Smoke Screens
This latest update introduces two major features;
Player and AI ships may now lay smoke screens.
Sinking many enemy ships now opens sea lanes, enabling an increased rate of resource replenishment as long as they remain open. Campaign flow and win conditions can be configured in the campaign setup.txt files as outlined below.
Change log below (versions 1.08d10h1 and 1.08d9):
18 May 2021
GENERAL
default/language/english/messagelog.txt added LaySmoke and CeaseSmoke variables
default/language/english/dictionary/general.txt added LaySmoke
default/interface/styles.txt added smoke sprites to CombatTogglesBase and CombatTogglesActive
default/interface/images/ui folder added smoke.png and smokeActive.png
Added Lay Smoke toggle to Orders panel (viewable only for Sea units that are not submarine)
- Lays or ceases smoke for all selected Sea units
- A ship laying smoke itself or looking at a target laying smoke is always considered to be viewing through smoke
- Viewing through smoke applies "tmaShipSmokingPenalty":0.2
- AI applies smoke when retreating if player Sea units are present
config.txt added new variables
allowSmoke:true - displays lay smoke toggle and enables use of smokescreens by player and AI
leaveUnderSmokeMinTime:300 - after laying smoke for this time in seconds, an AI ship may leave the engagement zone
leaveUnderSmokeMinKnots:10 - an AI ship attempting to leave under smoke must be moving at least this speed
leaveUnderSmokeRequiresUndetected:true - an AI ship must be undetected in order to leave
maxSeaVisibility:30.0 - decreased from 36
Aircraft smoke trails preserved on collision with terrain or ships
CAMPAIGN
objectives.txt reverted to pre-1.08d9 as multiple configurable new win conditions now available
config.txt winEnemyShipsSunk:100 variable now subtracts player losses, so player must sink the number specified "more" than the enemy
Campaign setup.txt files added new variable to both campaigns;
winEnemyShipSunkSupplyIncrease:3
Multiple new campaign endings or modifications now available:
1) winEnemyShipsSunk:0, winEnemyShipSunkSupplyIncrease:ANY VALUE
- All outlined objectives must be achieved.
2) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:1
- Campaign will END with the overpower.txt event when player sinks 100 ships more than the enemy has sunk (as long as winEnemyShipSunkSupplyIncrease
3) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:3 (DEFAULT)
- Upon reaching the criteria outlined in #2 above, sea lanes will be opened allowing player resource replenish rate to be increased by winEnemyShipSunkSupplyIncrease (if value 0 then #2 applies).
- Sea lanes can become contested again based on #2 calculation causing resource replenish rate to fall back to 1x. Sea lanes may be reopened.
default/language/english/dictionary/campaign_message.txt new variables;
SeaLanesOpen=Sea lanes open, supplies replenish at .
SeaLanesOpen=AlarmHigh
SeaLanesOpen=Sea lanes contested, supplies replenish at 1x.
SeaLanesOpen=AlarmLow
default/language/english/dictionary/general.txt new variables;
CampaignWeekly=WEEKLY
CampaignDaily=DAILY (unused)
10 May 2021
GENERAL
Sorted combat toolbar to be in front of Message Log
CAMPAIGN
New campaign win condition added if many enemy ships sunk
Both campaigns modified:
- Campaign setup.txt files added new variable to both campaigns
- winEnemyShipsSunk:100 - new win condition to end a campaign if enemy is overwhelmed. Calls event "shipsSunk.txt", setting to 0 or negative value disables this win condition.
- Added "shipsSunk.txt" event to language folders for both campaign
- objectives.txt updated to reflect new alternate win condition
config.txt added new variables:
playerSubAmbushOffset:[3000,5000,1500,3000]
enemySubAmbushOffset:[1500,2500,750,1500]
4 numbers are in metres [forward offset min, forward offset max, perpendicular offset min, perpendicular offset max]
Perpendicular offset is randomised left or right
Both variables require "subAutoAmbushPosition":[true,true] to be applied
nightEncounterMaxRange:15 - encounters at night will only occur at or below this range
Custom Sea Group names preserved when splitting or merging groups
Generating an encounter in the same check as a group becoming "un-spotted" no longer breaks campaign timer cycles
Number of aircraft landing on a ship can no longer exceed air capacity of that ship
1) Smoke screens
Player and AI ships may now lay smoke screens.
