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Fletcher
Joined: 01 Feb 2003 Posts: 858
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Posted: Thu Apr 08, 2004 5:41 pm Post subject: |
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Floater wrote: | Fletcher:
How would you suggest increasing the limit on campaign missions? It seems to me that 20 is a reasonable maximum number of missions for a campaign, anyway - more important, I think is the issue of random and branching campaigns, and SH3 might blow all consideration about that out of the water (excuse the pun). |
20 is a nice number, but it places an arbitrary restriction on campaign designers.
I think making the upper limit say aound 50 would give campaign designers far more leeway.
Also, it would help those who wish to combine campaigns together.
I agree with branching campaigns. If you could work something like that into a program, then having 30 or 35 missions would allow for branching. Possibly combined with a .BAT file.
As for SHIII, I am not holding my breath. With so little feedback from the developers on the game, I would rather stick to improving SH2 and PA
Quote: | As for ROE orders in KD/KT, that's near the top of the list for the next-but-one version - it didn't make into the next version because I ran out of time. An extra tab on the "Plot Properties" form, with all ROE parameters available, or just the default ROE - that's the idea. I don't know if or when I'll implement it, though.). |
That would be very helpful for all players. It's a pain sometimes having to do it all by hand.
Cheers! |
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Hitman
Joined: 14 Sep 2002 Posts: 3059 Location: Spain
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Posted: Tue Jul 12, 2005 8:48 am Post subject: |
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BUMP
Someone asked some time ago about this thread, and I have casually found it in the depths of the forum
I must add now to the benefits of the 1.0 unpatched version that time compression works much better :huh: Using exactly the same mission, with three 30-ship-convoys roaming around, 1.0 achieved 2048x TC easily, while 1.1 did sink to 64x-128x
So if there is some of you still poking around with SH2, and if this all can be of some use, there you go....
I myself have returned to it after playing some time with SH3.... :hmm: |
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FUBAR295
Joined: 27 Mar 2002 Posts: 541 Location: Decks awash in the North Atlantic
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Posted: Wed Jul 13, 2005 8:29 am Post subject: |
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Hitman,
Thanks for resurrecting this oldie but goodie thread. Had forgotten that it was there.
You made good solid argument there for going back and using v1.0. At time, over a year ago, I did considering setting up a v1.0 on my machine, but never got around to it. Now, after reading this thread again, I think I take the dive and finally do it. I do want to make my own comparison between the various versions.
Good Hunting,
FUBAR |
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Hitman
Joined: 14 Sep 2002 Posts: 3059 Location: Spain
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Posted: Tue Aug 16, 2005 9:47 am Post subject: |
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Glad you found it useful
Due to a request received through private message I'm making this post sticky for now. :hmm: |
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himmelreiter
Joined: 22 Nov 2002 Posts: 46 Location: Switzerland
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Posted: Sun Aug 21, 2005 11:27 pm Post subject: Mods for version 1.0? |
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Very interesting thread; mostly regarding Wolfpacks.
I still play SH2 (1.1 + PM 1.03 + more mods) in parallel with SH3 1.4b + RuB 1.43.
As I don't play online anymore since two years, I supsect I should change my single SH2 engagement to the version 1.0.
What I didn't found here (or in other threads) is a list of the working and available mods for SH2 1.0. I suppose the Messerwetzer doesn't work at all!? And what's about all the fine mods of Feilner et al? Or do you know a negative list: Which mods can't work with 1.0 because of xyz......
Thank you for information. |
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Piter_
Joined: 18 Apr 2005 Posts: 72
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Posted: Mon Aug 29, 2005 8:41 am Post subject: Re: Mods for version 1.0? |
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himmelreiter wrote: | What I didn't found here (or in other threads) is a list of the working and available mods for SH2 1.0. I suppose the Messerwetzer doesn't work at all!? And what's about all the fine mods of Feilner et al? Or do you know a negative list: Which mods can't work with 1.0 because of xyz......
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I dont see the reason why to install PM on v1.0. It is mainly for netgames, v1.0 is for single
About mods the best way it to try
I couldn't make working IngameWheel in v1.0. |
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Piter_
Joined: 18 Apr 2005 Posts: 72
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Posted: Tue Aug 30, 2005 9:13 am Post subject: |
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GamePaused mod does not work :hmm:
And I've got error with EstacionRadio800x600 mod by Kolbus |
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