Adding squads to a campaign and reinf/supply :)

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Adding squads to a campaign and reinf/supply :)

Post by Peace Dog » 2011-01-13 04:21:22

And i wanted to know if there were other steps besides simply adding them and rebuilding the squadrons?
Ive looked at some threads but can't find a clear answer.
Last edited by Peace Dog on 2011-01-24 23:30:58, edited 2 times in total.

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Re: Adding squads to a campaign

Post by molnibalage » 2011-01-13 07:33:45

Yes, save your changes. :)
You can set reinforcements if you want. Type number into appropriate field - arrival hour after starting (it carries a small randomness...?) - and set inactive flag.
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Re: Adding squads to a campaign

Post by Peace Dog » 2011-01-13 08:29:15

Thanks, that's another question answered too :mrgreen:
But doesn't explain the ctd's tho.

I had heard of the squadron store edits and rosters, there was a time i knew how to edit those. And just as a general question does tacedit 2.48 work correctly with FF5.53?

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Re: Adding squads to a campaign

Post by Snake Man » 2011-01-14 09:49:34

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Re: Adding squads to a campaign

Post by molnibalage » 2011-01-14 12:41:52

Hey, you did not say anything about CTD...
I you did it I could help after your first post.


For FF - using the last unlocked cam files (5.3's) - if you add more than one squadron for an airbase using 'add squadron' option you will get CTD in the game. I do not know why. How can you avoid? Copy the existing squadrons, change thier ID accordingly to your goal, move or define their X/Y coordinates for the desired airbase, then change their home base ID on the appropriate tab. I can't remember the name of exact field, but you can find easily. If you wish to create naval based sqadrons you have to type 0 or ID - both works but FF team use not the 0 - of the ship grop where is the CV(N).

I tested and used this method, worked fine for me.
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Re: Adding squads to a campaign

Post by Peace Dog » 2011-01-14 13:17:47

Im not getting a problem with the add squadron'. Seems to be working fine, but i dont think im using a 5.3 cam. Is there a need to use the 5.3? Why not just set up a fresh korea wouldn't it be simpler?

You mentioned reinforcements using the inactive flag, i tried just entering a figure in the box, hoping that after x amount of time the squadrons would be replenished but it's not working. Ive got a situation where the US loose all their ac by late afternoon..
CTD i was getting was a silly reason... Everything seems quite stable atm, just some capture loops going on, and just trying to crack reinforcements.

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Re: Adding squads to a campaign

Post by molnibalage » 2011-01-14 14:07:09

Peace Dog wrote:Im not getting a problem with the add squadron'. Seems to be working fine, but i dont think im using a 5.3 cam. Is there a need to use the 5.3? Why not just set up a fresh korea wouldn't it be simpler?

You mentioned reinforcements using the inactive flag, i tried just entering a figure in the box, hoping that after x amount of time the squadrons would be replenished but it's not working. Ive got a situation where the US loose all their ac by late afternoon..
CTD i was getting was a silly reason... Everything seems quite stable atm, just some capture loops going on, and just trying to crack reinforcements.
Because you have to save & exit then enter again in campaigns to make visible them + as I konw there is some randomness and delay before you can see the sqadron and where it fly mission. I have not tested this part since 2008...
Ask RAM22, likely he is one of the most competent person in campaign editing.
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Re: Adding squads to a campaign

Post by Peace Dog » 2011-01-14 23:09:15

Is Reinf = X all i need then to reinforce? Ive saved and exited but still nothing...
Thanks for the help :)

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Re: Adding squads to a campaign

Post by molnibalage » 2011-01-15 10:03:45

+ inactive flag. As I have said even the save / exit the starting time of activity can be random. RAM22 said in ceratin cases to big time acceleration can cause problems.

