omegaeleven Posted March 26, 2024 Posted March 26, 2024 Hello. I've been recently thinking of creating a Campaign mod based off of the Ogaden War, I don't really know where to start from first. Any tips? Thanks again. :) Quote
EricJ Posted March 26, 2024 Posted March 26, 2024 Actually I second this, as I've been wanting to make a campaign myself, and no help from the Knowledge Base, if my mind serves me correctly. Quote
omegaeleven Posted March 26, 2024 Author Posted March 26, 2024 (edited) Dang, are there any modders I could ask? Like Menrva or any others? I have the terrain and aircraft sorted. I just need to figure out how to create a campaign and put it here. Edited March 26, 2024 by omegaeleven Quote
EricJ Posted March 26, 2024 Posted March 26, 2024 There are people here who made campaigns, but nobody as far as I know made a tutorial to make one to my knowledge. Quote
omegaeleven Posted March 26, 2024 Author Posted March 26, 2024 (edited) Got it, I'll see if I can message some modders for help. Thanks Eric :) Edited March 26, 2024 by omegaeleven Quote
EricJ Posted March 26, 2024 Posted March 26, 2024 Uh sure, no problem, but I'd go to the Downloads section and ask those who made campaigns first, would make it easier I suppose. Quote
+Gepard Posted March 26, 2024 Posted March 26, 2024 (edited) Campaign making is not easy. Especially if you want to create a proper ground war. This is what i found in an old modder description, which was made for SFP1. But it should be very similar to SF2: Campign Editing These notes are by Bunyap (http://bunyap462.com/) This tutorial will give you a basic understanding of how to create and edit campaigns for Strike Fighters: Project 1. The best place to start is in the C:\Program Files\Strategy First\Strike Fighters\Campaigns folder. This folder contains another folder named Campaign1. To create a new campaign make a copy of the Campaign1 folder and rename it as "Campaign2". Your C:\Program Files\Strategy First\StrikeFighters\Campaigns folder will now contain two folders. Each folder will contain the files necessary for a different campaign to run. In the new "Campaign2" folder you will find a file named "campaign1.cfg. Rename this file as "campaign2.cfg". You can edit it with a text editor such as "notepad". The file contains very basic information on the campaign it controls. For now just leave it alone and go back to it later. To edit the campaign you must extract the "campaign1_data.ini" file from the "missiondata.cat" file. This will require the .cat file extractor available at the check 6 site. Once the file is extracted, rename it as "campaign2_data.ini" and copy it into the "Campaign2" folder. You should now have two files in the folder. Basically, that's all there is to it. You will now have two campaigns available at the in game campaign selection screen. Until the two files are edited, however, the campaigns will be identical. Now: Use a text editor such as notepad to open up the campaign_data.ini file.I'll break what you will see down into the basic sections. I've removed some redundant and repetitive entries for brevity. The italicized entries are explanations of what each line does. The first part defines the basics and will look like this: [CampaignData] StartDate=09/01/1959 - This is the first day of the campaign. StartDateDeviation=30 - This entry randomizes the start date. Set it to 0 for the campaign to start at the same date every time. ForceWithInitiative=0 - I'm not sure exactly what it does. The entry will correspond to one of the "forces" defined below. MaxMissions=30 - Number of missions until the campaign automatically ends. NormalMissionRate=360 - The number of days between missions when no ground offensives are in progress. NormalMissionRateDeviation=120 - Not sure. I think it randomizes the number of days between missions. OffensiveMissionRate=45 - The number of days between missions when a ground offensive is in progress. OffensiveMissionRateDeviation=30 - Same as NormalMissionRateDeviation. CampaignEndWinScreen=Winner1.bmp - The .bmp file within the same folder displayed when the campaign is won. CampaignEndLoseScreen=Loser1.bmp - The .bmp file within the same folder displayed when the campaign is lost. CampaignEndStallScreen=Loser1.bmp - The .bmp file within the same folder displayed when the campaign is a draw. CampaignEndWinText=Campaign1Win.txt - The .txt file within the same folder displayed when the campaign is won. CampaignEndLoseText=Campaign1Lose.txt - The .txt file within the same folder displayed when the campaign is lost. CampaignEndStallText=Campaign1Stall.txt - The .txt file within the same folder displayed when the campaign is a draw. The next section defines who the combatants are: [Force001] Alignment=FRIENDLY - Either friendly or enemy. Self explanatory Nation=Dhimar - The name of the force. Must correspond to an entry in the nations.ini file. BaseArea=Muthala - I think this is the area that must be captured to win the campaign. AirOffensive[001].Primary=WAREHOUSE - These entries define the type of targets hit during strike missions. They must correspond to entries in the xxxx_types.cfg file located in the "Terrain/xxxxx" folder. Each pair of entries must follow in numerical sequence. I have no idea how or why the primary/secondary or different AirOffensive numbers work. AirOffensive[001].Secondary=FUEL_STORAGE AirOffensive[002].Primary=OIL_REFINERY,FUEL_STORAGE AirOffensive[002].Secondary=COMM_BUILDING StartGroundOffensive=2 - No idea. Lower numbers seem to make an offensive more likely but that's based on limited observation. StartInterdiction=5 - No idea. Morale=70 - I think it is the force's starting morale level. Supply=25 - I think it is the force's starting supply level. NormalSupplyRate=20 - Rate in which units are resupplied when no offensives are in progress. OffensiveSupplyRate=-20 - Rate in which a unit uses supplies when conducting a ground offensive. DefensiveSupplyRate=-5 - Rate in which a unit uses supplies while defending against a ground offensive. SupplyForOffensive=90 - Supply level required for a ground offensive to start. I don't know if this applies to the entire force or individual units. AircraftReplacementTime=240 - Number of days between aircraft replacements. AircraftReplacement=60 - percentage of planes replaced based on a 16 plane squadron GroundUnitReplacementTime=360 - Number of days between ground unit replacements. GroundUnitReplacement=100 - Something to do with the number of ground units received as replacements. Possibly the number of units replaced per replacement cycle RandomTransportType=ANY - No idea. WeaponResupplyTime=180 - Number of days between weapon resupply. [Force002] - Additional entries must follow in numerical sequence. Otherwise same as above. This section defines each force's air units: [AirUnit001] AircraftType=F-100D - Type of aircraft flown by the unit. Must correspond with a folder name in the Objects/Aircraft directory. Squadron=436TFS - The squadron markings carried by the aircraft. Corresponds to the markings available at the loadout screen's squadron pull down. StartDate=9/25/1959 - Date the unit shows up in the campaign. Date the campaign starts for player flyable units. ForceID=1 - Corresponds to one of the "force" entries above. Nation=USAF - Corresponds to an entry in the nations.ini file. DefaultTexture=USAFSilver1 - The markings used by aircraft from this unit. Corresponds to a directory in the Objects/Aircraft/F-100D (in this case) folder. BaseArea=D3 Airfield - Airfield the unit starts flying missions from. RandomChance=100 - I think this is the likelihood a unit will show up in the campaign. MaxAircraft=16 - Maximum number of aircraft available to the unit. StartAircraft=16 - Number of aircraft at the beginning of the campaign. MaxPilots=16 - Maximum number of pilots available to the unit. StartPilots=16 - Number of pilots at the beginning of the campaign. Experience=100 - Starting experience level of the unit's pilots. Morale=100 - Starting morale level of the unit's pilots. Supply=50 - Starting supply level for the unit. MissionChance[SWEEP]=90 - These entries define the likelihood of the unit flying these types of missions. MissionChance[CAP]=90 MissionChance[INTERCEPT]=90 MissionChance[ESCORT]=70 MissionChance=25 MissionChance[CAS]=50 MissionChance[SEAD]=50 MissionChance[ARMED_RECON]=25 MissionChance[ANTI_SHIP]=10 MissionChance[RECON]=50 UpgradeType=FIXED - Type of aircraft upgrade. "NEVER" for no upgrades. "ANY" also available. Upgrade[01].Year=1959 - Used for "FIXED" upgrades. Year the upgrade takes place. Upgrade[01].Type=F-104G - Used for "FIXED" upgrades. Aircraft the unit upgrades to. Upgrade[01].Texture=USAFSilver1 - Used for "FIXED" upgrades. Markings used be the upgraded aircraft. Corresponds to a directory in the Objects/Aircraft/F-104G (in this case) folder. Supply[001].WeaponType=Mk81 - These entries define the types and quantities of weapons available to a player flyable unit. They have no effect on computer controlled units. Each entry must follow in numerical sequence and correspond to a weapon defined in the weapondata.ini file. Supply[001].Quantity=180 Supply[002].WeaponType=Mk82 