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Updated Custom campaigns (3.0) (markdown)
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@ -142,7 +142,7 @@ Create a property for the objective definition with the value field set to any o
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Each **structure** will generate its own income, not each **group**. This means that large groups of structures will generate large amounts of income.
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Note that `factory` has different behavior. See the documentation on factories below.
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Note that `factory` and `ammo` have different behavior. See the documentation on factories and ammunition depots below.
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**Map Object Limitations:**
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* Objective group definitions (blue trigger zones) cannot overlap.
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@ -166,6 +166,18 @@ Recommendations for factory placement:
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Note that map objects (defined in the previous section) may be used as factories. Use the `factory` category.
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#### Ammunition Depots
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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.
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Each control point has a free `15` deploy-able ground units available to it before ammunition depot buildings are required to raise the limit of how many ground units may be deployed. Each additional ammunition depot building raises the limit by `12` units.
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Ammunition Depots are placed in a campaign using the `Ammunition Depot` warehouse object to spawn the default template of one `Ammunition Depot` and two `Hangar B`s. Each ammunition depot template will raise the front line ground unit limit by `36` units.
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Alternatively, scenery objectives may be used with the `ammo` category to define an ammunition depot objective.
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Recommendations for Ammunition Depot placement:
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* Defend your ammunition depots with IADS and ground units.
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#### Ships
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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.
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