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Old 05-27-2011, 07:37 PM
SEE SEE is offline
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Join Date: Oct 2009
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Default Single 'Dynamic' Mission - Liberation

EDIT:

Liberationv2.zip - 426.03 KB




The original version has been updated following feedback. The new File includes, Map, Spoiler (see below), Briefing file and new MIS file. If you wish to update just copy and paste the new MIS file into your Missions/Single folder and overwrite the exiting one.


1. Corrected Multiple Spawning of BF110's

2. Reduced the number of enemy ground units on the map and the three on airstrip are now located closer to hangers.

3. Reduced the time to complete the mission.

4. Ignore 'Mission Failed' if it pops up- I have no idea why it does that so just carry on!



BF109's can be prevented from scrambling by eliminating the Command and Control vehicle. If you have 'roads' ON, this vehicle (and a Armour column) will be on it (from the only bridge in the vicinity). With roads OFF, they are more difficult to spot and included in the new download is a picture spoiler that will give you a clue as to their whereabouts. You will have around 5 minutes to locate it before it sets off to the airfield.


Your priority is still to eliminate at least two of the three occupying enemy ground units on the AIRSTRIP before moving on to the ones nearby and then those furthest away.









Unzip and extract/copy all files to the Singles Folder located

(C:\mydocuments)\1Csoftclub\il-2 sturmovik cliffs of dover\missions\Single

No Script coding embedded or used.


A 'dynamic' single mission with three phases, each of which determines the outcome of the next. Difficulty and time to complete will depend on your realism settings. I have only tested on full realism other than for 'unlimited Ammo' due not being able to land and re-arm.


The video is my first (and probably last attempt).

The video describes the mission mechanics, objectives and strategy for each phase using mission footage recorded while testing.




Phase One

Requires you to work closely with ground units to achieve their objectives and is thus a ground attack mission. If the allied ground attack is successful, the player will release air assets to help in the next stage (as per the story line). How many will depend on the degree of success in your skills at eliminating enemy ground threats to the allied attacking units.

Phase Two

Requires you to balance ground atacks with the threat of imminent and real Luftwaffe air attacks. This is a 'protect and consolidate won assets' objective.

Phase Three

'Escort' but the difficulty of this final phase is determined by the success/failures of the previous two.





Mission Notes


1. Mission success is the safe arrival of two Ansons ferrying pilots. In order to accomplish, each phase has its own objective. (The Anson was not my first choice but in the absence of anything else it will have to do). You should try and be in close escort to the ANSONS once they head out to open sea!


2. A mission tactical map will appear in your opening mission screen and is included in the zip file.

3. As much as I would have liked to set the combat area closer to Dunkirk, I found fps an issue and therefore the mission is set further south where fps is good due the low number of buildings.

2. Video settings can affect Ground unit behaviour and having trees 'off' exposes enemy units - best to have trees on medium if possible. The mission was tested with land details, textures HIGH and Building amount Medium. Not sure wether this will cause problems but best to mention it.

3. The mission uses Action Trigger commands and Air units spawn when a particular unit moves into a defined area, some are just 50 metre radius. Ground units will halt when confronted with opposing forces, it is essential that these opposing forces are eliminated for that ground unit to progress. When, and if arriving at a pre defined area, additional air assets are released as per the story line. Failure to arrive will prevent these assets spawning and scrambling.

4. The Anson is very slow and escorting them a 'pain in the ass', if they spawn, they will hot foot it out of the combat area. You should be able to catch them up if necessary. Failure of the Ansons to spawn will increase the difficulty of you getting back home based on an argument that the RAF will not send escorts - you will be on your own with any surving allied ac.

5. Once the command of players AI is fixed, the player will be able to assign duties to his AI co-pilots, at the moment they do very little to contribute other than act as ground/air target fodder. Spawned assets will assist however.

6. Allied units will never move out of the airfield perimeter once taken. Enemy units will flank and penetrate, avoid friendly kills as these may be the ones required to reach the objective area that enables allied ac to spawn on the ground.

7. Killing the lead vehicle in a armour unit can slow their progress as they try to move around it.


OK, does it work as a single mission concept? Hopefully yes, but feel free to give feedback.


thanks for downloading.....SEE




Last edited by SEE; 06-03-2011 at 01:56 AM.
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