added heliport info; changed format for better readability; added income table for objective locations

rabauke80
2021-11-13 16:11:41 +01:00
parent 72c486fcac
commit 290fb0b684

@@ -192,12 +192,13 @@ Correct:
aircraft:
- F-14B Tomcat
```
#
## Designing campaigns in the mission editor
When creating a campaign it may be easiest to start with an existing campaign in the same theater and modify it to suit your needs. If starting from scratch, ensure that Combined Joint Task Forces Blue and Combined Joint Task Forces Red are assigned to the blue and red coalitions respectively, as these will be used to define many of the campaigns properties.
#### [Unit Type Quick Reference](#unit-type-quick-reference-1)
#
### Control points
Control points are the spawn locations and (in most cases) the capturable positions in the campaign.
@@ -206,6 +207,7 @@ Control points are the spawn locations and (in most cases) the capturable positi
To make an airbase that starts controlled by blue, assign the airbase to the blue coalition in the mission editor. To make an airbase that starts controlled by red, assign the airbase to red.
#
#### Carriers and LHAs
To create a carrier, place a CVN-74 where you want it to be in the campaign. The carrier will be red if it belongs to CJTF Red and blue if it belongs to CJTF Blue.
@@ -216,24 +218,37 @@ Note that the presence of the carrier or LHA in the game will depend on the play
**New in DCS Liberation 5:** Campaign version 9.0 uses the carrier or LHA's group name to determine which squadrons should be located at the base by default. See the earlier section about squadron presets for more information.
#
#### Off-map spawns
To create a point where aircraft from other theaters can be spawned into the mission in-air, place an F-15C. As with carriers and LHAs, use CJTF Red or Blue to assign the point to either faction.
The altitude of the unit is not currently relevant, as the spawn altitude of units in Liberation depends on the faction's doctrine and the unit type.
#
#### Forward Operating Bases
A FOB a a capturable point that can spawn ground units but not aircraft. A FOB is defined by placing a CP_SKP_11_ATC_Mobile_Command_Post. A CJTF Blue group will create a FOB that begins owned by blue and a CJTF Red group will begin owned by red.
A FOB a a capturable point that can spawn ground units but not aircraft.
- A FOB is defined by placing a CP_SKP_11_ATC_Mobile_Command_Post.
- A CJTF Blue group will create a FOB that begins owned by blue and a CJTF Red group will begin owned by red.
To attach a Heliport to a FOB, the desired ammount of FARP pads have to be placed in the form of a static _invisible FARP_ close to the FOB.
![Heliport](https://user-images.githubusercontent.com/67376231/141648488-ed3c33a3-7025-4d92-8b0b-86e0813be3aa.png)
![FARP](https://user-images.githubusercontent.com/67376231/141648316-e39b3bc9-b943-47c5-a345-1cf4db05fde2.png)
The group name of the unit is used to name the FOB.
#
#### Campaign inversion
Inverting the campaign allows the player to play the campaign in reverse (starting from the North instead of the South, for example). This doesn't simply swap all of the control points, but swaps a number of control points as defined by the mission designer so that the player doesn't begin the campaign with most of the control points already captured.
To specify that an airbase should be owned by the player when the campaign is inverted, set the "unlimited aircraft" property of the warehouse. To specify the same for a FOB, carrier, LHA, or off-map spawn, set the "late activation" property of the group.
#
### Supply routes
Supply routes are defined by placing a CJTF Blue M-113 at an airfield and defining a route to the connected control point. Front lines progress along supply routes, and supply routes also define road networks for ground unit transit.
@@ -247,16 +262,19 @@ The supply route will follow the _waypoints_ of the vehicle group (not the path,
**Work in Progress**
Exclusion zones are being updated to try and allow frontlines to follow or at least be in the general area of convoy routes. Frontlines need to follow the center of these Exclusion zone corridors. The frontline will shrink down to a small area, based on the size of the corridor and the frontline. (# of units) The frontline might not render correctly if the line is to large, (# of units) limiting the ammo depots (explained below) on these frontlines will help limit this issue.
#
### Shipping lanes
**New in DCS Liberation 3.0:** Shipping lanes define routes for transporting units between control points via cargo ships.
To define a shipping lane, place a CJTF Blue Bulker Handy Wind. Shipping lanes should begin in port areas that are navigable by ships and have a route to another port area. DCS ships *will not* avoid driving into islands, so ensure that their waypoints plot a navigable route.
#
### Base defenses
**New in DCS Liberation 3.0:** Random base defense generation is being removed. Replace the old base defense spawn locations with the desired number of fixed IADS and armor groups. These fixed groups do not follow exclusion zones, the placement of these is up to the campaign designer to insure they had enough room to spawn correctly. Testing should be done with largest possible group to ensure proper clearance with all factions.
#
### Objective locations
**New in DCS Liberation 3.0:** Random objective locations should no longer be used. The instructions below describe how to place fixed objectives. The contents below have changed significantly since 2.5 and should be read in full when converting campaigns. These fixed groups do not follow exclusion zones, the placement of these is up to the campaign designer to insure they had enough room to spawn correctly.