2) Campaign endings/flow modifications
Sinking many enemy ships now opens sea lanes, enabling an increased rate of resource replenishment as long as they remain open. Campaign flow and win conditions can be configured in the campaign setup.txt files as outlined below.
Change log below (versions 1.08d10h1 and 1.08d9):
Version 1.08d10h1
18 May 2021
GENERAL
default/language/english/messagelog.txt added LaySmoke and CeaseSmoke variables
default/language/english/dictionary/general.txt added LaySmoke
default/interface/styles.txt added smoke sprites to CombatTogglesBase and CombatTogglesActive
default/interface/images/ui folder added smoke.png and smokeActive.png
Added Lay Smoke toggle to Orders panel (viewable only for Sea units that are not submarine)
- Lays or ceases smoke for all selected Sea units
- A ship laying smoke itself or looking at a target laying smoke is always considered to be viewing through smoke
- Viewing through smoke applies "tmaShipSmokingPenalty":0.2
- AI applies smoke when retreating if player Sea units are present
config.txt added new variables
allowSmoke:true - displays lay smoke toggle and enables use of smokescreens by player and AI
leaveUnderSmokeMinTime:300 - after laying smoke for this time in seconds, an AI ship may leave the engagement zone
leaveUnderSmokeMinKnots:10 - an AI ship attempting to leave under smoke must be moving at least this speed
leaveUnderSmokeRequiresUndetected:true - an AI ship must be undetected in order to leave
maxSeaVisibility:30.0 - decreased from 36
Aircraft smoke trails preserved on collision with terrain or ships
CAMPAIGN
objectives.txt reverted to pre-1.08d9 as multiple configurable new win conditions now available
config.txt winEnemyShipsSunk:100 variable now subtracts player losses, so player must sink the number specified "more" than the enemy
Campaign setup.txt files added new variable to both campaigns;
winEnemyShipSunkSupplyIncrease:3
Multiple new campaign endings or modifications now available:
1) winEnemyShipsSunk:0, winEnemyShipSunkSupplyIncrease:ANY VALUE
- All outlined objectives must be achieved.
2) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:1
- Campaign will END with the overpower.txt event when player sinks 100 ships more than the enemy has sunk (as long as winEnemyShipSunkSupplyIncrease
3) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:3 (DEFAULT)
- Upon reaching the criteria outlined in #2 above, sea lanes will be opened allowing player resource replenish rate to be increased by winEnemyShipSunkSupplyIncrease (if value 0 then #2 applies).
- Sea lanes can become contested again based on #2 calculation causing resource replenish rate to fall back to 1x. Sea lanes may be reopened.
default/language/english/dictionary/campaign_message.txt new variables;
SeaLanesOpen=Sea lanes open, supplies replenish at .
SeaLanesOpen=AlarmHigh
SeaLanesOpen=Sea lanes contested, supplies replenish at 1x.
SeaLanesOpen=AlarmLow
default/language/english/dictionary/general.txt new variables;
CampaignWeekly=WEEKLY
CampaignDaily=DAILY (unused)
Version 1.08d9
10 May 2021
GENERAL
Sorted combat toolbar to be in front of Message Log
CAMPAIGN
New campaign win condition added if many enemy ships sunk
Both campaigns modified:
- Campaign setup.txt files added new variable to both campaigns
- winEnemyShipsSunk:100 - new win condition to end a campaign if enemy is overwhelmed. Calls event "shipsSunk.txt", setting to 0 or negative value disables this win condition.
- Added "shipsSunk.txt" event to language folders for both campaign
- objectives.txt updated to reflect new alternate win condition
config.txt added new variables:
playerSubAmbushOffset:[3000,5000,1500,3000]
enemySubAmbushOffset:[1500,2500,750,1500]
4 numbers are in metres [forward offset min, forward offset max, perpendicular offset min, perpendicular offset max]
Perpendicular offset is randomised left or right
Both variables require "subAutoAmbushPosition":[true,true] to be applied
nightEncounterMaxRange:15 - encounters at night will only occur at or below this range
Custom Sea Group names preserved when splitting or merging groups
Generating an encounter in the same check as a group becoming "un-spotted" no longer breaks campaign timer cycles
Number of aircraft landing on a ship can no longer exceed air capacity of that ship