
                  Modifications for Aces over Europe
            Convert the Ju-88-S to the Ju-88-C (6) and more
                              JU88C6.TXT
                              Version 2.0
                            Date  1-14-1994


     TABLE OF CONTENTS:
     ~~~~~~~~~~~~~~~~~~
     Section 0000:   INSTALLATION & WARNINGS
     Section 0001:   A BUG
     Section 0002:   THE ARAMENT & ORDANCE OF THE JU-88-C (6)
     Section 0003:   CHANGES MADE TO THE ORDANCE LOADS OF THE AC IN AOE
     Section 0004:   HOW I THINK THE PROGRAM WORKS
     Section 0005:   COMPATIBLE AOE VERSIONS
     Section 0006:   PLAY BACK OF VCR TAPES
     Section 0007:   DISCLAIMER
     Section 0008:   EXPERIENCING PROBLEMS?
     Section 0009:   ACKNOWLEDGMENTS
     Section 000a:   SPECIAL THANKS
     Section 000b:   VERSION HISTORY
     Section 000c:   POINT OF CONTACT



     Section 0000:   INSTALLATION & WARNINGS
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     To convert the Ju-88S to the Ju-88-C (6) version simply copy
     all the files contained in the JU88C.ZIP into your AOE game
     directory.  If you are using the AOEREA.ZIP mods that Nicholas 
     Bell and I put together, and would like to maintain the changes 
     that it made, then unzip the file called JU88REAL.ZIP that is 
     contained in the JU88C.ZIP.  It will provide you with the 
     aditional files to install the Ju-88-C (6) into the AOE REAL
     menus.  Once you have unzipped the files you want into your
     AOE directory the program will automatically use these new data 
     files.  And if for some reason you don't like the changes these 
     files make simply delete them.

          WARNING: do not use Jaybirds BAT files or any other file that
          modifies to orginal ORDANCE0.DAT file and or the SQUAD0.DAT 
          file, because I completely rewrote these files and they are 
          very different than the originals.



     Section 0001:   A BUG
     ~~~~~~~~~~~~~~~~~~~~~

     During the development of the Ju-88-C (6) I came across a
     bug in my modifications that I could not fix.  You may or
     may not notice it, but it is there.  The bug is due to the
     implantation of the rear gunner in the Ju-88-C (6).  The bug
     is, when you start to line up a shot with your forward guns,
     you will notice that they sometimes fire on their own!  A
     sort of Auto firing gun sight,  If I find a way to fix it,
     which I doubt, I will upload a patch.  But as it stands
     right now I'm stumped!  But I think the benefits of the rest 
     of the mod out weight this small bug.  But it's up to you!



     Section 0002:   THE ARAMENT & ORDANCE OF THE JU-88-C (6)
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          -Preflight Menu Reads:

          3 x 20mm 120 rnd/gun
          3 x 7.9mm 900 rnd/gun
          1 x 7.9mm 250 rnd/gun
          
          -Ordnance Selections Are:
          
          SR Fighter:    None
          SR Strike:     2 x 500kg Bombs.
          SR Attack:     4 x 250kg Bombs.
          SR Intercept:  4 x Gr 21cm Rockets.
          LR Fighter:    None
          LR Strike:     10 x 50kg Bombs.
          LR Attack:     2 x 250kg Bombs.
          LR Intercept:  4 x Gr 21cm Rockets.



     Section 0003:   CHANGES MADE TO THE ORDANCE LOADS OF THE AC IN AOE
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

          NOTE: the changes listed below are not completely
          accurate but they do add some verity to the game that
          you may enjoy?  
          

     Me-109G:
     ========
      1) Added the code for Escort Bombers.

     Me-109K:
     ========
      1) Added the code for Escort Bombers.
      2) Changed the SR Strike to 2 x 250kg Bombs.

     Fw-190A:
     ========
      1) Added the code for Escort Bombers.

     Fw-190F:
     ========
      1) Added the code for Escort Bombers.
      2) Changed the SR Intercept to 4 x Gr. 21's Rockets.
      3) Changed the LR Attack to 2 x 250 kg Bombs.

     Fw-190D:
     ========
      1) Changed the LR Attack to 2 x 50kg Bombs.

