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#3428094 - 11/07/11 01:25 AM
Pacific campaign strangeness
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Member
Registered: 05/12/04
Posts: 1071
Loc: Italy
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There's something wrong in PF, I think.
Apart CampaignLenght option that does not "take", forcing player to spend a life to play a career, also MissionDistance is virtually useless, since it seems there are never target closer than 150-200 km. Not only! AI behaviour always consist in just making visual identification of EA and then RTB, ignoring they follow and, when in range, shoot at them! So alternatives are two: either follow the dumb AI and being shot down or fight back - to be left alone by AI mates and (again) shot down!
Can't understand where are my mistakes. It's a pity, since I would love reenact also a bit of Pacific war.
S! GB
_________________________
Ardisco, colpisco, meninfischio ("I dare, hit and do not care about it!" - Written on a SM 79 "Sparviero" during Spain civil war)
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#3428105 - 11/07/11 01:56 AM
Re: Pacific campaign strangeness
[Re: Greybeard]
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Senior Member
Registered: 01/19/01
Posts: 2983
Loc: Poland
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I agree that, in many respects, PF seems underdeveloped. As for the campaigns' length, I shortened mine by manually deleting some dates from the [Schedule] sections, where there was no frontline movement; after all, pilots didn't always fly every day, so its historically justifiable.
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#3432283 - 11/11/11 10:02 PM
Re: Pacific campaign strangeness
[Re: Greybeard]
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Senior Member
Registered: 01/07/01
Posts: 2623
Loc: Skåne, Sweden
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Hi Greybeard
There are several options for DGEN that you can add to the DGEN section in conf.ini. Perhaps this could help:
[DGen] MissionDistance=40
MissionDistance= (0-300) In FB - prefered mission distance in km In PF - any value means that carriers are located in shorter than historical distance on maps where it is important - Hawaii, Midway, Marianas.
And as you found out is CampaignLength not working in the Pacific:
CampaignLength=(Long,Medium,Short,VeryShort", default VeryLong) FB only - allows to reduce a number of missions in campaign.
Here is an example and an explanation I found in an old post at the UBI Forum:
Quote:
[DGen] CampaignMissions=Hard RandomFlights=4 MaxFLAK=80 MaxBomberSkill=1 GroundIntensity=High MissionDistance=40 OperationVictory=3000 OperationDefeat=-3000 WarVictory=30000 WarDefeat=-30000 SlowFire=0.6 NoAirfieldHighlight=1 PromotionRate=0.1 UseParkedPlanes=1 HistoricalRanks=1 UseParachutes=1 CampaignAI=Hard
Use this as your example (you don't have to add all of these lines or use the same settings) as you look over Starshoy's explanation of all the possible DGen options:
MissionDistance= (0-300) In FB - prefered mission distance in km In PF - any value means that carriers are located in shorter than historical distance on maps where it is important - Hawaii, Midway, Marianas.
SlowFire=(0.5-100, default 5) In PF only - ship rate of fire is reduced.
RandomFlights=(0-5) FB only - a maximal number of random flights.
MaxFLAK=(0-100) FB only - maximal number of AAA en route, does not affect target area.
MaxBomberSkill=(0-3)) PF and FB - max skill level of bombers.
CampaignLength=(Long,Medium,Short,VeryShort", default VeryLong) FB only - allows to reduce a number of missions in campaign.
CampaignDifficulty=(Hard,Normal,Easy) FB and PF; same as simultaneously setting CampaignAI and CampaignMissions
CampaignAI=(Hard,Normal,Easy) FB and PF changes default distribution of AI skill by modifying friendly and hostile AI levels.
CampaignMissions=(Hard,Normal,Easy) FB and PF (no files for PF yet) Switches to alternative set of ops files, modifying numbers of friendly and hostile flights.
OperationVictory= OperationDefeat= PF only; sets numbers of points after which an operation is considered success or failure, calling alternative debrief.
WarVictory= WarDefeat= PF only; sets numbers of points after which a war is considered won or lost calling alternative end of war missions.
