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Posted (edited)

Hi,

 

Does Il2 BOS feature dynamic campaign like in Il2 1946?

 

What I mean is that in Il2 1946 the missions are changing depending on how you perform your last mission and how many of your allies died. Also in the flight log, it was possible to see our medals, pilot rank and the name of every pilot in our squads and how many died, etc. Even the frontline was changing... And when you finished Campaign A, you were automatically starting Campaign B with the same pilot, squad and everything you earned before.

Missions were generated automatically like intercept, rescue (there is a lot in Pacific lol), escort, etc.

 

Everything was linked to an in-game profile. Don't know how profiles are working with Il2 BOS.

 

I saw some screen of Il2 BOS and BOM, but it seem chapter based missions. How does it work?

 

 

Thank you.

Edited by Nic727
Posted

No dynamic campaign. The campaign in this game features randomly generated missions, and they do not depend on the outcome of previous missions. Successful missions unlock new equipment for your planes, new skins and new chapters.

Some people prefer to call it "advanced quick mission".

Posted

Ok thank you. Do you think Dynamic Campaign will be available in the futur?

Could be great to see that.

Posted

Ok thank you. Do you think Dynamic Campaign will be available in the futur?

Could be great to see that.

Nobody knows what the future holds save for the developers themselves, and as far as I know they haven't indicated any movement towards the style of campaign you're describing. Currently, your best bet for that type of continuity/immersion is trying the 3d-party PCGW or Career Generator.

Jade_Monkey
Posted

Perhaps third party campaigns but most likely nothing from the devs.

Posted

Dynamic campaigns, Yea- no. I, for some reason, just assumed this generation of IL2 would have it. Never assume. :(

VBF-12_Stick-95
Posted

Depends what you're looking for.  No dynamic campaign in the game BUT they do exist.

 

Multiplayer dynamic campaign - Tactical Air War (currently waiting to begin a new campaign)

http://forum.il2sturmovik.com/topic/21029-tactical-air-war/

 

 

Single player dynamic campaign - Pat Wilson Campaign Generator for BOS (PWCG)  Although the download screen says version 1.0 is will be the latest version.  I use the unified version.  This follows a pilot, rank, brief, debrief, journal, newspapers, tracks squadron pilots, top aces, editable missions, etc.

http://forum.il2sturmovik.com/topic/19183-introducing-pat-wilson-campaign-generator-bos/

 

Quick start guide.

http://forum.il2sturmovik.com/topic/19184-pwcg-quick-start-guide/

 

PWCG Unified Beta version  (IL-2 BOS/ROF)

http://forum.il2sturmovik.com/topic/21958-pwcg-unified-release-10-available/

 

Cheers!

SCG_motoadve
Posted

Does PWCG  works with BOM too?

Feathered_IV
Posted

Not yet. However Pat did say he has plans to.

Posted

BoM aircraft are integrated but Maps are planned for future, to give longer Campaign, don't forget BoM is not yet officially released  ;)

 

Cheers Dakpilot

pilotpierre
Posted

Does PWCG  works with BOM too?[/size]

Does now, v1 released today.

  • Upvote 2
SCG_motoadve
Posted

The download says PWCG Unified Version 1.0 for BoS 

Posted

The download says PWCG Unified Version 1.0 for BoS 

Yes, it uses BoS maps but BoM planes are included. Moscow map is going to come later.

PatrickAWlson
Posted

"Unified" means RoF and BoS unified.  They used to be separate code bases.  Now it is a single code base that allows improvements to benefit both RoF and BoS (hint hint 777 :) ).  

 

Support for the BoM map is coming.  As stated earlier, all of the planes are already in PWCG, but only on the BoS map.  Once the BoM map is in place you will be able to play a career from late 1941 through mid 1943, moving from one battle to the next within the same career.

 

Kind of wanted to talk a little bit about a "dynamic campaign".  These discussions seem to break down because people can't decide on the meaning of dynamic.  

Is PWCG dynamic?

About as dynamic as RB3D - in fact, a bit more so.  You can kill aces.  The missions are always a bit different.  Your squadron mates persist, get better, die and are replaced by raw recruits, etc.

However, you cannot alter history.  The Germans are never going to win.

Ground damage is not persistent.

Aircraft supply is not modeled.

Ground units are not modeled and ground unit state is not persisted.

 

I would argue that PWCG is more of a historical role playing mechanism than anything else, and that is exactly what it is meant to be.  

 

So what are the criteria for a dynamic campaign?  Should history be mutable?  Should results be based entirely on the actions of a lone pilot (you)?  Is it enough to just model persisting a blown up building into the next mission or a temporary deficiency in aircraft after a particularly bad day?  Just curious: to those who say they want a dynamic campaign, take a moment to lay out your criteria for such a feature.

  • Upvote 2
  • 1CGS
Posted

Pat, I would say that adding persistent ground damage and variable aircraft supply would make your campaign generator that much more truly "dynamic."

PatrickAWlson
Posted (edited)

Pat, I would say that adding persistent ground damage and variable aircraft supply would make your campaign generator that much more truly "dynamic."

 

I have always disagreed with the second - slightly.  Losses of men and material were usually replaced in a matter of days.  The new men were green - which is modeled in PWCG (new pilots start as either novice or average, never veteran and certainly not ace) - but the squadrons were not short on men or planes for very long.  Modeling a supply chain would add something, but not a huge amount.  Still something to consider.

 

To take the supply chain thing a bit further - aircraft were constantly being ferried to staging areas close to front line units.  Same with pilots.  Replacements were there waiting to be used.  It would be a pretty straight forward thing to report a loss of plane or personnel and get a replacement - the latter being much more significant than the former.  One of the best examples is the Fokker D.VII in WWI.  Introduced in May.  By June it equipped most squadrons.  By July almost all.  I'm pretty sure WWII was the same way.  Once a new type was introduced replacement was rapid and rarely ever would a pilot be obliged to fly an older type or sit idle for lack of a ride. 

 

The second would add value in BoS.  it wasn't a big deal in RoF because of the de-emphasis on bombing, but it would have more value in WWII.  I think it would be too much to model each building, but maybe key structures like airfields or bridges.  Of course if I put a damaged bridge into a mission the AI would happily drive straight into the water :)

Edited by PatrickAWlson
  • Upvote 1
Posted

Frontline units were mostly under full numbers.Loses were not so fast to be replenished. Mainly during offensives,when logistics lines were overstretched on the side of the attacker and being rendered useless on the side of the defender. That is the difference inbetween static trench war and mobile war of WW2. Soviets usually rotated complete units = if significantly under combat strenght,it was sent completly to rear to reequip with machines and personel.

 

As for me,this is documentary game about air warfare. Not a logistics simulator. 

 

I would argue that PWCG is more of a historical role playing mechanism than anything else, and that is exactly what it is meant to be.  

Well said,Patrick  :good:

  • Upvote 2

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