I tested with F-111F and with F-22 about 2 years ago. I set 6 and 4 hour to reinf time. Sometimes they flew their first mission after 6-10 hour of nominal arriving.
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Re: Adding squads to a campaign

Post by Peace Dog » 2011-01-17 08:47:35

Just trying to clarify something

Inactive flag and reinf=#

- a squadron that 'turns up' at time #(+6-10 hours). Effectively a reinforcement squadron arriving to theater.

..but...?
How can i 'replenish' an existing squadron? My squadron of Kfir have 0 aircraft left. What controls the reinforcement, (or is it supply?)
Supply is A grade as far as i can see, yet no aircraft are delivered to the squadron.

Just trying to clarify this area, easy to get words mistaken here.
Cheers, and how comes your campaign? Look forward to flying in it ;)

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Re: Adding squads to a campaign and reinf

Post by molnibalage » 2011-01-17 15:37:40

Supply is coming time to time for sqadrons and likey will ground troops too. I can't say more about this. Supply system is a black hole to me.
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Re: Adding squads to a campaign and reinf

Post by Sherlock » 2011-01-17 23:29:36

In AF you must have active airlifts landing for supply to happen. If your airlifters are not getting through then your reinforcement will not happen. Also, if enemy troops are too close to the base then reinforcement will not happen either (I think this is all versions of Falcon in this case).
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Re: Adding squads to a campaign and reinf

Post by Hustler » 2011-01-18 06:09:46

Airlift is required in FF as well.
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Re: Adding squads to a campaign and reinf

Post by demer928 » 2011-01-19 01:57:53

by Sherlock » January 17, 2011, 06:29:36 PM

In AF you must have active airlifts landing for supply to happen. If your airlifters are not getting through then your reinforcement will not happen. Also, if enemy troops are too close to the base then reinforcement will not happen either (I think this is all versions of Falcon in this case).Sherlock
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Hustler wrote:Airlift is required in FF as well.

True and True.............Squad's are resupplied\rebuilt\remanned\moved\removed\relocated.......etc, different than GU's in the Code.
You have a GTM and a ATM that doe's this for you.....but,methinks, you don't have the FULL picture.

ALOHA........ :mrgreen:
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Re: Adding squads to a campaign and reinf

Post by Hustler » 2011-01-19 02:15:14

Telling us both we're right, that's useful. :roll:
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Re: Adding squads to a campaign and reinf

Post by Peace Dog » 2011-01-19 02:18:13

Thanks for the info guys.
I will test it.
But i imagine the atm will be using quite a bit of info to determine how and when a squadron is supplied.
Hmm any idea whether initiative affects supply? I will test that too. (Assuming just setting team init in tacedit is enough).
Cheers.

Lol @ demer, yeah man your like the deep-throat of Falcon, haha.

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Re: Adding squads to a campaign and reinf

Post by Luk » 2011-01-19 10:59:45

demer wrote:
.Squad's are resupplied\rebuilt\remanned\moved\removed\relocated.......etc, different than GU's in the Code.
....(P.S. Molni your Right, but wrong..........Sorry I can't be more specific ATM)
So be more specific later please.

I guess the GUs are resuplied via reached objectives. The only settings according to GU supply I can see in F4 browse is the range (values 100 or 500) on the unit level. I guess the unit should reach "stockpile" objective inside the range.
Another thing is amount of ammo. We can see ammo quantity for particular vehicles. Mentioned quantity could be the exact value or the "rate" of the 255 scaled bulk/sum. I am not sure in case of GUs. I am not sure the ammo is objective-resuply dependent. It looks it is perhaps time-dependent (programmers insurance to avoid passive GUs?).
I observed the group of fake-navals(GUs) fighting the true carrier group. There was no resuply vehicle in the unit. The unit/vehicles fired the salvo of long range missiles according to F4 browse quantity. But after about 10-15 minutes(part of time was compressed) were able to fire another salvo....
~35-40nm 1st salvo of 1quantity missiles, ~ 20 nm the second salvo.....9nm rocket salvo....~5? nm gun fight, unit destroyed, but damaged carrrier escort...there was no "stockpile" objective on route

....on the side the 2D world war is another story then....

