diff --git a/Getting-started.md b/Getting-started.md index 8b9e087..725801e 100644 --- a/Getting-started.md +++ b/Getting-started.md @@ -68,11 +68,11 @@ Select any additional generation options you'd like to use. Note that the superc ![Generator options](https://user-images.githubusercontent.com/67376231/140954756-830238ea-cbcd-48f9-bb69-3014612a211e.png) Generator settings: -* No Aircraft carriers - select if you don't want any CVNs in your campaign, even if the faction you selected has them available -* No LHA - select if you don't want any LHAs in your campaign, even if the faction you selected has them available -* Use Supercarrier module - if you own the DCS Supercarrier module, you can select which CVN type will generated in your campaign -* No Player Navy - select whether you want combat ships in your campaign being generated or not -* No Enemy Navy - select whether you want enemy combat ships in your campaign being generated or not +- *No Aircraft carriers* - select if you don't want any CVNs in your campaign, even if the faction you selected has them available +- *No LHA* - select if you don't want any LHAs in your campaign, even if the faction you selected has them available +- *Use Supercarrier module* - if you own the DCS Supercarrier module, you can select which CVN type will generated in your campaign +- *No Player Navy* - select whether you want combat ships in your campaign being generated or not +- *No Enemy Navy* - select whether you want enemy combat ships in your campaign being generated or not Mod settings: * If you want any of these mods considered during your campaign generators, please select accordingly @@ -84,18 +84,18 @@ Mod settings: ![Difficulty and economic options](https://user-images.githubusercontent.com/67376231/140956004-d4967da9-66ea-454f-a2ef-4e34eaf7d08f.png) Economy options: -* Player income multiplier - defines the multiplier of the player per-round income which depends on the type and number of [objectives](Custom-Campaigns#objective-locations) held -* Enemy income multiplier - defines the multiplier of the enemies per-round income which depends on the type and number of [objectives](Custom-Campaigns#objective-locations) held -* Player starting budget - amount of available money at the beginning of the campaign, to procure aircraft / ground units -* Enemy starting budget - amount of available money at the beginning of the campaign, to procure aircraft / ground units +- *Player income multiplier* - defines the multiplier of the player per-round income which depends on the type and number of [objectives](Custom-Campaigns#objective-locations) held +- *Enemy income multiplier* - defines the multiplier of the enemies per-round income which depends on the type and number of [objectives](Custom-Campaigns#objective-locations) held +- *Player starting budget* - amount of available money at the beginning of the campaign, to procure aircraft / ground units +- *Enemy starting budget* - amount of available money at the beginning of the campaign, to procure aircraft / ground units Player assists: -* Automate runway repairs - system will automatically repair player owned, destroyed runways if enough budget is available -* Automate front-line purchases - system will automatically buy front-line ground units -* Automate aircraft purchases - system will automatically buy aircraft +- *Automate runway repairs* - system will automatically repair player owned, destroyed runways if enough budget is available +- *Automate front-line purchases* - system will automatically buy front-line ground units +- *Automate aircraft purchases* - system will automatically buy aircraft -_the system currently will spend 50% on aircraft and 50% on ground unit purchases_ +*The system currently will spend 50% on aircraft and 50% on ground unit purchases* Adjust difficulty and economic options as desired. Increasing enemy income and budget can increase the campaign difficulty, while reducing it can improve mission performance by reducing the number of units that the enemy can use at once.