@@ -267,24 +285,28 @@ Objective locations are automatically associated with their closest control poin
Strike targets are buildings that generate income for the owning coalition. These come in a variety of types depending on the faction:
* Power plants
* Fuel depots
* Warehouses
* FARPs
* Communications towers
* Oil derricks
* Bunkers
* Villages
* Army camps
Type | Income
-|-
Power plants | 4
Fuel depots | 2
Warehouses | 2
FARPs | 1
Communications towers | 10
Oil derricks | 10
Bunkers | 2
Villages | 0,25
Army camps | 0,5
To define a strike target location, place a Tech Combine structure. The unit may be either red or blue (the only difference is currently readability of the mission editor, but in the future will determine which coalition owns the objective).
#
#### Offshore strike targets
Offshore strike targets generate income for the owning coalition.
To define an offshore strike target, place a CJTF Red Oil Platform.
- To define an offshore strike target, place a CJTF Red Oil Platform.
#
#### Map objects
Arbitrary map objects may be used as strike targets. These are the buildings/trees/scenery that are placed by the map developer (Eagle Dynamics, etc). Liberation uses trigger zones to define scenery as a strike target.
@@ -316,6 +338,7 @@ Note that `factory` and `ammo` have different behavior. See the documentation on
* No images for the various buildings in the Liberation UI, briefing, or kneeboard. Target identification will be difficult.
* Every blue trigger zone must have a unique name.
#
#### Factories
Factories are ground unit producing structures. Ground units may only originate from control points that have factories, so it is essential that each coalition have access to them. Units will form convoys to move between control points, and convoys may be interdicted to interrupt reinforcements. Destroyed factories will stop producing units. When a control point loses its last factory, it will no longer be a source for ground units.
@@ -332,6 +355,7 @@ Recommendations for factory placement:
Note that map objects (defined in the previous section) may be used as factories. Use the `factory` category.
#
#### Ammunition Depots
Ammunition Depots provide control over how many ground units are available to be deployed to the front line from it's closest control point. This directly effects how many ground units may be deployed on a front line.
@@ -344,38 +368,44 @@ Alternatively, scenery objectives may be used with the `ammo` category to define
Recommendations for Ammunition Depot placement:
* Defend your ammunition depots with IADS and ground units.
#
#### Ships
Ships can be generated at airbases, carriers, and LHAs (but not off-map spawns). Ships will not be spawned if the player has disabled either player or enemy navies in the campaign generation options, or if the faction does not have naval units defined.
To define a ship location place a CJTF Red Arleigh Burke IIa.
- To define a ship location place a CJTF Red Arleigh Burke IIa.
#
#### Missile sites
Missile sites (scuds, V-2s, etc) can be generated at airbases and FOBs. Missile sites will only be spawned if the faction has them defined.
To define a missile site place a CJTF Red SSM SS-1C Scud-B.
- To define a missile site place a CJTF Red SSM SS-1C Scud-B.
#
#### Coastal defenses
Coastal defenses (silkworms) can be generated at airbases and FOBs. Coastal defenses will only be spawned if the faction has them defined.
To define a missile site place a CJTF Red AShM SS-N-2 Silkworm.
- To define a missile site place a CJTF Red AShM SS-N-2 Silkworm.
#
#### Armor groups
Armor groups are ground units that defend the assigned location. These groups will not move.
To define potential locations for garrison groups, place a (red or blue) MBT M1A2 Abrams.
- To define potential locations for garrison groups, place a (red or blue) MBT M1A2 Abrams.
#
### IADS
IADS locations are automatically associated with the control point closest to them.
SAM locations are split into four types: long range, medium range, short range, and AAA. Each type of position will prefer to be filled by its exact type, but if the faction has no air defenses of that type available the generator will continue to downgrade the site until it finds a match. For example, a medium range SAM may be used in place of a long range SAM. _Upgrades_ are not allowed.
Note that the exact type of SAM or EWR that will be placed depends on the faction definition. However, when designing a campaign with specific factions in mind (such as Syria defending on the Syria map), this allows the designer to see the coverage of the SAMs used by the intended faction. This way the designer can be sure that sufficient coverage will be present in the campaign when a faction using a specific type of SAM is used.
Note that the exact type of SAM or EWR that will be placed depends on the faction definition (SAM/EWR generators). However, when designing a campaign with specific factions in mind (such as Syria defending on the Syria map), this allows the designer to see the coverage of the SAMs used by the intended faction. This way the designer can be sure that sufficient coverage will be present in the campaign when a faction using a specific type of SAM is used.
#
#### Early Warning Radars
To define an EWR location, place a CJTF Red EWR 1L13.
@@ -421,6 +451,7 @@ To define a AAA location, place a unit (red or blue) of any of the following typ
* SPAAA Vulcan M163
* SPAAA ZSU-23-4 Shilka "Gun Dish"
#
## Unit Type Quick Reference:
Objective type | Coalition | Unit types | Clearance