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GlobalExplorer
Joined: 14 May 2005 Posts: 234 Location: Berlin
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Posted: Sat Apr 29, 2006 6:35 am Post subject: |
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What exactly does the Wolfpack mod add?
Do you never get to see U-Boats or do you think they should show up more often? This information is valuable for me, because I can tune these quite easily.
U-Boats are a bit of a stepchild, because up to now most campaign files contain no active patrolling boats, only the ones close to port. |
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mikaelanderlund
Joined: 20 Apr 2005 Posts: 57
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Posted: Sat Apr 29, 2006 9:02 am Post subject: |
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Wolfpack is a great mod made by sergbuto which include AI subs attacking allied shippings with virtual torpedoes. The strange thing is that I have seen these subs on the map before when I did not gave the subs specific nams, but this time i gave the subs name like U46 and so on but now I cant see the subs with names on the map.
Mikael |
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Georg_Unterberg
Joined: 29 Apr 2005 Posts: 46 Location: Germany
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Posted: Sat Apr 29, 2006 10:15 am Post subject: |
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Global explorer,
I can help you with the translation, check your mail. |
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GlobalExplorer
Joined: 14 May 2005 Posts: 234 Location: Berlin
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Posted: Sat Apr 29, 2006 10:59 am Post subject: |
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@Georg_Unterberg: Great! I have supplied you with a preview, and I am looking forward to working with you.
@mikaelanderlund: You mean by changing the "Name" tag in the Campaign_RND? Sh3Gen has an own system to generate names for UBoats, and never uses the "Name" tag. Reason is, that most texts are just generic crap like "Coastal_Traffic121", and it's almost impossible for the app to find out when it's not. |
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mikaelanderlund
Joined: 20 Apr 2005 Posts: 57
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Posted: Sat Apr 29, 2006 12:44 pm Post subject: |
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GlobalExplorer wrote: | @Georg_Unterberg: Great! I have supplied you with a preview, and I am looking forward to working with you.
@mikaelanderlund: You mean by changing the "Name" tag in the Campaign_RND? Sh3Gen has an own system to generate names for UBoats, and never uses the "Name" tag. Reason is, that most texts are just generic crap like "Coastal_Traffic121", and it's almost impossible for the app to find out when it's not. | Yes, when I am changing the "Name" tag when I am using SH3mission editer (editing Campaign_scr). So you mean I can not "see" the subs on the map when I change the "name" tag to generate names like U46? Sorry for my bad english.
Mikael |
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GlobalExplorer
Joined: 14 May 2005 Posts: 234 Location: Berlin
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Posted: Sat Apr 29, 2006 1:28 pm Post subject: |
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mikaelanderlund wrote: | Sorry for my bad english. |
I have the same problem
Sh3Gen doesnt care for what you put in the Name field, whenever it finds a sub (class 200) it generates a new designation for it.
This is especially apparent with suppliers and milchcows, ever noticed that the blue navalbase designation / Sh3Gen marker never match?? |
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mikaelanderlund
Joined: 20 Apr 2005 Posts: 57
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Posted: Sat Apr 29, 2006 2:17 pm Post subject: |
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Ok, I am going to create a new wolfpack in my campaign and this time I will not change the "name" tag. I hopp I can see my pack this time on the map:8 . If not visible on the map it is almost hoppless to find the pack. Thanks for your great mod
Mikael |
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GlobalExplorer
Joined: 14 May 2005 Posts: 234 Location: Berlin
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Posted: Sat Apr 29, 2006 3:26 pm Post subject: |
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I still don't know if I get it.
If you have subs in the campaign layer they should appear, no matter what the name tag is. The name tag will be ignored and a new name will be created by Sh3Gen.
However, it is entirely possible that Sh3Gen doesn't work with the changes made by sergbutos mod, and that the subs are ignored. Maybe I have to look into that. The only snag is, I cannot download GW for a while, it's simply too big
If the structure of the sub/wolfpack entry in Campaign_RND / Campaign_SCR deviates from the standard, there might be all kinds of strange situations.
Sh3Gen is definitely designed to run with AI UBoats, so we should try to find whats going wrong here.
Can you send me some code from the Campaign layer where sergbuto adds the Uboats? |
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Keelbuster
Joined: 17 Oct 2005 Posts: 263 Location: TO, ON
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Posted: Sat Apr 29, 2006 5:54 pm Post subject: |
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This mod is REALLY COOL.
SH3 is much crazier now! So much for my summer.
Kb |
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mikaelanderlund
Joined: 20 Apr 2005 Posts: 57
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Posted: Sat Apr 29, 2006 11:56 pm Post subject: |
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GlobalExplorer wrote: | I still don't know if I get it.
If you have subs in the campaign layer they should appear, no matter what the name tag is. The name tag will be ignored and a new name will be created by Sh3Gen.
