The difficulty settings in the stock Foothold Config.lua (that can be kept outside of the miz so we can still update frequently) seems good for what we need?
-- ============================================================================
-- Difficulty Settings
-- ============================================================================
-- Valid values: "easy" | "medium" | "hard"
-- Here, you can adjust how many cap should spawn. medium, is the default (Balanaced)
CapDifficulty = "medium" -- RED CAP amount. This can be further custommized in the advance section.
CasDifficulty = "medium" -- RED CAS amount. This can be further custommized in the advance section.
SeadDifficulty = "medium" -- RED SEAD amount. This can be further custommized in the advance section.
RunwayStrikeDifficulty = "medium" -- RED RUNWAYSTRIKE amount. This can be further custommized in the advance section.
FriendlyCapSupport = "medium" -- BLUE CAP support limit. This can be further custommized in the advance section.
FriendlyCasSupport = "medium" -- BLUE CAS support limit. This can be further custommized in the advance section.
FriendlySeadSupport = "medium" -- BLUE SEAD support limit. This can be further custommized in the advance section.
AiPlaneSkill = "Random"
-- AI skill used for spawned airplanes Red only (MOOSE SPAWN:InitSkill).
-- Valid: "Average", "Good", "High", "Excellent", "Random" (case-insensitive). Unknown values become "High".
AiGroundSkill = "Excellent"
-- AI skill used for spawned non-airplane units Red and blue share the same config value (ground/ship/etc) (MOOSE SPAWN:InitSkill).
-- Valid: "Average", "Good", "High", "Excellent", "Random" (case-insensitive). Unknown values become "High".
-- Controls whether SAM groups are hidden on MFDs.
-- Valid values only: false | true | "random"
-- false = always shown on MFD
-- true = always hidden on MFD (default)
-- "random" = 50% chance hidden on each spawn
HideSAMOnMFD = true -- if random, use "random" (string)
-- ============================================================================
-- RED Reactive Counterpressure
-- ============================================================================
-- RED Reactive Counterpressure (simple explanation):
-- When BLUE players get close to RED frontline zones, RED starts reacting.
-- RED reaction has 2 parts:
-- 1) Soft reaction: RED speeds up some supply and Patrolling CAP groups for pressured RED zones.
-- 2) Hard reaction: RED can force-spawn attack groups to strike BLUE zones.
-- If you do NOT want red supplies groups to be boosted in speed to spawn faster, set softSupplyBoostPerZone to 0.
-- If you do NOT want red CAP groups to be boosted in speed to spawn faster, set softCapBoostPerZone to 0.
-- The coolDownSec is how often this stuff triggers, you can increase / decrease.
-- Valid values: "easy" | "medium" | "hard"
-- "Modern" or "Coldwar" ("Gulfwar" if the map is Iraq).
-- In the editor, Don't copy to all ships, make sure all planes in every warehouse are set to LIMITED!!!
Era = "Modern" -- does not work in Afghanistan or kola
-- If true: remove SA-10 and SA-11 (replaced by older SAMs).
NoSA10AndSA11 = false
-- There is no Pantsir or Tor M2 in the coldwar Era, but in modern, you can stil replace them.
-- If true: Pantsir and Tor M2 will be replaced with random groups, including SA-15, SA-19, SA-8 and SA-13.
NoTorM2AndPantsir = false
-- If true: SA-15 will be replaced by random groups, including SA-19, SA-8, SA-13 and SA-9.
NoSA15 = false
Anything else just seems gravy, but there is lots more to fiddle with if we want. Attached
Foothold Config.zip (12.0 KB)


