# Campaign.txt for OMG
##########################################################################
# Campaign length, in days, max is 25
10
# Strategic turns per day (valid range 1-4)
5
# Allied 'home' direction (friendly rear that way. 0 = N, 1 = NE, 2 = E, 3 = SE, 4 = S, 5 = SW, 6 = W, 7 = NW)
4
# Axis 'home' direction
0
# Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm)
0,0,2,0,0,0,2,1,3,1
# Historical Axis score for each turn of each day, one line per day.
# "Score" is a precentage of victory for the Axis. Allied score = 100 - Axis score.
88,87,86,86,84
83,82,81,80,79
78,77,76,75,74
73,72,71,70,69
68,67,66,65,64
63,62,61,60,59
58,57,56,55,54
53,52,51,50,48
45,45,45,45,45
47,47,47,47,47
#########################################################################
# Support Missions
# (Max/Min air values are used to generate random # missions for random
#  weather games. Value will be linear between min and max.)
#########################################################################
# Allied artillery support for each day
0,4,4,4,4,5,5,5,6,6
# Allied naval gunfire support max. for each day
2,2,2,2,2,2,2,2,3,3
# Allied historical air support for each day
5,4,2,2,2,2,2,1,0,0
# Allied historical air resupply for each day
0,0,0,0,0,2,2,1,0,0
# Allied air strike maximum for each weather type (0-3) for non-historical weather
10,2,6,0
# Allied air strike minimum for each weather type (0-3) for non-historical weather
2,0,1,0
# Allied air resupply maximum (Clear weather only)
2
# Allied air resupply minimum (Clear weather only)
1
# Axis artillery support for each day
1,3,3,3,4,4,4,4,4,4
# Axis naval gunfire support for each day
0,1,1,2,2,3,3,3,4,4
# Axis historical air support for each day
0,2,2,1,0,0,0,0,0,0
# Axis historical air resupply for each day
0,0,0,0,0,0,0,0,0,0
# Axis air strike maximum for each weather type (0-3)
2,0,1,0
# Axis air strike minimum for each weather type (0-3)
0,0,0,0
# Axis air resupply maximum (Clear weather only)
0
# Axis air resupply minimum (Clear weather only)
0
#########################################################################
# Misc. options / features
#########################################################################
# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
0
# Locked BGs (0 = unlocked, 1 = locked) Locked = player can not choose teams
0
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
# Number of days after arrival that Allied AB BGs are automatically in supply
2
# Number of days after arrival that Axis AB BGs are automatically in supply
0
# Allies suprised (on moves on turn 1) (0 = no, 1 = yes)
0
# Axis suprised (on moves on turn 1) (0 = no, 1 = yes)
1
# Allies redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Axis redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
