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File Name: Longer Campaigns: Marathon Edition (9.4 KB) Download
Author: Shadow (Uploaded by Captain Shadow)
Date Added: 06-23-17
Downloads: 1235
Grade: A+
Description
Tested compatibility: 1.07d (maintained)
Special thanks: Killerfish Games

Discussion thread can be found here

BACKGROUND

I found that the general event interval changes brought by the initial mod (and then officially implemented in 1.04b) didn't significantly extend the duration of a campaign. While the ground war didn't rush the conclusion of the game regardless of your performance at sea anymore, it sort of became the other way round: the land war would lag far behind the comparatively very quick naval campaign.

Thanks to being enlightened by Killerfish about the mechanics at play, I learned the land war system works in conjunction with campaign points to determine the course of the general conflict and its conclusion. By default, on Casual difficulty you need to accrue 90% of 300 (270) CPs to trigger the final mission, and considering you start every campaign with 150 points, and that missions are worth 20-30 points (subtracted from your total if you miss/fail), that can happen in 5-6 missions in a near-perfect run. Possibly faster if there's a lot of tonnage sunk, since it contributes CPs as well.

As of 1.05b, KFG has doubled the stock CP thresholds, effectively absorbing the Epic variant of this mod. The campaign's conclusion can be reached in 10 missions on a perfect Casual difficulty run.

It's important to consider campaigns on harder difficulties tend to be longer since victories and tonnage sunk are worth less CPs (though a loss is still worth as much as a victory). And you begin the game closer to strategic defeat, among other challenges. On Realistic, both mission and tonnage worth is reduced to 75%, and 50% on Elite. Easy difficulty, on the other hand, ups those values to 120%, meaning an even shorter campaign than on Casual.

DESCRIPTION

This is an offshoot of the original Longer Campaigns mod which adopts the new 1.04b campaign values (weekly general events and more pro-Soviet overture) and tinkers with campaign point thresholds to really ensure longer campaigns. The Marathon variant of the mod increases the starting and final CP thresholds by 50%, going from the vanilla 300-600 to 450-900. For reference, here's the approximate amount of mission successes required to reach the final assignment:
  • Easy: 9
  • Casual: 15
  • Realistic: 24
  • Elite: 44
Keep in mind this assumes no losses whatsoever and disregards tonnage sunk. The former will need to be compensated with extra successes, while the latter complements your victories and will inch you closer to the conclusion. Get ready for extremely long campaigns the higher your difficulty of choice, given the further amplifying effect on length.

INSTALLATION
  • The mod's structured with JSGME in mind, so the ZIP file can be directly extracted to "Cold Waters\MODS" and then activated via JSGME's interface. I recommend creating an "override" folder within "Cold Waters\ColdWaters_Data\StreamingAssets" beforehand, to avoid unnecessary JSGME warnings.
  • Alternatively, you can dive a little deeper into the ZIP and extract the "override" folder into "Cold Waters\ColdWaters_Data\StreamingAssets".
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Comments
SeniorSpaz87
08-06-17 at 07:01 PM
Shadow, is there to make an even longer, possibly unwinnable campaign? I was playing your mod and had gotten to almost 2,000,000 tons of ships sunk, and then the ballistic sub hunt mission popped up, and it was over. I would like to try to beat the number, but I had to purposely lose missions to keep the game going. If there was a number or line of code that we could tweak to increase the length to greater numbers it would be much appreciated.

~Spaz
SeniorSpaz87
04-04-18 at 05:08 PM
Also, is this going to update to 1.09e?
SeniorSpaz87
04-04-18 at 05:08 PM
Hey, me again. I did what you suggested, and that worked. However, I actually found that the time for new enemies to spawn actually decreased as well, to the point I could sail for several minutes up to an hour around the Barents, or even in the mouths of the three main enemy ports without getting any engagement... Any thoughts? Is there a way to "turn up" the number of enemy groups patrolling the waters?
elrond petit pas tapons
06-24-17 at 08:48 AM
Yes ! Thx mate !
snowmaninurface
07-15-17 at 09:04 PM
Sweet! Quick question though, if I'm to add multiple mods do I just put them together into a override folder?
mpow66m
07-16-17 at 08:12 AM
yes,thats what i did.
osteo
07-16-17 at 12:27 PM
:Kale un_Salute:
Shadow
09-13-17 at 07:54 PM
@SeniorSpaz87

The mod has two campaign_data.txt files within different folders, one pertaining to the 1968 campaign and the other to 1984. You can modify CampaignPoints from 900 to any value you desire to make the campaign practically endless. Just in case, I wouldn't recommend setting the value too high: try 20000 or something and see how that works.

Thing is, that's for the war at sea. The main conflict can be brought to an end as well, I think, once the land war reaches a conclusion. HoursToNextGeneralEvent controls the space of time between land war events: You could try multiplying that by 10 or 20 to have it progress at a glacial pace.


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