Supply[002].Quantity=120 [AirUnit002] - Each additional entry must follow in numerical sequence. Otherwise they are the same as above. The next section defines each force's ground units. [GroundUnit001] GroundObjectType=T-55 - Type of unit. UnitName=1st Paran Tank Div - The name of the unit. ForceID=2 - Corresponds to a "force" as defined above Nation=Paran - Corresponds to an entry in the nations.ini file. BaseArea=Riqdur - Area the unit starts the campaign in. RandomChance=100 - I think it's the probability of a unit showing up in the campaign. StartObjects=100 - I think it's the number of individual tanks and vehicles the unit starts out with. MaxObjects=100 - I think it's the maximum number of individual tanks and vehicles the unit can have. Experience=75 - Experience level the unit starts out with. Morale=80 - Morale level the unit starts out with. Supply=100 - Supply level the unit starts out with. Intelligence=20 - Intelligence level the unit starts out with. UpgradeType=ANY - Same as in the aircraft unit section above. [GroundUnit002] - Each additional entry must follow in numerical sequence. Otherwise they are the same as above. This section allows you to define different routes used in ground offensives. [StrategicNode001] Area=Muthala - Ground units in this area will be affected by these entries. ConnectTo[001].Target=Basari - Objective of ground offensives originating in the area defined above. ConnectTo[001].BasePoint=265000,672000 - I think these are the coordinated the ground battle will take place. ConnectTo[002].Target=Dhimaq - I think there is a random chance of either entry being the objective. ConnectTo[002].BasePoint=298000,688000 [StrategicNode002] - Each additional entry must follow in numerical sequence. Otherwise they are the same as above. After you have the changes to the campaign_data2.ini ironed out the rest is easy. Some basic campaign properties can be defined in the campaign2.ini. (The italicized entries are explanations of each line's function) [CampaignData] CampaignName=Burning Sands (Fictional) -The name that will appear on the in game campaign selection screen. DataFile=Campaign2_data.ini - The name of the .ini file within the same folder that contains the more advanced campaign data. CampaignMap=DESERT - The name of the folder within Strike Fighters\Terrain containing map and target information. Service001=USAF - The first flyable nation selectable at the in game campaign set-up screen. Must correspond to an entry in the nations.ini file. Service002=USN - The second flyable nation. The numbers in these entries must be in sequence. [USAFUnit001] - The first flyable unit from the "USAF" section of the campaign set-up screen. UnitName=10th TFS, 50th TFW - The unit name that will appear when this unit is selected. ForceID=1 - The "force" the unit belongs to. Will correspond to one of the "force" entries in the campaign_data2.ini file explained above. UnitID=1 - The corresponding unit number as defined in the campaign_data.ini file. (1 for AirUnit001, etc.) StartDate=1960 - The date displayed at the top of the unit description. Has no bearing on the actual campaign start date. DescFile=10thDesc.txt - The .txt file within the same folder that will contain the unit description displayed at the campaign set-up screen. StartText=Campaign1Start1.txt - The text file within the same folder containing the description displayed immediately after the campaign is selected. [USAFUnit002] -Same as above except each additional entry's number must follow in sequence. [USNUnit001] -The first flyable unit displayed in the "USN" section of the campaign set-up screen. Otherwise, same as above. UnitName=VA-36 Roadrunners ForceID=1 UnitID=4 StartDate=1959 DescFile=VA36Desc.txt StartText=Campaign1Start1.txt Those are the basics. Once you have these files figured out more advanced changes to the theater and aircraft can be made by editing different .ini's. If you see anything I missed or if you can add or clarify anything please let me know. Galanti’s further SF Campaign Notes Galanti provided this further analysis of the campaign file. So, by default we have 10 stages of an air offensive, represented by the lines here: AirOffensive[001].Primary=WAREHOUSE,POWER_PLANT,FUEL_STORAGE AirOffensive[001].Secondary=FUEL_STORAGE,COMMAND_BUILDING AirOffensive[002].Primary=OIL_REFINERY,FUEL_STORAGE AirOffensive[002].Secondary=COMM_BUILDING,WAREHOUSE,POWER_PLANT AirOffensive[003].Primary=SMALL_RUNWAY,COMMAND_BUILDING AirOffensive[003].Secondary=WAREHOUSE,POWER_PLANT,COMMAND_BUILDING AirOffensive[004].Primary=POWER_PLANT,COMM_BUILDING,COMMAND_BUILDING