Iron Fortress Campaign: "Peace Settlement Reached"
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I get a large light blue empty dialog box when big stuff happens.
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Finally! i won IF on day 3, 0959. GU captured Seoul junction and ended the war.
i aggressively hijack some CAP for ground attack, control GU movement, and add package to wipe out red GUs, thus clear the way north to Seoul. the east coast path is no-go, leave it alone.
while manipulating GUs, i like to gather armour, cavalry and artillery units together for offensive moves…maximized the kill power.
Also, adding attack helicopter flight package is very useful…lots red GU destroyed by helicopters.
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GU captured Seoul junction and ended the war.
Where is Seoul junction, I couldn’t find anything with that name?
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check pic, many key seoul red dots captured.
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red dots are political locations correct?
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Ya. Bigger ones are more important.
Actually you can check cam trigger file/victory condition for must-captured targets.
I’m too lazy to check tri file. -
I saw red dots south west of Hamhung and that did not affect winning that area
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according to save.tri file, the key to win is capturing Seoul, campId 228. a red dot located between east seoul and west seoul dots. just one red dot.
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Each campaign at start states the victory conditions which are geographical areas as in Rollin Fire; Pyongyang, Wonsan and Hamhung.
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My last Iron Fortress simply stopped; no bagpipes or parades and I see a campaign medal in my logbook. Seriously I think there should be an announcement, parade and free beer or something
Odds are you have the movies turned off.
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Yes in the config Ripper. But there was no pop up from the breaking news announcing “surrender” in the screenie I posted Brother. Weird.
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Won this earlier today. It was Seoul that was the trigger for victory. Screenshot with less than 10 minutes to go shows the marine battalion to the south east of the Package icon at Seoul:
I was hosting the server and was the only one who got the campaign ribbon (no announcement, parade or free beer) and I didn’t see the video either. Clients got nothing, so I got one of them to host the campaign save so we could do the last bit again to see if they got the ribbon as host too.
This time as a client I did see the video, which got stuck in a loop, until I closed Falcon BMS down in the end to stop it. The host didn’t just get one campaign ribbon though, he was up to 13 :shock: when I finally forced BMS to exit and he ended up having to revert to his previous saved logbook. We tried this again with the same result.
Anyone else seen anything similar?
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Happened to me in 4.32 when finished co-op campaign. Received multiple campaign wins. I was client. No idea why.
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7 missions per day is going to allow for some negative consequences to the offense of your campaign. If you let the clock go more than 2 hours without flying it starts to negatively affect your campaign. 7x2 would be 14 leaving 10 hours per day of slack time.
Also you didn’t mention whether or not those 7 missions per day were all successful. If they all failed to meet their objectives then that also negatively effects your overall campaign performance. You don’t need to have every single mission as a success but if you have more failure than success and only fly 14 of every 24 hours of each campaign day that will add up to a lot of negative for the campaign.
Stumbled into this thread on a search, but I believe there was/is a .cfg edit that allowed you to modify the time between missions. It’s not listed in the 4.33 Manual, but then there are some others that aren’t as well. It is a double edged sword because if you have a bad mission and don’t fly again it will have a longer effect on your campaign. But then you don’t have to do a lots of missions to finish a campaign and gives you more time to play with the ATO and such.
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7 missions per day is going to allow for some negative consequences to the offense of your campaign. If you let the clock go more than 2 hours without flying it starts to negatively affect your campaign. 7x2 would be 14 leaving 10 hours per day of slack time.
Also you didn’t mention whether or not those 7 missions per day were all successful. If they all failed to meet their objectives then that also negatively effects your overall campaign performance. You don’t need to have every single mission as a success but if you have more failure than success and only fly 14 of every 24 hours of each campaign day that will add up to a lot of negative for the campaign.
Eee? Is that true? Is there a limit of minimum missions per day/time interval beetween missions to win campaign?
And how many missions was pilots obliged to fly per day during recent wars (ODS, OAF, OEF, OIF)?
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Eee? Is that true? Is there a limit of minimum missions per day/time interval beetween missions to win campaign?
And how many missions was pilots obliged to fly per day during recent wars (ODS, OAF, OEF, OIF)?
Something like two or three on a really, really busy day. I’m pretty sure a few a week was average.
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Ok, had to go back in my archives of Falcon file (boy do I have a lot of stuff there). But running F4Patch 4.0 (we’re talking eFalcon and RP days), there was a whole option folder there for “NoPlayerPlay in Campaign” with 4,6,8, and 12 hours between missions instead of 2 and they are listed as i2 patches, so at least back then they were most likely hex edits. Because it automatically finds my 4.33 install, I really don’t want to mess around with it and actually apply them, but if nobody else comes up with an answer I will try to do some more digging. I just have a busy week this week and it might be awhile.
EDIT:
Having the actual name of the patch helped, it resulted in a Google hit to here: http://simhq.com/forum/ubbthreads.php/topics/2561395/F4:AF_hidden_secretsset g_nNoPlayerPlay #
Possible values 1, increasing incremental
Default is 2sets the hours to run a campaign without suffering player not flying, where # is the number of hours of no player flights.
F.i. if u set 720, these are the hours that the campaign will run without being degraded even if
player does’nt fly.I believe that was used in more builds than just AF, I just added “set g_nNoPlayerPlay 6” on my falcon bms.cfg and it didn’t crash. I can’t confirm if it is still actually supported and effective though. Really going back through the RP5 and SPx manuals trying to find this answer last night reminded me how much is going on behind the curtain that was explained in these manuals.
2nd Edit:
Quick search here shows that at least in 4.32 it was still supported but more billed as a way to let MP servers run campaigns without having humans fly. Interesting how things change over the years! -
Just finished KTO Iron Fortress. I completely controlled the campaign. I started the last mission in cockpit and could not takeoff as the pause button was on. I got the following screens:
I got pop up with sound announcing victory, KTO campaign medal and news report the DPRK surrenders.
My strategy of setting only DCA missions along PAK’s at the flot, rolling back the sam belt and hitting red airbases including night B-2 OCA strikes shutting down major fighter based airbases while moving my ground forces up worked. Once the sams were shut down I used B-1B, F16 and F18 to keep them shut down. I tasked multiple strikes hitting massed red ground forces with JSOW’s opening up lanes for ground force advances. Note the PRC and CIS never joined the fun and this campaign ended very quickly. As soon as the airbases and airstrips were shut down I mopped up the sam sites with JSOW that had their radars destroyed earlier by Harms. The vast majority of my aircraft losses were from AAA.
The reds never had a chance. I only had 3 squadrons of F16 (2-block 40 and 1-block 50) but had 3-F18E, 2-F18F and 1-F18C. I used everything else I had for ground attack. -
the key is the south Seoul bridge; once I took that the campaign ended in victory.@Darkman:
Where is Seoul junction, I couldn’t find anything with that name?