Improved Campaign Logistics (Beta)
[p]This update (version 1.09) features a major re-working of campaigns. In particular, we've been working closely with the modding community to integrate their revisions of campaign logistics as well as expand the game to better support mods.[/p][p][/p][p]To that end, we'd like to extend our thanks the War on the Sea modding community for their continued passion and tireless work to further improve the game along with their ongoing contributions and discussions around this latest update. Many thanks to community members;[/p]
- [p]Yort[/p]
- [p]Chevayo[/p]
- [p]Apollo[/p]
- [p]Claustro[/p]
- [p]Iv[/p]
- [p]Resource costs for rearming ships and replenishing aircraft[/p]
- [p]Replenishment at sea[/p]
- [p]Expanding number of ships allowed in a Task Force[/p]
- [p]Removing the limit of different 4 types of aircraft on ships or at airfields[/p]
Version 1.09
[p]24 Nov 25 (Beta)[/p][p]GENERAL[/p][p]Shells no longer fall short when under time compression[/p][p]Weather particle effects correctly cycle under normal and accelerated time compression (eg thunder/lightning)[/p][p]Torpedoes are now destroyed (without exploding) when striking land[/p][p]Setting speed slider to 0 stops ships completely[/p][p]Enemy ships now detect and react to incoming torpedoes[/p][p]Shell impacts now use correct deck height when determining if superstructure or hull hit[/p][p]Removed the check for passive sonar in UnitSeaAI.AttackUnit to prevent ships without Active Sonar pinging[/p][p]Active sonar no longer pings frequently under time compression[/p][p]Small calibre fire striking aricraft generates random smoke trail colors[/p][p]Impoved particle effect representing underwater layer[/p][p]Shells striking a ship directly no longer create splashes[/p][p]"hePenFactor":0.2 in mountData.txt passed to shells for use in armor penetration calculations, (rather than a fixed 0.2 value)[/p][p][/p][p]CAMPAIGN[/p][p]Starting a new campaign displays campaign settings by default[/p][p]Terrain tiles now correctly displayed on maps east of the prime meridian[/p][p]Modified/corrected DEM data on tiles 2_9, 2_10[/p][p]Enemy submarines no longer displayed on strategic map after loading a save game[/p][p]Fixed a bug with auto-air patrols introduced in last update[/p][p]Auto scouts rearm ammunition on landing at base[/p][p]Improved ship navigation on strategic map so as to not get stuck in place[/p][p]Ships now correctly check for aircraft they have in the air based on faction[/p][p]Aircraft carriers now correctly apply cooldowns based on payload[/p][p]campaign001/setup.txt corrected "enemyCarrierStrikeRange" to 480[/p][p]Fixed a bug where ships possessing secondary guns and depth charges did not correctly display remaining depth charges on board[/p][p]Fixed a bug where ammo for primary guns not using magazines was miscounted if # barrels > 1 (Kamogawa Maru is the only case)[/p][p]Task groups now correctly use radar on the strategic map[/p][p]Strategic map weather now displays cloud level/rain/storm in superscript next to Sea State value[/p][p][/p][p]Air cover for enemy task forces[/p][p]campaignXXX/sea_missions.txt added "airCoverPriority":1 to various missions with capital ships and carriers[/p][p]Enemy aircraft carriers now launch combat air patrols to scout around their task force[/p][p][/p][p]Support for larger task forces & aircraft types[/p][p]campaignXXX/setup.txt added new variable "maxShipsInTaskForce":10 to enable custom campaigns with larger task forces[/p][p]Added slider and adjusted Task Force panel to allow scrolling for more than 10 ships[/p][p]campaignXXX/setup.txt added new variable "maxAircraftTypesToLaunch":4 to enable custom campaigns with more aircraft types on ships or at bases[/p][p]Added arrow buttons to navigate through more than 3 aircraft types when launching them[/p][p]interface/styles.txt added reference for NextPrevAircraft buttons[/p][p][/p][p]Expandable summary panels[/p][p]campaignXXX/setup.txt added new variables to set the height of panels on Campaign Summary Page to enable scrolling and support for more content[/p][p] "objectivePanelHeight":0[/p][p] "rulesPanelHeight":1000[/p][p] "mapKeyPanelHeight":0[/p][p] (default value = 0 making panels unscrollable, for modding reference viewable window height = 560) [/p][p][/p][p]Campaign summary panel, Map Key replaced cloud