     Ju-88-C (6):  (Same for both the standard mods and JU88REAL mods)
     =================================================================
      1) Added the code for SR Fighter.
      2) Added the code for LR Fighter.
      3) Added the code for SR Intercept with 4 x Gr. 21's Rockets.
      4) Added the code for LR Intercept with 4 x Gr. 21's Rockets.
      5) Changed the SR Strike to 2 x 500kg Bombs.
      6) Changed the SR Attack to 4 x 250kg Bombs.
      7) Changed the LR Strike to 10 x 50kg Bombs.
      8) Changed the LR Attack to 2 x 250kg Bombs.


     Me-262:
     =======
      1) No Changes

     Me-234B:
     ========
      1) Removed the code for Cross Bow missions.
      2) Changed the SR Strike to 1 x 1800kg Bomb.
      3) Changed the SR Attack to 6 x 250kg + 6 x 50kg Bombs.
      4) Changed the LR Strike to 6 x 250kg.
      5) Changed the LR Attack to 16 x 50kg Bombs.

     Typhoon:
     ========
      1) Changed the SR Strike to 6 x 5in Rockets + 2 x 500lb Bombs.
      2) Added the option for SR Intercept with 16 x 5in Rockets.
      3) Added the option for LR Intercept with 6 x 5in Rockets.

     Tempest:
     ========
      1) Changed the SR Strike to 6 x 5in Rockets + 2 x 500lb Bombs.
      2) Added the option for SR Intercept with 16 x 5in Rockets.
      3) Added the option for LR Intercept with 6 x 5in Rockets.

     Spitfire IX:
     ============
      1) Changed the LR Attack to 2 x 100lb Bombs.

     Spitfire XIV:
     =============
      1) Added the option for SR Intercept with 8 x 5in Rockets.
      2) Added the option for LR Intercept with 6 x 5in Rockets.
      3) Changed the LR Strike to 6 x 5in Rockets.

     Mosquito XVIII:
     ===============
      1) Added the option for SR Intercept with 8 x 5in Rockets.
      2) Added the option for LR Intercept with 4 x 5in Rockets.
      3) Changed the LR Strike to 2 x 250lb Bombs.
      4) Changed the LR Attack to 4 x 5in Rockets.

     Mosquito VI:
     ============
      1) Added the option for SR Intercept with 16 x 5in Rockets.
      2) Added the option for LR Intercept with 4 x 5in Rockets.
      3) Changed the SR Strike to 2 x 1000lb Bombs.
      4) Changed the SR Attack to 8 x 5in Rockets + 2 x 500lb Bombs.
      5) Changed the LR Attack to 4 x 5in Rockets.

     P-51D Mustang:
     =============
      1) Added the option for SR Intercept with 8 x 5in Rockets.
      2) Added the option for LR Intercept with 6 x 5in Rockets.
      3) Changed the SR Strike to 2 x 250lb Bombs + 4 x 5in Rockets.
      4) Changed the LR Strike to 2 x 250lb Bombs.

     P-38J Lightning:
     ================
      1) Added the option for SR Intercept with 10 x 5in Rockets.
      2) Added the option for LR Intercept with 10 x 5in Rockets.
      3) Changed the LR Strike to 2 x 500lb.

     P-47D Thunderbolt:
     ==================
      1) Changed the SR Strike to 1 x 1000lb Bomb + 2 x 500lb Bombs.
      2) Changed the SR Attack to 2 x 500lb Bombs + 6 5in Rockets
      3) Changed the LR Strike to 2 x 500lb Bombs
      4) Changed the LR Attack to 4 x 5in Rockets + 2 x 500lb Bombs

     B-26:
     =====
      1) Added the SR Attack load of 8 x 500lb Bombs.
      2) Changed the code to Randomly Select Attack Missions.

     B-25:
     =====
      1) Added the SR Attack load of 8 x 250lb Bombs.
      2) Changed the code to Randomly Select Attack Missions.

     B-17G:
     ======
      No Changes.

     B-24J:
     ======
      No Changes.