# Allied air recon sighting % chance (clear weather only)
100
# Axis air recon sighting % chance (clear weather only)
0
# Allied ground recon sighting % chance
20
# Axis ground recon sighting % chance
10
# Allied parachute drop days (0 or 1) AB BGs arriving on maps with no off-map exit get random setup area(s)
0,1,1,1,1,1,1,1,1,1
# Axis parachute drop says
0,0,0,0,0,0,0,0,0,0
#########################################################################
# Battle group 'base' battle plans:  Controls the default plan used by
# A given BG when opposed by a given enemy BG. Plans are:
# 0 = all out attack, 1 = limited attack, 2 = probing attack, 3 = defend, 4 = survive
# NOTE: The base plan will be refined based on commander aggression and
# situation, and may result in an actual battle plan +/-1 from base.
#########################################################################
# Allied Infantry BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,1,1,1,0,0
# Allied Recon BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,1,2,2,1,1
# Allied Armor BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Armored Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Parachute Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,2,1,1
# Allied Engineer Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,1
# Axis Infantry BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
3,3,3,3,3,2
# Axis Recon BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,2
# Axis Armor BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,2,1,1
# Axis Armored Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,2,1,1
# Axis Parachute Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
3,3,3,3,2,2
# Axis Engineer Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
3,3,3,3,3,3
# Auto-refresh FPs (ala stock CC4)
0
#########################################################################
# Ability to Rest BGs (0 or 1)
1
# Base cohesion cost for movement (0-512)
16
# Base cohesion cost for combat (0-512)
64
# Base fatigue cost for movement (0-512)
32
# Base fatigue cost for combat (0-512)
64
# Night turn? 0 or 1 (for yes or no), one entry per day
1,1,1,1,1,1,1,1,1,1
# NOTE: diff-base support will overwrite the old stuff further up in campaign.txt, but old lines still needed for backward compatibility
# Allied diff-based arty support per day (very weak ? strong = 5 lines)
0,2,2,2,2,3,3,3,4,4
0,3,3,3,3,4,4,4,5,5
0,4,4,4,4,5,5,5,6,6
0,5,5,5,5,6,6,6,7,7
0,6,6,6,6,7,7,7,8,8
# Allied diff-based naval support per day (very weak - strong = 5 lines)
1,1,1,1,1,1,1,1,2,2
2,1,1,1,1,1,1,1,2,2
2,2,2,2,2,2,2,2,3,3
3,3,3,3,3,3,3,3,4,4
3,4,4,4,4,4,4,4,5,5
# Allied diff-based air support per day (very weak - strong = 5 lines)
3,2,1,1,1,1,1,0,0,0
4,3,1,1,1,1,1,0,0,0
5,4,2,2,2,2,2,1,0,0
5,5,3,3,3,3,3,2,1,0
5,5,4,4,4,4,4,3,1,0
# Allied diff-based air re-supply per day (very weak - strong = 5 lines)
0,0,0,0,0,1,1,0,0,0
0,0,0,0,0,1,1,1,0,0
0,0,0,0,0,2,2,1,0,0
0,0,0,0,1,2,2,1,0,0
0,0,1,1,2,3,3,1,0,0
# Axis diff-based arty support per day (very weak - strong = 5 lines)
0,1,2,2,2,2,2,2,3,3
0,2,2,2,3,3,3,3,4,4
1,3,3,3,4,4,4,4,4,4
2,4,4,4,4,4,4,4,5,5
2,4,5,5,5,5,5,5,6,6
# Axis diff-based naval support per day (very weak - strong = 5 lines)
0,0,1,1,1,1,1,1,2,2
0,1,1,1,1,1,1,1,2,2
0,1,1,2,2,2,2,2,2,2
0,1,2,2,2,3,3,3,3,3
0,1,2,2,3,3,3,3,4,4
# Axis diff-based air support per day (very weak - strong = 5 lines)
0,1,1,0,0,0,0,0,0,0
0,1,2,1,0,0,0,0,0,0
0,2,2,1,1,0,0,0,0,0
0,2,3,2,1,0,0,0,0,0
0,2,3,2,1,1,1,0,0,0
# Axis diff-based air re-supply per day (very weak - strong = 5 lines)
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0
# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES)
1
# BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots
1
# Maximum distance from starting map a BG can look for a supply depot to reform on (-1 for unlimited)
6
#########################################################################
# Close Combat: Last Stand Arnhem New Data
#########################################################################
# Assault crossing available 1 = yes, 0 = no for Allies, Axis
1,0
#########################################################################
# Bridges - Count of bridges, followed by bridge data
# 
# For each bridge there is one bridge data line and one or more graphical data lines.
#
# bridge data:
#   map ID, type, state, blow side, timer, repair, VL0, VL1, VL2, graphic count, 16 damage tile indexes, 16 river line tile indexes
#
# TYPE is 1 (minor) or 2 (major).  TIME in 0.1 secs. REPAIR in turns. VLs are indexes into BTD VL list.  
# DAMAGE are map tiles destroyed. RIVER tiles form a line across the map, used to determine if bridge is needed for start moves.
