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Custom Campaigns
A campaign tells Retribution where the war is fought, who starts with what, and which side you play. This page explains how campaigns are defined in 414Ret, how to author or import one, and walks through the fork's Germany - Red Tide campaign as a worked example.
Every campaign is two files that share a base name, living in resources/campaigns/:
| File | Purpose |
|---|---|
<name>.yaml |
The descriptor — metadata, recommended factions, economy, IADS mode, supply routes, starting squadrons. |
<name>.miz |
A DCS mission file that lays out the theater: control points (airbases, carriers, FARPs), objectives (SAM sites, factories, depots, ships), and front-line markers. |
Retribution loads the .miz through its MizCampaignLoader, reading control points and
objectives directly from the mission rather than the Mission Editor's scripting. You edit
the theater in the DCS Mission Editor; you edit metadata and balance in the YAML.
Note: the upstream Pretense generator is not shipped in this fork — 414Ret runs only the standard YAML-plus-
.mizcampaign path. Don't look for Pretense settings or campaign files here.
name: Germany - Red Tide
theater: GermanyCW
authors: Starfire, 414th JFG
recommended_player_faction: Blufor Late Cold War (80s)
recommended_enemy_faction: Russia 1980
description: <p>...campaign briefing HTML...</p>
miz: red_tide.miz
recommended_start_date: 1988-07-13
advanced_iads: true
recommended_player_money: 800
recommended_enemy_money: 400
recommended_player_income_multiplier: 1.3
recommended_enemy_income_multiplier: 0.7
version: "10.8"-
theaternames the DCS terrain (e.g.GermanyCW,Caucasus,Syria). -
recommended_*_factionmust match faction names exactly (see Custom Factions). -
recommended_start_dategates date-restricted units and weapons. -
advanced_iads: trueturns on networked air defense (see below). -
recommended_*_money/*_income_multiplierset the starting and per-turn economy per side — the lever for making one side the aggressor. - These are recommended defaults; the new-game wizard can override them.
-
supply_routes:defines ground convoy paths and shipping lanes in YAML using DCS map[x, y]coordinates; each route's endpoints resolve to the nearest control points. This replaces baking front-line vehicle groups into the.miz. -
advanced_iads: truewith range mode auto-wires each red SAM to nearby comms, power, and command-center structures placed in the.miz, producing destroyable per-base C2 cells. A by-nameiads_config:block is only possible when the SAMs have fixed names. - A
squadrons:block (or per-base squadron entries) sets each side's starting air wing. A squadron entry can name a bare airframe, or reference a predefined squadron def underresources/squadrons/<type>/<unit>.yamlto pin a unit name and livery.
- Build the theater in the DCS Mission Editor: place airbases/carriers as warehouses,
add objective groups (SAMs, factories, depots, ships) and front markers, then save the
.miz. - Write the matching
<name>.yamlnext to it. - Drop both files in
resources/campaigns/(or your Saved Games override directory) and restart Retribution — campaigns are scanned at startup, so changes need a restart. - The campaign appears in the new-game wizard, where you can flip the playable side, pick factions, and adjust the recommended economy.
The shipped campaign list (Caucasus, Syria, Persian Gulf, Falklands, GermanyCW, and
more) lives in resources/campaigns/ — read those .yaml files as worked examples.
red_tide.yaml + red_tide.miz is the 414th's Red Storm Rising-flavoured 1988 NATO
counteroffensive on the GermanyCW terrain. It is a fork of Crossing the Rubicon,
left as a separate selectable campaign so the original is untouched.
What it demonstrates:
- Economy skew as the offensive lever. Blue gets more starting money and a higher income multiplier (1.3 vs 0.7) so NATO out-produces the culminated Soviet salient — no special "aggressor" flag, just the economy fields.
-
Theater edits in the
.miz. Hamburg is flipped to red (captured), Copenhagen (Kastrup) is added as a red enclave, Fulda is flipped blue as a forward FARP, and a carrier air wing is brought ashore — all hand-edits to the warehouse/country blocks. -
Advanced IADS in range mode.
advanced_iads: truewith co-located Command Center + Comms + power statics per red base, giving Skynet/MANTIS a destroyable C2 layer. - YAML supply routes instead of baked front-line groups, re-anchored on exact control point coordinates.
- Named, liveried squadrons. Every squadron references a predefined squadron def, so real GSFG/VVS regiments fly Soviet liveries on the red side and 414th identities (VMF-29, Voodoo, the 414th TFS, JFG Hornets) fly on the blue side — no mismatched paint.
The full build log, including the .miz edit points and gotchas, is in
docs/dev/design/414th-red-tide-campaign-notes.md.
- Custom Factions — who fights and with what units
- Custom Loadouts — per-aircraft default payloads
- Lua Plugins — the in-mission scripting layer
- Turn Zero — what happens when a campaign starts
414Ret — the 414th Joint Fighter Group's fork of DCS Retribution. Download the latest build · Repository · Upstream wiki
Getting started
Campaign mechanics
- Mission Planning
- Air Defense & the Air War
- IADS Engines: MANTIS & Skynet
- Frontline Stances & Movement
- Base Capture
- Squadrons & Pilots
- Unit Transfers
- Fast Forward & Performance
414th features
- Fork Overview
- Fog of War & Recon
- TARPS Reconnaissance
- SCAR
- SOF & Commander Capture
- Combat SAR
- Electronic Warfare & ISR
- Troops In Contact
- Map Layers & Interface
- Drop-Spawn Placement
Customization
Servers