     Section 0004:   HOW I THINK THE PROGRAM WORKS
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     Now the addition of the code for Escort Bombers on the
     German AC will not change the way the game works during a
     campaign play because the type of missions flow by a unit is
     controlled by the SQUAD0.DAT file.  But if these mods, and
     the mods to the Attack mission for the medium Allied bombers,
     should cause them to be used for such missions when you fly
     against them in a campaign or FLY A SINGLE MISSION section.
     Because the ORDANCE0.DAT file controls the random selection
     of ordnance, and the ordnance itself.   The way it seems to
     work is like this, first whenever you choose to fly a
     mission in a campaign the program checks the SQUAD0.DAT file
     to find the type of missions you can possible fly in that
     unit at that time in the war.  With that info it then
     RANDOMLYS generates a mission for you to fly.   Now
     depending on the type of mission, next it RANDOMLY selects
     the opposing AC that you will encounter on that mission.
     Which seems to be partially controlled by the ORDANCE0.DAT?
     Because of the new data in the ORDANCE0.DAT, That is the
     eleven eight byte fields, numbered from 00-0A, that follow
     the DATA SECTION of each AC in the ORDANCE0.DAT file.   When
     the program RANDOMULY selects an AC it is looking for
     opposing AC that can fly the type of mission needed to
     oppose your unit, if the AC is not able to fly that type of
     mission it is not selected.  i.e. B-17's will not be
     selected for a Dog Fight Mission!  So I believe that, to a
     certain extent, the RANDOM selection of AC can be controlled
     via the ORDANCE0.DAT file.   I noticed that the eleven eight
     byte fields correspond to the eleven different types of
     mission that can be flown in the FLY A SINGLE MISSION
     SECTION, and they are:

          00   Dog Fight a Famous Ace
          01   Dog Fight a Squadron
          02   Fighter Sweep
          03   Strike
          04   Escort Bombers
          05   Fly a Historical Mission
          06   Intercept Bombers
          07   Anti Shipping
          08   Interdiction
          09   Close Support
          0A   Crossbow

     I made a few minor changes to just about all the AC's
     ordnance loads, but the most significant is the inclusion of
     the INTERCEPT selection for most of the Allied AC.  Note to
     that with my ORDANCE0.DAT file it is now possible to give
     the Allied AC External Guns!!  But I didn't do this to any
     of em, maybe in AOE 46?

     Now one thing I did notice in the original ORDNCE0.DAT file
     was the had Germans only two AC with the Escort Bombers (04)
     code?  So in my ORDNCE0.DAT file I gave all the German
     fighters the code for Escort Bombers.  Just encase some of
     my future mods requires them to fly such missions.  And I
     also noticed in the original that the ARADO had the code for
     Crossbow (0A)? So in mine I took it out, it never actually
     would have happened because the SQUAD0.DAT did not invoke
     such missions and the FLY A SINGLE MISSION section does not
     allow you to select German AC for this type of mission.
     There were some other things too that did not make any
     seance, like most of the Allied AC had the code for an
     ORDNANCE load of bombs for a Scramble mission.  I guess this
     was to simulate them getting jump just prior to a bombing
     mission?  But in my ORDNCE0.DAT I removed all such loads and
     replaced them with the code for intercept.  So now you will
     have a few rockets to lob and the Germans!  And maybe as a 
     German pilot you will see B-25's and B-26's making strikes
     aginst your airfield?



     Section 0005:   COMPATIBLE AOE VERSIONS
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     These modified data files have been tested and found to work
     with:

     AOE                Version 1.0
     AOEREA.ZIP         Version 1.0 (Via unzipping the JU88REAL.ZIP)




     Section 0006:   PLAY BACK OF VCR TAPES
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     There is one side effect to using modified data files that
     "change the performance" of the aircraft in this game.  When
     I say "change the performance" I'm not just referring to the
     aircraft speed and agility (*.FMD's).  Performance also
     includes such things as the weapons and ammo count (*.GL's).
     And such things as the aircraft damage ratings (*.DMG &
     *.BXL's).  The reason there is a problem is due to the way
     the VCR tapes works.  Prior to playback the VCR tapes scans
     the tape and loads all the pertinent data (*.FMD, *.GL,
     *.DNG & BXL's etc.) for each aircraft that is in the VCR.
     If this data is different then the data that was used during
     the original recording of the VCR then you will get a
     different play back of the VCR.

     An example of this would be after you added the modified
     files you noticed that your aircraft appears to shoot at a
     targets that's not there.  So if you or anyone else wishes
     to view your VCR as it was originally
     recorded then you must insure that the same modified data
     files that were present during the recording of the VCR, are
     also present during play back.

