Darkest Hour - Dev Diary #7 - Missions, Interface and Leader Traits

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Here we are again for our usual Monday appointment. Today, we're gonna talk about Missions, Interface and Leader Traits.

First of all, let's talk a bit about Missions: we have introduced a new interface for Air and Naval Missions.
As you can see in the picture below, in the new Air Mission interface it is possible to select infinite mission time and to choose between province, area and region (for most of the missions). It is really a neat feature, as you will learn: you will be able to instruct your CAS to focus on a single province and your Naval Bombers to Attack Convoys over a great sea region. Obviously, this is always limited by the range of your aeroplanes: if you assign them to perform a mission over a whole region, they will be able to do it only in the provinces of that region that they are effectively able to reach.
In the Naval Mission Interface, you can see that for some missions (like Naval Interdiction and Naval Combat Patrol) it will be possible to instruct the fleet to attack enemy convoys even if they are not in an hunting mission. This adds a touch of realism: a fleet in a Naval Interdiction mission that encounters an enemy convoy would surely fire a couple of rounds at them instead of waving their hands and passing by. :D

Moreover, settings for every mission are saved and restored when ordering the same mission again during the current game session (on game start are reset to mission defaults).

But this is just the beginning! We've introduced four new missions:
- Planned Defense (for land units): units with Planned Defense missions will automatically retreat to the pre-selected adjacent province when under enemy attack and their remaining Str/Org is below the given threshold;
- Air Scramble (for air units): Air Scramble missions are given to interceptor and fighter units; they will scramble to protect adjacent provinces from enemy planes;
- Sneak Move (for naval units): Ships on a Sneak Move mission move to the target trying to avoid being detected. Because sneaking forces fleets to use longer routes, it takes more time to reach the target, but also reduces the chance to be detected by the enemy;
- Naval Scramble (for naval units): Naval Scramble missions assigns your fleets to stay in home port and engage any enemy ships detected in adjacent sea provinces;
The new Naval Scramble mission gets really interesting when you take a look at the new map, you will notice that we added a line of coastal seaprovinces. In combination with the new distance model we introduced (see DD2 for more details) this means you can have a very nasty surprise when you move too close to hostile harbors. On the other hand, this is an effective tool to defend against amphibious landings. ;)

EDIT:
Another important feature that I somehow forgot is that for Sea Transport and Amphibious Assault missions there is a special checkbox for the auto-return to base: it is now possible to enable or disable for a specific mission!

Sorry guys, sometimes it is hard to remember all the new things introduced by DH! I haven't played HOI2Arma in months! :)

Obviously the new interface is optional and can be enabled or disabled from misc.txt. Moreover, all the modifier for mission (new and old alike) are now exported to misc.txt and be tweaked as you please! As always, we've struggled and succeeded not only in improving the game, but also in making it as moddable as possible, so that you can have full control and modify it as it pleases you. We're looking forward to seeing the new mods that the community will create for Darkest Hour! Don't disappoint us! :)

Another useful addition is the Leader Traits filter:

As you can see in the picture above, it is possible to filter the leaders by trait and by rank (the four checkboxes next to "Available Replacements"). No more wasted time looking for a specific leader, you can find a Field Marshal with Panzer Leader traits with only two clicks!
Please note also that latest filter settings used for each branch (army/air/navy) are saved and restored in the current game session too.