Sorry for discussing it here, but we are not touching this topic very often.

So I guess to set all objectives as full suplied is not very realistic - I did not see many bridges storing fuel/gas/ammo in real. Another question is if the code counts on objective type (for example resupling possible just in army bases, cities etc - but I doubt)......?

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Re: Adding squads to a campaign and reinf

Post by Ed_1 » 2011-01-19 18:36:00

Only the ATM is fairly accurate with supply/fuel as ground units don't take into consideration fuel rates like aircraft do .

That would be next "todo" in my book on fuel/supply issue .
Same on weapons to 255 value means unlimited amounts and as in aircraft weapons loadouts in AF anything brought back does get registered back into supply chain . I am pretty sure nothing like that is available in GTM because there is no squadron stores either being used .
That would be another plus to be able to set priority to which type of unit and also maybe were. This way you could have say sa2 with higher priority to missile/weapon supply than a ak47 or sa7 .
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Re: Adding squads to a campaign and reinf

Post by Hustler » 2011-01-19 18:47:15

The range field in the UCD file determines the max range the unit can move with full supply. The valid numbers are 0 -999 and is in kilometers. Ammo for GU's is resupplied every 60 minute campaign cycle and it doesn't come from anywhere. You mention the number 255 when referring to ammo, that number means unlimited. Valid numbers for less than unlimited is 0-254.
Luk wrote:So be more specific later please.

I guess the GUs are resuplied via reached objectives. The only settings according to GU supply I can see in F4 browse is the range (values 100 or 500) on the unit level. I guess the unit should reach "stockpile" objective inside the range.
Another thing is amount of ammo. We can see ammo quantity for particular vehicles. Mentioned quantity could be the exact value or the "rate" of the 255 scaled bulk/sum. I am not sure in case of GUs. I am not sure the ammo is objective-resuply dependent. It looks it is perhaps time-dependent (programmers insurance to avoid passive GUs?).
I observed the group of fake-navals(GUs) fighting the true carrier group. There was no resuply vehicle in the unit. The unit/vehicles fired the salvo of long range missiles according to F4 browse quantity. But after about 10-15 minutes(part of time was compressed) were able to fire another salvo....
~35-40nm 1st salvo of 1quantity missiles, ~ 20 nm the second salvo.....9nm rocket salvo....~5? nm gun fight, unit destroyed, but damaged carrrier escort...there was no "stockpile" objective on route

....on the side the 2D world war is another story then....

Sorry for discussing it here, but we are not touching this topic very often.

So I guess to set all objectives as full suplied is not very realistic - I did not see many bridges storing fuel/gas/ammo in real. Another question is if the code counts on objective type (for example resupling possible just in army bases, cities etc - but I doubt)......?

Luk
Last edited by Hustler on 2011-01-20 14:18:30, edited 1 time in total.
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Re: Adding squads to a campaign and reinf

Post by Luk » 2011-01-20 09:11:12

Thanks for clarification.
What about carriers? I doubt there are any resuply helicopter flights. Are carrier based squadrons resuplied via the time factor or have unlimited resources? (cannot recal if I have seen low ammo for F14/18).

I doubt it is dependent on presence of the ammo ship.

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Re: Adding squads to a campaign and reinf

Post by Hustler » 2011-01-20 14:18:08

Naval Units are an exception to almost every rule. They exist but there is very little code written to support them. IMO you guys need to quit playing with the Navy. They always have supply, they go no where, there is no Tasking Manager assigning them, to get things to fly off of them you have to trick the code, your AI can't land..........

You can hope, wish, pray all you want, but there isn't a Navy in Falcon.
Luk wrote:Thanks for clarification.
What about carriers? I doubt there are any resuply helicopter flights. Are carrier based squadrons resuplied via the time factor or have unlimited resources? (cannot recal if I have seen low ammo for F14/18).