However, it is entirely possible that Sh3Gen doesn't work with the changes made by sergbutos mod, and that the subs are ignored. Maybe I have to look into that. The only snag is, I cannot download GW for a while, it's simply too big
If the structure of the sub/wolfpack entry in Campaign_RND / Campaign_SCR deviates from the standard, there might be all kinds of strange situations.
Sh3Gen is definitely designed to run with AI UBoats, so we should try to find whats going wrong here.
Can you send me some code from the Campaign layer where sergbuto adds the Uboats? | Sorry, I have already deleted it :8 but I will send you my next GW 1.1 edited scr. fil including AI VIIa and AI VII-C/41 packs as soon as possible.
Mikael |
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Boris
Joined: 07 Jun 2005 Posts: 185 Location: Bendigo, Australia
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Posted: Sun Apr 30, 2006 1:52 am Post subject: |
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GlobalExplorer, if you need more english-german translators I can help... check you email. |
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GlobalExplorer
Joined: 14 May 2005 Posts: 234 Location: Berlin
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Posted: Sun Apr 30, 2006 4:51 am Post subject: |
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Question: Does anybody ever use the logfile editor that comes with Sh3Gen? Because if not, it will be removed from the next package, especially because ít is no more needed since JScones has released version 2.5 of Sh3Cmdr.
Boris wrote: | GlobalExplorer, if you need more english-german translators I can help... check you email. |
I might need an german-english translator as well! |
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mikaelanderlund
Joined: 20 Apr 2005 Posts: 57
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Posted: Sun Apr 30, 2006 4:03 pm Post subject: |
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mikaelanderlund wrote: | GlobalExplorer wrote: | I still don't know if I get it.
If you have subs in the campaign layer they should appear, no matter what the name tag is. The name tag will be ignored and a new name will be created by Sh3Gen.
However, it is entirely possible that Sh3Gen doesn't work with the changes made by sergbutos mod, and that the subs are ignored. Maybe I have to look into that. The only snag is, I cannot download GW for a while, it's simply too big
If the structure of the sub/wolfpack entry in Campaign_RND / Campaign_SCR deviates from the standard, there might be all kinds of strange situations.
Sh3Gen is definitely designed to run with AI UBoats, so we should try to find whats going wrong here.
Can you send me some code from the Campaign layer where sergbuto adds the Uboats? | Sorry, I have already deleted it :8 but I will send you my next GW 1.1 edited scr. fil including AI VIIa and AI VII-C/41 packs as soon as possible.
Mikael |
Ok, I have now put four subs into my scr. layer, three VII41/C and one VIIa. Two of the four subs are visible on the map this time. Do you know why I am not able to see all of them? I would like to see all of my subs. Do you think that will be possible?
Mikael |
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GlobalExplorer
Joined: 14 May 2005 Posts: 234 Location: Berlin
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Posted: Sun Apr 30, 2006 4:29 pm Post subject: |
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Every info that Sh3Gen plots is randomized and is influenced by a number of factors:
- the Theater of Operations (North Sea much better intel than South Atlantic)
- the intel level for the Location, if its in a port
- the historic period ("The Happy Times" much better intel than "The End")
- the target type
- the target allegiance
- you setting for the intel level slider
This is all because I never wanted the info to be god-like and to simulate the phases of the war. It is hard to explain how I handle the changes in the overall situation but it's a very good system.
Seeing only 2 out of 4 subs is not unexpected, though of course you'd rather see all four. There are several layers of parameters at work on top of the spatial model. The system now is optimized for the right amount of targets, not necessarily for friendly units. Also don't forget I have balanced the parameters with IUB 1.02.
I think this will get better with the next versions which will be balanced for the newer mods. |
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mikaelanderlund
Joined: 20 Apr 2005 Posts: 57
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Posted: Sun Apr 30, 2006 11:41 pm Post subject: |
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GlobalExplorer wrote: | Every info that Sh3Gen plots is randomized and is influenced by a number of factors:
- the Theater of Operations (North Sea much better intel than South Atlantic)
- the intel level for the Location, if its in a port
- the historic period ("The Happy Times" much better intel than "The End")
- the target type
- the target allegiance
- you setting for the intel level slider
This is all because I never wanted the info to be god-like and to simulate the phases of the war. It is hard to explain how I handle the changes in the overall situation but it's a very good system.
Seeing only 2 out of 4 subs is not unexpected, though of course you'd rather see all four. There are several layers of parameters at work on top of the spatial model. The system now is optimized for the right amount of targets, not necessarily for friendly units. Also don't forget I have balanced the parameters with IUB 1.02.
I think this will get better with the next versions which will be balanced for the newer mods. |
Thanks for you info Do you think I can change just the "target type" parameter so all friendly subs will be visible on the map. Can you explain for me how to do that in your mod? Thanks!
Mikael |
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