AirOffensive[004].Secondary=OIL_REFINERY,FUEL_STORAGE AirOffensive[005].Primary=MEDIUM_RUNWAY,COMMAND_BUILDING AirOffensive[005].Secondary=HANGAR,AMMO_STORAGE AirOffensive[006].Primary=OIL_REFINERY,POWER_PLANT AirOffensive[006].Secondary=COMM_BUILDING,WAREHOUSE,POWER_PLANT AirOffensive[007].Primary=LARGE_RUNWAY,COMMAND_BUILDING AirOffensive[007].Secondary=MEDIUM_RUNWAY,SMALL_RUNWAY AirOffensive[008].Primary=CHEMICAL_WEAPONS_PLANT AirOffensive[008].Secondary=OIL_REFINERY,COMM_BUILDING,POWER_PLANT AirOffensive[009].Primary=COMMAND_BUILDING,WAREHOUSE,POWER_PLANT AirOffensive[009].Secondary=LARGE_RUNWAY,CHEMICAL_WEAPONS_PLANT AirOffensive[010].Primary=OIL_REFINERY,POWER_PLANT AirOffensive[010].Secondary=FUEL_STORAGE,COMMAND_BUILDING And here, the following entry indicates up to how many of the preceding ten stages an offensive will do before the actual ground attack: StartGroundOffensive=5 So, you could jack the above number up to like 300 or so, and you would have a 300 full strike missions, with SEAD and CAP escorts. The way I like it. But, each one of these offensive missions takes this much supply: OffensiveSupplyRate=-12 And when your supply falls below this value: SupplyForOffensive=80 No more offensive, thus, no more ground war. So I think you can easily juggle these figures to get a sustained air offensive without cutting out the targeting lines. Of course, the air offensive would be one sided. Plus, the defending side will put up very few fighters, so A2A junkies will have to scrounge for kills. This kind of campaign tweaking would probably be best for mud-movers. It would closely simulate the Vietnam war, where you have daily raids by the Americans, that are (sometimes) pounced on by MiGs. Or to get an endless stream of air skirmishes, set all the supply entries on both side to 0.Then, neither side will either lose or gain supply, and the air offensive will never be triggered. You get the same kind of mission as the first mission usually is in a campaign, where both sides are evenly matched. Campaigns - sundry To crank up the number of sorties up at a time adjust the "randomchance" lines in the campaign_data.ini file. [AirUnit001] AircraftType=F-100D Squadron=436TFS ForceID=1 Nation=USAF DefaultTexture=USAFSilver1 BaseArea=D3 Airfield RandomChance=100 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 Supply=50 MissionChance[SWEEP]=00 MissionChance[CAP]=00 MissionChance[INTERCEPT]=00 MissionChance[ESCORT]=00 MissionChance=75 MissionChance[CAS]=90 MissionChance[SEAD]=50 MissionChance[ARMED_RECON]=90 MissionChance[ANTI_SHIP]=10 MissionChance[RECON]=20 It controls the chance of a unit appearing on the map but not whether or not it flies a mission. I guess, indirectly, this would up the sortie rate. I'm curious now. Let me mess around some more and see what I can come up with. I'd like to see more aircraft in the air too. You must also make sure you have the right UNIT on both thecampaign.ini and the campaign_data.ini [USNUnit002] UnitName=VF-111 ForceID=1 UnitID=7 <------------------- StartDate=1963 DescFile=VA36Desc.txt StartText=Campaign1Start1.txt [AirUnit007] <-------------------- AircraftType=F-4B Squadron=VF111 StartDate=8/16/1963 ForceID=1 Nation=USN DefaultTexture=USNVF111 StartNumber=1 BaseArea=D6 Airfield RandomChance=100 MaxAircraft=16 If those match then they will show up to be flyable. How to make ground units move: I also found the solution to my other question. I defined the target in the "strategic nodes" section for Muthala (the town my troops were in) as Suran. I bumped up their supply a little and voila:instant amphibious assault! I don't know why this didn't occur to me before... Edited March 26, 2024 by Gepard 1 Quote
EricJ Posted March 26, 2024 Posted March 26, 2024 Thanks for that Gepard, I'll look into it sometime Quote
omegaeleven Posted March 26, 2024 Author Posted March 26, 2024 Thanks man, you're a livesaver! :) I'll see if I can make a demo-ish of it, and I'll upload it here. Could take awhile though. Thanks! :D Quote
mehlhorndirk Posted March 27, 2024 Posted March 27, 2024 Hi, below attached my "Ogaden War" Campaign I creaated years ago for my pleasure. May it helps you for the beginning. Have fun! Ogaden War_DATA.INI Ogaden War.INI Quote
omegaeleven Posted March 27, 2024 Author Posted March 27, 2024 Oh, thanks man! I was already in the process of creating a data file, but this will help even more! :) Quote
omegaeleven Posted March 28, 2024 Author Posted March 28, 2024 Also, about the "Strategic Nodes" part of the .ini file, how can I figure out the coordinates for the ground offensives? Quote