#
# STATE is a combination of 1 or more flags (OR together): 1 = Undamaged, 2 = primed, 4 = repairing, 8 = repaired.
#
# graphic lines refer to where the graphical overlays in bridges.azp are displayed:
#   image index, damage X, Y, width, height, repair x, y, w, h, damage girder x, y, w, h, girder x, y, w, h
#########################################################################
14
# BEST
2,1,3,1,2400,2,7,-1,-1,1,3561,3562,3563,3487,3636,3637,3638,-1,-1,-1,-1,-1,-1,-1,-1,-1,4443,2609,2549,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
0,1310,1731,396,394,1310,1731,396,394,-1,-1,0,0,1392,1782,192,240
# SON
3,1,3,1,1200,2,6,-1,-1,1,2047,2048,2049,2050,2051,2128,2129,2130,2131,2132,2209,2210,2211,2212,2213,-1,2187,1862,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
1,816,781,323,551,816,794,323,527,-1,-1,0,0,-1,-1,0,0
# VEGHEL
8,1,3,1,6000,2,7,-1,-1,1,1305,1306,1395,1396,1486,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,40,1305,3114,4113,6362,8081,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
2,1727,520,325,232,1727,537,249,178,1862,543,57,83,1779,520,206,139
# ST OEDENRODE
11,1,3,1,3000,3,5,-1,-1,1,2265,2266,2337,2338,2339,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,144,4895,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
4,1205,1196,342,346,1205,1172,342,370,1188,1301,158,153,1197,1200,261,245
# GRAVE
15,2,3,1,4500,6,5,6,7,1,3392,3393,3394,3395,3396,3470,3471,3472,3473,3474,3548,3549,3550,3551,-1,-1,2418,3627,5069,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
5,1452,1549,438,577,1452,1549,438,577,1118,730,1008,2071,1118,730,1008,2071
# HEUMEN
17,1,3,1,3000,3,6,-1,-1,1,3374,3375,3456,3457,3537,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,30,3456,5823,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
6,2035,1598,297,289,2035,1598,297,289,-1,-1,0,0,2035,1622,211,170
# BLANKENBERG
20,1,3,1,3000,3,7,-1,-1,1,2908,2909,2910,2998,2999,3000,3001,3089,3090,3091,3180,3181,3182,-1,-1,-1,16,3995,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
7,896,1179,802,531,896,1179,802,531,-1,-1,0,0,-1,-1,0,0
# HATERT
24,1,3,1,3000,3,9,-1,-1,1,2191,2263,2335,2336,2407,2406,2334,2262,2190,2189,-1,-1,-1,-1,-1,-1,22,4721,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
8,962,1132,532,361,962,1132,532,361,-1,-1,0,0,-1,-1,0,0
# HONINGHUTIE
28,1,3,1,3000,3,5,-1,-1,1,1937,2027,2117,2207,2218,2118,2028,2299,2209,2389,2479,2297,2298,2387,2388,2477,42,5366,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
9,1709,839,431,372,1709,839,431,372,-1,-1,0,0,-1,-1,0,0
# NIJMEGEN - 2 graphical entries
31,2,1,1,12000,6,8,10,11,2,5744,5745,5746,5747,5748,5864,5865,5866,5867,5868,3863,3864,3865,3866,3867,3985,3000,5159,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
11,4127,1593,454,697,4127,1593,454,697,4056,1352,398,1044,4056,1352,398,1044
10,873,1097,451,495,873,1097,451,495,639,632,740,1492,639,632,740,1492
# WESTERVOORT
44,1,3,1,3000,6,3,4,-1,1,1899,1900,1901,1902,1903,1904,1944,1945,1946,1947,1948,1949,2037,2038,2039,1992,2070,1979,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
12,337,1480,378,563,337,1480,378,563,319,1345,340,819,319,1345,340,819
# ARNHEM RAIL
46,2,3,1,1800,6,7,8,9,1,3721,3722,3723,3786,3787,3788,3789,3852,3853,3854,3855,-1,-1,-1,-1,-1,3234,4487,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
13,907,2092,430,520,907,2092,430,520,590,33,1287,3477,590,33,1287,3477
# ARNHEM ROAD
47,2,1,1,12000,6,8,9,10,1,3049,3050,3051,3052,3053,3106,3107,3108,3109,3110,3163,3164,3165,3166,3167,-1,2793,3362,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
14,1140,1842,420,689,1140,1842,420,689,1126,1590,212,1056,1126,1590,212,1056
# RAVENSTEIN
63,2,3,1,3000,6,2,3,-1,1,1768,1842,1843,1844,1918,1919,1920,1994,1995,1996,2070,-1,-1,-1,-1,-1,30,5474,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
15,1524,840,514,364,1524,840,514,364,1432,718,829,543,1432,718,828,526
#########################################################################
# Crossing Sites - first line is number of crossing connections
# Each connection = type (1 = ferry, 2 = assault), map1, map2
# NOTE: There is a max of 8 crossing gadgets in ScrnGadg.gdg
#########################################################################
4
1,36,37
1,45,49
2,32,33
2,41,48
# Force retreat on bridge demolition (1 = yes, 0 = no)
1
#########################################################################
# End of entires for Close Combat: Last Stand Arnhem
#########################################################################
