07/10/1980
StartDateDeviation=0
EndDate=08/10/1980
RunCampaignBeforePlayerStart=TRUE
ForceWithInitiative=0
NavalCampaign=TRUE
SurpriseAttack=FALSE
MaxMissions=30
NormalMissionRate=1
NormalMissionRateDeviation=0
OffensiveMissionRate=1
OffensiveMissionRateDeviation=0
StartScreen=UKRAINE1START.JPG
StartText=UKRAINE1START.txt
CampaignBaseScreen=UKRAINE1BASE.JPG
CampaignEndWinScreen=UKRAINE1END.JPG
CampaignEndLoseScreen=UKRAINE1END.JPG
CampaignEndStallScreen=UKRAINE1END.JPG
CampaignEndWinText=UKRAINE1END.TXT
CampaignEndLoseText=UKRAINE1END.TXT
CampaignEndStallText=UKRAINE1END.TXT
[Force001]
Alignment=FRIENDLY
Nation=USN
BaseArea=Sevastopol
AirOffensive[001].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[001].Secondary=WAREHOUSE
AirOffensive[002].Primary=COMM_BUILDING,EW_RADAR
AirOffensive[002].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[003].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[003].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[004].Primary=COMM_BUILDING,EW_RADAR
AirOffensive[004].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[005].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[005].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR
AirOffensive[006].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[006].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[007].Primary=BRIDGE
AirOffensive[007].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[008].Primary=BRIDGE
AirOffensive[008].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR
AirOffensive[009].Primary=COMM_BUILDING,EW_RADAR
AirOffensive[009].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[010].Primary=ANY
AirOffensive[010].Secondary=ANY
StartGroundOffensive=1
StartInterdiction=1
Morale=90
Supply=40
NormalSupplyRate=28
OffensiveSupplyRate=-10
DefensiveSupplyRate=-3
SupplyForOffensive=70
AircraftReplacementTime=90
AircraftReplacement=10
GroundUnitReplacementTime=30
GroundUnitReplacement=100
RandomTransportType=ANY
WeaponResupplyTime=7
StartAirDefenseLevel=2
AllowRandomAceCreation=FALSE
[Force002]
Alignment=ENEMY
Nation=SOVIET
BaseArea=Volgograd
AirOffensive[001].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[001].Secondary=WAREHOUSE
AirOffensive[002].Primary=COMM_BUILDING,EW_RADAR
AirOffensive[002].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[003].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[003].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[004].Primary=COMM_BUILDING,EW_RADAR
AirOffensive[004].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[005].Primary=FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[005].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR
AirOffensive[006].Primary=LARGE_RUNWAY,MEDIUM_RUNWAY
AirOffensive[006].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[007].Primary=BRIDGE
AirOffensive[007].Secondary=COMM_BUILDING,EW_RADAR,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[008].Primary=BRIDGE
AirOffensive[008].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,COMM_BUILDING,EW_RADAR
AirOffensive[009].Primary=COMM_BUILDING,EW_RADAR
AirOffensive[009].Secondary=LARGE_RUNWAY,MEDIUM_RUNWAY,FUEL_STORAGE,AMMO_STORAGE,WAREHOUSE
AirOffensive[010].Primary=ANY
AirOffensive[010].Secondary=ANY
StartGroundOffensive=2
StartInterdiction=1
Morale=100
Supply=100
NormalSupplyRate=24
OffensiveSupplyRate=-8
DefensiveSupplyRate=-3
SupplyForOffensive=50
AircraftReplacementTime=60
AircraftReplacement=10
GroundUnitReplacementTime=30
GroundUnitReplacement=100
RandomTransportType=ANY
WeaponResupplyTime=15
StartAirDefenseLevel=2
AllowRandomAceCreation=FALSE

 

But when the Soviets take Mar'ivka, the campaign ends saying that they have achieved their strategic goals. I could not find anything referencing Mar'ivka as any type of base or strategic goal in any file. What am I missing?

 

I have erased all traces of the nation Ukraine, so I don't think the problem has anything to do with that, (it not existing as a nation in 1980).

Edited by arthur666

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Is Mar'ivka connected in any way with Sevastopol? And are there troops able to prevent movement from Mar'ivka to Sevastopol? If not, all you have is that once the area is captured, the enemy will race to Sevastopol.

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Don't think so.

[strategicNode006]
Area=Mar'ivka
ConnectTo[001].Target=Kerch
ConnectTo[001].BasePoint=
ConnectTo[002].Target=Feodosiya
ConnectTo[002].BasePoint=

 

and

 

[strategicNode008]
Area=Sevastopol
ConnectTo[001].Target=Feodosiya
ConnectTo[001].BasePoint=
ConnectTo[002].Target=Zaliznyi Port
ConnectTo[002].BasePoint=

 

I should mention that this happens after the second mission, and I'm testing by starting then immediately exiting recon missions.

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Tried changing forcewithinitiative to 1 and 2.

 

Tried changing friendly Base to P'ot'i, which is remote and heavily defended, but it still ends when Soviets capture Mar'ivka. I'm suspecting a typo or misalignment somewhere.

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Hmmm... is there a certain order that target areas must be organized in the Terrain\_Targets.ini file? Friendly/Enemy? Airbases? Off-Map airbases?

 

I reorganized it, putting all friendly items first, then all enemy items. The frontline I set gets split up and after the second mission it no longer says "Soviets have captured Mar'ivka. The campaign is over." Now it just says they have achieved their strategic goals, campaign is over, giving no specific location.

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Ok, Mar'ivka was definitely a red-herring. The campaign always seems to end after the second mission, no matter what I change.

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Could be related to your naval units. With NavalCampaign if yours or the enemy's ships are all sunk the campaign is over.

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Yes, when I remove all Naval units/make it NavalCampaign=FALSE, it works! So, the problem must lie in the terrain files.

 

Is there an easy way to make a pre-SF2:NA terrain Naval Campaign capable? I could use a carrier airstation as in SF2:V, but I rather like a few naval battles in a campaign...

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Could be related to your naval units. With NavalCampaign if yours or the enemy's ships are all sunk the campaign is over.

Wait, is this true? I thought you could finish the ground campaign after sinking the Soviet fleet in NA...

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Wait, is this true? I thought you could finish the ground campaign after sinking the Soviet fleet in NA...

 

I haven't tested it much, but when I was making my own campaign based off Spectre's modern Korea but for the new Korea map by Wrench, I was losing early when my carriers were sunk, or when the North Korean ships were sunk. When I changed the Intelligence level for all the Task Forces to 0 (stopping the all out air assaults on ships by both sides) the campaign goes on as planned.

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Figured it out! Ah HA HA HA HAAAA!!! <---- (cackling like a farkin' Skeksis)

 

THIS:

 

[NavalUnit003]

UnitName=Novorossiysk Carrier Group

ForceID=2

Nation=Soviet

RandomChance=100

MaxObjects=10

Experience=100

Morale=100

Supply=100

Intelligence=0

StartPosition=568500.0,259000.0

ObjectivePosition=568500.0,259000.0

HomePortPosition=568500.0,259000.0

IsWinCondition=TRUE <--------------THIS, changed to FALSE

MinFleetSpeed=10.289

Ship[01].Type=Kiev

Ship[01].Name=Novorossiysk

...etc...

 

Can't believe I overlooked it for so long. Now it works.

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