mehlhorndirk Posted March 28, 2024 Posted March 28, 2024 way 1: Load your "Terrain.TFD"- file with the "TFDtool" and go with your mouse over your desired position on the map. On the upper right corner, behind the note "Mouse xy:" you will find the position data. way 2: Open the file "your Terrain"_TARGETS.ini in your Terrain - folder with an editor. There you will find all your targets areas with their position. If you like to avoid your nodes/positions being inside the target area, just increase/descrease slightly the value by 50 or 100. You have to find it out (try & error). :-) That's the way I'm defining the position but may others have a better way. Have fun! 1 Quote
omegaeleven Posted March 28, 2024 Author Posted March 28, 2024 Uh, so I'm currently testing the campaign, but for some reason instead of having the paint scheme of the EtAF, it keeps switching to the IRIAF. Any reasons? Quote
mehlhorndirk Posted March 28, 2024 Posted March 28, 2024 Please be so kind to download and install the "F-5E Early version Pack" created by "By Centurion-1". It should help to solve the problem. Quote
omegaeleven Posted March 28, 2024 Author Posted March 28, 2024 I already have it downloaded, pretty strange.. I'll just redownload it, probably something I did. Quote
+Menrva Posted March 28, 2024 Posted March 28, 2024 (edited) @omegaeleven Apologies if I didn't reply to your PM in time. RL is not being kind to me at the moment. I'm happy that Gepard and mehlhorndirk gave you help. This is the best I can offer at the moment, a zip of data mainly recovered from CombatACE, you'll find a DOC and a PDF, alongside links to useful posts that can be found in CombatACE's forums: SF_Campaigns_KB.zip I'm no campaign data guru. What I did for the Desert Storm campaign data is an impressive amount of work, but the complex ground war does not work yet as intended. You'll find out that you learn a lot more by doing, trial and error. I'm also happy to see that my Horn of Africa terrain is being used, it never got a review by users so I consider it the most overlooked of my terrain mods. If the terrain ever needs some additions or fixes, feel free to let me know and I'll work on it if RL gives me some breath. Edited March 28, 2024 by Menrva 1 Quote
omegaeleven Posted March 28, 2024 Author Posted March 28, 2024 Got it! Thanks, and no worries, I've been busy myself anyways. Thank you for the links. I'll see if I can a demo out sometime this week, maybe in a few hours or tomorrow. I love the terrain by the way! I noticed there wasn't really any campaigns about the Ogaden War, so I decided to do it myself! It doesn't need any additions at the moment, but if that changes then yeah, I'll let you know. Quote
omegaeleven Posted March 28, 2024 Author Posted March 28, 2024 Well I'm confused, for some reason Ethiopia is red instead of blue, and that I don't have normal looking waypoints. I don't have a takeoff point, or an approach point. Man this is complicated.. Quote
+Gepard Posted March 29, 2024 Posted March 29, 2024 Post your campaign files.So we can have a look on it. It's surely only a small mistake in one or two lines, which cause confusion. Quote
omegaeleven Posted March 29, 2024 Author Posted March 29, 2024 Never mind, I figured it out, turns out I didn't put in the airport's names, (example: Dire Dawa Int'l Airport), so far, missions are going smooth! Just have to get a ground battle sorted. As of right now it's mostly just strike missions. I'll get a demo out soon! :) Quote
omegaeleven Posted March 30, 2024 Author Posted March 30, 2024 Demo is out! :) Download here! https://combatace.com/files/file/18222-wings-over-ogaden-demo/ Quote
+daddyairplanes Posted March 30, 2024 Posted March 30, 2024 (edited) if you plan to release this as an official mod, start taking your notes now on who helped or created things that are needed for it (like if you use another terrain or non staock aircraft and weapons) the larger the mod, the harder it becomes to keep track of who did what, and proper credit for stuff you didnt do is one of the rules on posting a mod dont worry about in this thread, its more of a community critique than an official mod upload. just pointing out for if you do make an official mod section upload ok, read things outta order, so didnt see that it was a link to a download when i posted. if you package the whole thing togheter, then follow my advice above. packaging together is more likely to get played, as it wont require as much effort by the end user Edited March 30, 2024 by daddyairplanes Quote
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