Someone else with West Country roots then
Something I mentioned in the dummies guide- branching mission paths in the campaign.ini.
In my Beta campaign I have used this ability to create some 'randomness' to the path through the campaign. Mostly this is done with a simple on success to advance to a 'bonus' mission or to just skip to the mission after if you fail.
Code:
[Battles]
"01"
"02" 03 "04"
"03"
"04"
"05"
"06" 07 "08"
"07"
"08"
"09" 9a "10"
"09a"
"10"
"11"
"12" 13 "14"
"13"
"14"
"15"
"16" 16a "17"
"16a"
"17"
"18"
"19" 20 "20a"
"20" 21 "21"
"20a"
"21"
"22"
"23" 24 "25"
"24"
"25" 26 "27"
"26"
"27"
"28" 29 "30"
"29"
"30" 31 "END"
"31" END END
As you can see the second line has 3 entries, 02 for the mission being played and 03 for mission to be played if sucessful, 04 for if not.
This pattern is repeated several times throughout campaign to add some bonus missions.
at
Code:
"19" 20 "20a"
"20" 21 "21"
"20a"
"21"
I use it in another way, 20 and 20a are the same mission but flown from different places in the formation, one having section leader responsibilities if you succeed at mission 19 and go on to 20. If you play this mission win or loose you advance to mission 21.
If you loose at 19 you go on to mission 20a, playing as a wingman and win or loose go on to 21.
30 31 END gives a bonus mission 31 if successful or the campaign ends if not.
On playing the bonus mission the result is end of campaign either way.
These are fairly simple examples of how you can create 'branches' in campaigns, and might be of use to someone