To close this Development Diary, here are the mission modifiers from misc.txt!
Code:
# Convoy interception by naval units on Interdiction, Combat Patrol, Shore Bomb. and ASW missions: 0 disabled for all, 1 - optional for players only (disabled by default), 2 - optional for players (enabled by default) and enabled for AI
       2 #0
    # Auto-return transport fleets to base on Amphibious assault and Sea transport missions (players only): 0 - enabled, 1 - enabled by default, optional, 2 - disabled by default, optional
       1 #0
    # Allow single province and region targeting for air and naval units (players only): 0 - disabled, 1 - enabled
       1 #0
Code:
mission = {
# _MISSION_ATTACK_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    1.0    # Speed bonus: (Move time * This / mission_efficiency). Lower the better
# _MISSION_REBASE_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    1.0    # Chance to be detected (Chance * This / mission_efficiency). Lower the better. Naval only!
# _MISSION_STRAT_REDEPLOY_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# Land Missions
# _MISSION_SUPPORT_ATTACK_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    1.0    # Speed bonus: (Move time * This / mission_efficiency). Lower the better
# _MISSION_SUPPORT_DEFENSE_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    0.5    # Speed bonus: (Move time * This / mission_efficiency). Lower the better
# _MISSION_RESERVES_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    0.5    # Speed bonus: (Move time * This / mission_efficiency). Lower the better
# _MISSION_ANTI_PARTISAN_DUTY_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    2.0    # Multiplier on suppresion (This * mission_efficiency)
# _MISSION_PLANNED_DEFENSE_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
# Air Missions
# _MISSION_AIR_SUPERIORITY_
    1     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
    0.0    # Modifier on detection ( This * mission_efficiency ). Higher it is, more often incoming enemy planes will be detected
    2.0    # Min. Air attack for at least one plane in the wing required for this mission to be available
# _MISSION_GROUND_ATTACK_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
    0.0    # Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission
    1.0    # Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission
# _MISSION_INTERDICTION_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
    1.0    # Air vs. Land - Org dmg - Increasing this will increase ORG dmg land units takes from Air unit on this mission
    0.0    # Air vs. Land - Str dmg - Increasing this will increase STR dmg land units takes from Air unit on this mission
# _MISSION_STRATEGIC_BOMBARDMENT_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_LOGISTICAL_STRIKE_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_RUNWAY_CRATERING_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_INSTALLATION_STRIKE_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_STRIKE_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_PORT_STRIKE_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_CONVOY_AIR_RAIDING_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_AIR_SUPPLY_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_AIRBORNE_ASSAULT_
    0     # 0 = disabled by default, 1 = enabled by default
    0.25    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NUKE_
    0     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_AIR_SCRAMBLE_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
    0.0    # Modifier on detection ( This * mission_efficiency ). Higher it is, more often incoming enemy planes will be detected
    2.0    # Min. Air attack for at least one plane in the wing required for this mission to be available
# Naval Missions
# _MISSION_CONVOY_RAIDING_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
    2.0    # Fleet range modifier
    1.0    # Chance to be detected (Chance * This / mission_efficiency). Lower the better
# _MISSION_ASW_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_INTERDICTION_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_SHORE_BOMBARDMENT_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    0.002    # Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
# _MISSION_AMPHIBOUS_ASSAULT_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_SEA_TRANSPORT_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    3.0    # Fleet range modifier
    1.0    # Chance to be detected (Chance * This / mission_efficiency). Lower the better
# _MISSION_NAVAL_COMBAT_PATROL_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_PORT_STRIKE_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_NAVAL_AIRBASE_STRIKE_
    0     # 0 = disabled by default, 1 = enabled by default
    0.5    # Starting missions efficiency. Valid values: 0.05 to 10.0
# _MISSION_SNEAK_MOVE_
    1     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    0.75    # Fleet range modifier
    0.75    # Chance to be detected (Chance * This / mission_efficiency). Lower the better
# _MISSION_NAVAL_SCRAMBLE_
    0     # 0 = disabled by default, 1 = enabled by default
    1.0    # Starting missions efficiency. Valid values: 0.05 to 10.0
    0.5    # Speed bonus: (Move time * This / mission_efficiency). Lower the better
}
Come back next week for a new shiny Development Diary!
 
Last edited by a moderator:

Fulmen

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Interesting.

Though why not [also] use the AoD leader trait filter? It's simple and efficient.
 

chepaeff

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- Air Scramble (for air units): Air Scramble missions are given to interceptor and fighter units; they will scramble to protect adjacent provinces from enemy planes;
What is the difference between air superiority and air scramble?
Same with naval scramble and naval interdiction
 

Fulmen

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What is the difference between air superiority and air scramble?
Same with naval scramble and naval interdiction

http://en.wiktionary.org/wiki/scramble#Translations

"(military) An emergency defensive air force mission to intercept attacking enemy aircraft."

Air sup. and naval interdiction are constant patrols, scrambling is intercepting the nearby enemy only when they're already actually spotted, thus saving you tons of fuel and supplies.
 

Inner Circle

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What is the difference between air superiority and air scramble?
Same with naval scramble and naval interdiction

With Air Superiority, your Planes fly all the Time, consuming ressources. With Air Scrambling, they only fly, when an enemy Air Unit appears in a neighbouring Provinces.
Same applies for the Naval Part
 

tedescooo

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Nice new features. The Scramble missions are really useful to countries short on fuel or supply.
 

Blecky

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Is it now possible to spot naval units from coastal provinces? Do you need radar for doing so?
 

MartinBG

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Will air scramble chances and range be modified by radar?


Code:
# Radar bonus on detection - used to guide friendly air units on Air Superiority and Scramble missions (This * Radar level * Radar efficiency). Added to misison and friendly province bonuses (see below). Higher the better
	5.0 #0.0
# Bonus on detection of enemy air units when they are over a friendly province (added to radar and mission bonuses). Used to guide friendly air units on Air Superiority and Scramble missions. Higher the better
	10 # 0.0

Range is not modified. Units on that mission protect all surrounding the base friendly provinces (including the base province of course)
 

unmerged(47302)

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What is the difference between air superiority and air scramble?
Same with naval scramble and naval interdiction

Scamble should be better to defend against bombing campaign and air superiority should be better to get ai superiority over enemy territory.
 

Cybvep

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That's great! I have a question, though. What's the difference between Naval Interdiction and Naval Combat Patrol?
 

Conanteacher

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May I ask for something more?
I want to order an air mission for one day only - so that only a couple of sorties are flown and the enemy has no time to react - or so that I won't forget to assign the next mission.
That way we'll keep track of air units much easier. I used to search for some air units through the map, click, choose time range for one or two days - a few more clicks and so on...

So, will there be a tick box for 1 day mission only or do I have to mod it myself?
 

Beleg32

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There is also new picture on FB :

72415_155110817857724_143379419030864_237311_4008703_n.jpg