New "Atolls" campaign for DCG users
#10

ex_RAAF_Elecfitter Wrote:woohoo, thats great!

Should "Ships remain sunk" be on?

your choice, Mate. Big Grin i tried it both ways. with ships remain sunk, the campaign stretchs out longer (usually) as supplies don't reach either side as fast as they normally would. but in my final tests, i finally decided to let the ships spawn on...which "seemed" to move the ground battles along better and also gave some of the light bombers and attack aircraft more targets. your choice though.

i DO strongly recommend NO TRANSFERS be checked, this keeps the planes in the proper places. also, NO AIRSTARTS checked, and DELAY STARTS checked, as that allows AI buddy flights to start up AFTER you've taken off the field. also, as there are many aircraft in the campaign, i recommend only ONE flight per squadron...at least until you see how it's going...to prevent overcrowding the airfields. Also, unless you like flying blind at night, i recommend DAY with custom start and end times as you'll miss a lot of ground and sea action if you fly at night. last thing... i "strongly" recommend ONLY "NORMAL" time passage in the DCG control. faster time will work in the campaign, but you'll miss out on a lot of important events and messages. the campaign was built as a DAY BY DAY, grind the enemy down sort of action. that's it...hope you enjoy it.


Scharnhorst1943 Wrote:Beowolf,

If people need help or have issues, I can help you out. They can in the DCG guide thread or maybe PM me or something. Anyway, I am offering my services in case users have issues getting it to run.

thanks, Scharnhorst...appreciate that! you've been a real life saver for getting me aboard this great program.

Big Grin Big Grin
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