          NOTE:   Due to this it will be very easy to tell if
          anyone is cheating during a FSFORUM Tournament! So if
          you were thinking of giving your self an edge during
          the next tournament then just forget it because all
          tournaments are flow with the original "performance"
          data files!

     There is no problem in playing back a VCR using modified
     data files that change an aircraft "appearance" or "ordnance
     load".  If you change an aircraft appearance via a modified
     *.TBL file.  And then record a VCR
     tape with that modified data file present, and then later
     remove or change that data file there will be no problem
     during playback except for the fact that the planes
     appearance will change.  If you change an aircraft ordnance
     load via a modified ORDNCE0.DAT file.  And then record a VCR
     tape with that modified data file present, and then later
     remove or change that data file there will be no problems
     during play back.




     Section 0007:   DISCLAIMER
     ~~~~~~~~~~~~~~~~~~~~~~~~~~
     Note that the utilization of these files and information is
     at your own risk!  I assume no responsibility for any damage
     that may occur to your program or hardware due to the
     modifications you may make to these or any of the original
     program data.




     Section 0008:   EXPERIENCING PROBLEMS?
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     If you are experiencing any type of problems contact me and
     I will try and help you.  But before you contact Dynamix
     with your problem I urge you to do one thing before you do
     so.  First remove all the modified data files!  Now if you
     are still experiencing the same problem, then when you
     contact Dynamix to report your problem you can rest assured
     that the problem is with the program itself and not due to a
     modified data file.  This will save you and Dynamix allot of
     time.




     Section 0009:   ACKNOWLEDGMENTS
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     Below is a listing of all the people who have, in one way or
     another, contributed to the hex editing ability of AOE.

     I WANT TO THANK....

     1)   Damon Slye:
          for his dedication to turning out the most realistic
          dog fighting sims on the market.  And for his savvy
          decision not to encrypt the Dynamix code, which enables
          guys like us to tweak the game to our liking.

     2)   James "Jaybird" Johnson:
          for his inspirational and pioneering work on Dynamix
          Flight Sims.  I especially want to thank Jaybird for
          all the informative DOC's that he has either posted or
          personally sent me.  His detective work and
          understanding of Dynamix Code is top notch!

     3)   Tim Kilgore:
          for his wonderful Dynamix editing & utility programs!

     4)   Nicholas Bell:
          for his personal help and insight, and to his
          dedication to furthering the knowledge of the Dynamix
          data types.  His overall knowledge of all the data
          types is unsurpassed.  Nicks dedication to accuracy and
          realism is also top notch.  Leave it to an ADA guy to
          know his AC! Go Army!

     5)   Uwe Serf:
          for his work on the TBL data files.  Due to his efforts
          we can color the planes to just about any color we
          desire.

     6)   Larry Grill:
          for his extensive work on the FMD & PLT files!  His
          contributions are many but his initial break down of
          the PLT files is phenomenal.

     7)   Brian "ID" Sanford:
          for his extensive and endless work on the FMD data, no
          single person has worked harder on the FMD's.  Thanks
          to Brian we can make the AC do just about anything we
          want at any altitude!



     Section 000a:   SPECIAL THANKS
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Below is a listing of all the people who have directly
     contributed to the development of the modification.

     I WANT TO THANK....

          Nicholas Bell and James "Jaybird" Johnson for their
          extensive doc on the SQUAD0.DAT file.  Had it not been
          for their work in this area I would still be working on
          this dam thing.  And for both of their information
          contributions to the actual C (6) version specs.  I
          also want to thank Nick for putting together a REAL FMD
          & DMG file for the Ju-88-C (6) which makes it conform
          to his specs for AOEREAL.  I last but not least I want
          to thank Jaybird for beta testing these mods, and for 
          finding the SQUAD0.DAT bugs!



     Section 000b:   VERSION HISTORY
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     JU88C Version 1.0  Initial version sent to beta testers.
     JU88C Version 1.1  Corected the scramble bug by listing the Ju-88-C6
                        as a fighter.
     JU88C Version 2.0  Corected the SQUAD0.DAT bug that was generating
                        bogus missions.



     Section 000b:   POINT OF CONTACT
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Contact me if you have any new information or corrections to
     this doc and I will incorporate or correct the next version.
     The best way for us to figure all this data is to share all
     our information.

     GRANT C. SENN (TAGERT)
     [70713,136]