textures with sprites to enable scrolling[/p][p][/p][p]CAMPAIGN LOGISTICS[/p][p]Resources now used to resupply ships and replenish aircraft[/p][p]Addition of new logistics and resupply mechanics[/p][p]In campaignXXX/setup.txt:[/p][p]Ports can now have resources deducted when resupplying ships:[/p][p]"usePortResourcesToResupplyAmmo":true[/p][p]"usePortResourcesToResupplyShipAircraft":true[/p][p]Ports can now have resources deducted when replenishing airfield aircraft:[/p][p]"usePortResourcesToResupplyAirfields":true[/p][p][/p][p]campaignXXX/seaUnits.txt added new variable for each ship type "resourceCost":\[0,4,0,4][/p][p]These resources are required to resupply the ammunition of a ship when "usePortResourcesToResupplyAmmo" = true[/p][p][/p][p]campaignXXX/seaUnits.txt added new variable for each aircraft type "resourceCost":\[0,10,2,2][/p][p]These resources are required to resupply missing aircraft for ships if:[/p][p]"usePortResourcesToResupplyShipAircraft" = true[/p][p]Or airfields if:[/p][p]"usePortResourcesToResupplyAirfields" = true[/p][p][/p][p]New file resupply.txt added to campaign folders to define resource costs for ammunition.[/p][p]Shells based on calibre and individual costs while torpedoes and depth charges are the standard \[Troops,Supplies,Engineering,Fuel][/p][p]\"shellCalibre":\[460,410,406,360,203,155,152,140,127,120,102,100][/p][p]"shellCostTroops":\[0,0,0,0,0,0,0,0,0,0,0,0][/p][p]"shellCostSupplies":0.046,0.041,0.0406,0.036,0.0203,0.0155,0.0152,0.014,0.0127,0.012,0.0102,0.01][/p][p]"shellCostEngineering":\[0.042,0.034,0.033,0.026,0.008,0,0,0,0,0,0,0][/p][p]"shellCostFuel":\[0,0,0,0,0,0,0,0,0,0,0,0][/p][p]"torpedoCost":\[0,0.6,0,0][/p][p]"depthChargeCost":\[0,0.1,0,0]\[/p][p][/p][p]Resupply at Sea[/p][p]campaignXXX/setup.txt added new variable "supplyShipsAllowed":true to enable resupply convoys[/p][p]Ships too far from port may resupply at sea if oilers and merchants carrying sufficient resources are in same group or nearby[/p][p]Ships within range of a Port will ignore resupplying at sea and use Port only[/p][p]campaignXXX/setup.txt added:[/p][p]"maxSeaStateResupplyAtSea":4 to check for suitable sea state[/p][p]"resupplyAtSeaHours" to check suitable daylight hours[/p][p][/p][p]Added additional lookup flags for resupply logistics data to be displayed in RULES panel[/p][p][/p][p]language/english/campaign/campaignXXX/rules,txt reformatted[/p][p][/p][p]language/english/campaign/campaignXXX/rules_template,txt reformatted and updated with supply logistics example[/p][p][/p][p]language/english/dictionary/general.txt added fields[/p][p]CMobileOrders2 renamed Rearm Ships to Resupply Ships[/p][p]ResupplyAll=All Ships[/p][p]ResourcesFromPort=Port resources to resupply[/p][p]ResourcesAtSea=At sea resources to resupply[/p][p][/p][p]language/english/dictionary/campaign_message.txt added/modified messages for;[/p][p]InsufficientRAS=Nearby supply ships lack resources to resupply.[/p][p]RASHoursFailed=Too dark. Cannot resupply at sea between hours of and .[/p][p]RASSeaStateFailed=Conditions too rough. Cannot resupply at sea in sea state above .[/p][p]InsufficientPort=Port lacks sufficient resources to resupply.[/p][p]InsufficientAirbase=Airfields lack resources: [/p][p]Rearmed=All ships resupplied.[/p][p]RearmedCarrierWarning=All ships resupplied (Carrier air wings require Release / Repair)[/p][p][/p][p]More Campaign Settings[/p][p]language/english/campaign/campaignXXX/rules.txt modified for all campaigns (and tutorial) to show all campaign settings[/p][p][/p][p]Campaign settings on starting a new campaign added toggles for:[/p][p]Use Port Resources To Resupply Ship Ammo[/p][p]Use Port Resources To Resupply Ship Aircraft[/p][p]Use Port Resources To Replenish Airfields[/p][p]Limit Airfield Aircraft Replenished[/p][p]Allow Merchants/Oilers to Resupply At Sea[/p][p]Enable Strategic Bombing[/p][p][/p][p]language/english/dictionarygeneral.txt added;[/p][p]usePortResourcesToResupplyAmmo=Use Port Resources To Resupply Ship Ammo[/p][p]usePortResourcesToResupplyShipAircraft=Use Port Resources To Resupply Ship Aircraft[/p][p]usePortResourcesToResupplyAirfields=Use Port Resources To Replenish Airfields[/p][p]replenishLimitAircraft=Limit Airfield Aircraft Replenished[/p][p]supplyShipsAllowed=Allow Merchants/Oilers to Resupply At Sea[/p][p]enableStrategicBombing=Enable Strategic Bombing[/p]