I doubt it is dependent on presence of the ammo ship.

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Re: Adding squads to a campaign and reinf

Post by Luk » 2011-01-20 17:17:08

I did not say it clear, sorry. I meant carrier based squadrons. Ok, I see these naval squadrons were not designed for human drived flights. But still - they play an important role even in the original 1998 F4 campaigns. So I am interested how are these squads resuplied.
I doubt it is via resuply flights. Naval ships are unfinished and schematic (as you said), so the only remaining way is via time factor or unlimited ammo for them...?

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Re: Adding squads to a campaign and reinf

Post by Hustler » 2011-01-20 18:08:50

They do not appear to be resupplied via airlift, so we assume they have unlimited stores.
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Re: Adding squads to a campaign and reinf

Post by molnibalage » 2011-01-21 07:46:51

Hustler wrote:They do not appear to be resupplied via airlift, so we assume they have unlimited stores.
I played long time ago full campaign with FFx.x. I can remember that my suqadron could run out from AIM-54s BUT carrer squadron got resupply from AIM-54. I don't know how, but I was very happy to see this. :)
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Re: Adding squads to a campaign and reinf

Post by Ed_1 » 2011-01-21 18:41:28

molnibalage wrote:
Hustler wrote:They do not appear to be resupplied via airlift, so we assume they have unlimited stores.
I played long time ago full campaign with FFx.x. I can remember that my squadron could run out from AIM-54s BUT carrer squadron got resupply from AIM-54. I don't know how, but I was very happy to see this. :)
Have not checked but here my guess . since you do have squadron stores for aircraft in SSD, it probably uses this but since there no squadron stores in a higher grouping in cam file data it uses the GTM to resupply , which is timed event .

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Re: Adding squads to a campaign and reinf

Post by Snake Man » 2011-01-21 19:18:02

Seems like this discussion is getting really close to the fuel/supply topic, I'd like to remind that we are discussing about adding squadrons to a campaign and reinforcements, so please lets focus solely on the squadron reinforcement "supply" in this topic.

Thanks.
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Re: Adding squads to a campaign and reinf

Post by Ed_1 » 2011-01-21 21:39:16

Snake Man wrote:Seems like this discussion is getting really close to the fuel/supply topic, I'd like to remind that we are discussing about adding squadrons to a campaign and reinforcements, so please lets focus solely on the squadron reinforcement "supply" in this topic.

Thanks.
Well the OP question was answered in first few posts .

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Re: Adding squads to a campaign and reinf

Post by demer928 » 2011-01-21 23:51:59

GU's are Reinforced in Falcon...........
AU's are Replaced\Replaned.......

Edit.......Sorry PeaceDog and other's, I was a bit ED_1 Vague on the statement's....... (No Offense M8) :)
I will try to explain abit, in case you did not already know it all, like some people think they do :roll: :

So........here goe's it in the Falcon VUv2 Engine.....as far as I can understand it......!!!!

Gu's are Reinforced at Defined Interval's........what has to happen for this event to occur ? Nothing!!!! Falcon quite easily give's the GTM free reign on this. Do they get the "Cookie's for Controlling an Objective" (i.e. Doe's the Obj hand over it's Fuel\Supply and add it to the Pool) Yes and the Player Team get's POINT's also!!!!!

AU's (Squad's) on the otherhand are Replaned\Re-Stored.......Get it....Replaned\Re-Stored by a totally different arqument in Falcon.....!!!!!!!!!! HAHAHA :D
Soooooo.......You went to your F4Patch\.cfg and made Falcon use these big 4 ship package's.....cool
But, you only have 16\whatever available AC in your Squadron.........So by Day2 you are out of AC's\SSD's......Hmmmmm.

That's a start,
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Re: Adding squads to a campaign and reinf/supply :)

Post by molnibalage » 2011-06-05 16:11:39

How can I set the ground troops reinforcement? The inactive flag + hours value do not work. Ground units visible from the beginning of campaign.
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