NoActiveFrontline BoE only Removes additional units active around frontline.
NoBadWeather FB and PF Prevents bad weather (thunderstorm, rain, snow)
NoAirfieldHighlight FB and PF Removes AAA on airfields that are not used in current operation, thus preventing their highligthin on a map (giving away active airfields).
UseParachutes PF only Allows Japanese to use chutes since start of the war.
AirIntensity=(High,Medium,Low) Modifies group size. In PF also modifies a number of random flights.
GroundIntensity=(High,Medium,Low) Modifies areas where moving and static targets are located. On Low only creates them around active airfields and target area. On Medium there is a limit of 3 moving targets except in target area.
UseParkedPlanes In ETO defines your initial airfield by searching first for airfields with static planes of the type you selected.
HistoricalRanks Used in ETO to allow more realistic rank system, similar to one in Pacific. You will lead earlier and there won't be a lot of senior officers in your squadron.
Promotionrate Default is Promotionrate=1.0 and setting it to Promotionrate=0.1 would slow down promotions tenfold. Promotionrate=2.0 would make promotion come twice as fast.
Cheers
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#3433182 - 11/13/11 11:00 AM
Re: Pacific campaign strangeness
[Re: vonOben]
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Member
Registered: 05/12/04
Posts: 1071
Loc: Italy
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Hi von Oben!
It's a long time we don't meet! Nice to read you!
Thanks for hints; unfortunately, on PF land based missions, maximum distance setting does not work.
Cheers, GB
_________________________
Ardisco, colpisco, meninfischio ("I dare, hit and do not care about it!" - Written on a SM 79 "Sparviero" during Spain civil war)
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#3433488 - 11/13/11 09:17 PM
Re: Pacific campaign strangeness
[Re: Greybeard]
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Veteran
Registered: 12/03/08
Posts: 17658
Loc: Corona, California
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Hi von Oben!
It's a long time we don't meet! Nice to read you!
Thanks for hints; unfortunately, on PF land based missions, maximum distance setting does not work.
Cheers, GB To shorten the distance for shipping attacks open the .mis file templates in FMB and move the ships closer to land. Since DGen uses those templates to generate the mission it can't send you on a 150km mission if the ships are only 50km's from land. There is a Blue template for the axis units and a Red template for the allied units per campaign. Make a copy of the templates before you alter them in the FMB just in case you accidently break one. Wheels
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#3433570 - 11/14/11 02:29 AM
Re: Pacific campaign strangeness
[Re: wheelsup_cavu]
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Member
Registered: 05/12/04
Posts: 1071
Loc: Italy
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Thanks Wheels, you're always much helpful. Currently the PITA is for land-based missions in New Guinea; I'll keep your hint for carrier based missions.  Cheers, GB
_________________________
Ardisco, colpisco, meninfischio ("I dare, hit and do not care about it!" - Written on a SM 79 "Sparviero" during Spain civil war)
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#3433849 - 11/14/11 10:39 AM
Re: Pacific campaign strangeness
[Re: Greybeard]
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Veteran
Registered: 12/03/08
Posts: 17658
Loc: Corona, California
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Thanks Wheels, you're always much helpful. Currently the PITA is for land-based missions in New Guinea; I'll keep your hint for carrier based missions.  Cheers, GB Again you could make some altered templates but it would take a while. You would need to delete the targets that were more than the desired distance from your airfield on the opposing templates. You would need to keep multiple copies of the templates so that when the front moved you could just rename one and have DGen start using it instead. I have added things to the templates during an ongoing career and DGen used them so I don't see where deleting objects would cause it to break? Wheels
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#3434348 - 11/15/11 12:50 AM
Re: Pacific campaign strangeness
[Re: wheelsup_cavu]
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Member
Registered: 05/12/04
Posts: 1071
Loc: Italy
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I found a work-around editing in FMB farthest distances (both of my flight and enemy ones) and reducing them toward my base.
_________________________
Ardisco, colpisco, meninfischio ("I dare, hit and do not care about it!" - Written on a SM 79 "Sparviero" during Spain civil war)
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