November 13, 201312 yr comment_8986 The opposite of the please do version. To stop top numbered squads from flying occasionally... regards Wol Report
November 13, 201312 yr comment_8988 What do you mean? If you want to suppress individual squads (force them to be 'inactive'), you can 'prohibit' them flying by setting their fuel to zero: 19410814 SetFuel IV_StG20 = 0 Report
November 14, 201312 yr Author comment_8995 Hoping this could be done via the squadron page, along with the 'Active' an 'inactive' button to stop a squad flying until unchecked. To allow casual turning off of higher ordered squads which are preferentially pick for missions otherwise. regards Wol Report
November 14, 201312 yr comment_8997 Paul, can you confirm that squads at the top of the list have a higher chance to fly? (Just curious, I mostly use full density.) I always believed that DCG is programmed in a way that all non-player squads have an equal chance to fly according to the random value set via squadron density. That is, if Red has 9 squads and density is set to 66%, then each turn 6 squads will get airborne, and EACH squad will fly 2 times out of 3 missions. Report
November 15, 201312 yr comment_9005 They don't have a higher chance however when you select a density other than "Full", DCG works from the top of the list to the bottom to select the number of active flights. Each has a random chance of activating and once the "slots" are filled or DCG reaches the bottom of the list, that's it. So, yes, the odds of a flight near the top of the list are better than those at the bottom. Report
November 15, 201312 yr comment_9006 I'm not sure, but I may be able to make a quick fix to the Active check box so it cycles through three options rather than two. Report
November 15, 201312 yr Author comment_9010 Thanks Lo, All this is much appreciated. Gosh its good to be doing some new campaigns with DCG! regards Wol Report
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