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-   -   GWX3.0 Q Ship mod (https://www.subsim.com/radioroom/showthread.php?t=149513)

h.sie 05-27-10 03:38 AM

Hi WB,

I think that does not make sense because of the savegame-problem.

Maybe better to restrict the availability of the Q-ship by restricting the ship's Appearance dates. But first one has to think about whether this is necessary. Does the Q-Ship appear too often???

Wreford-Brown 05-27-10 03:47 AM

Edit: We're both thinking the same thing!

I think I can do this in one line using SH3 Commander's RandomisedEvents.cfg (I'm away from my SH3 computer so apologies if I get some file names wrong).

If I set a 75% chance of replacing the Q-ships ApperanceDate with AppearanceDate=19450501 it means that there's a 25% chance of it appearing per patrol. It won't prevent you seeing more than one during a patrol but it means that on average you see them about every fourth patrol.

I'll add it to the list - I've now got four good ideas that I'm working on.

P.S. Does anyone have a lightbulb smilie? I could really have done with one here.

h.sie 05-27-10 04:20 AM

Yes, maybe that works.

Jimbuna 05-27-10 05:30 AM

Quote:

Originally Posted by Wreford-Brown (Post 1404401)
If you're using the random folder function then you could place the whole Q-ship mod into 25 of your 100 folders. It wouldn't solve the problem of sometimes seeing multiple Q-ships in a single patrol but it would mean that you'd only see one on average every fourth patrol.

@jimbuna - may we have permission to use your Q-ship mod to create a randomisation effect so there are less of them out there?

Yeah....absolutely no problem http://www.psionguild.org/forums/ima...s/thumbsup.gif

Don't forget, the Q-ship is already limited in it's historical availability time period:

Britain....Commencement of hostilities - 31-3-41
USA....1-1-42 - 30-11-43

Quote:

Originally Posted by Wreford-Brown (Post 1404413)
Edit: We're both thinking the same thing!

I think I can do this in one line using SH3 Commander's RandomisedEvents.cfg (I'm away from my SH3 computer so apologies if I get some file names wrong).

If I set a 75% chance of replacing the Q-ships ApperanceDate with AppearanceDate=19450501 it means that there's a 25% chance of it appearing per patrol. It won't prevent you seeing more than one during a patrol but it means that on average you see them about every fourth patrol.

I'll add it to the list - I've now got four good ideas that I'm working on.

P.S. Does anyone have a lightbulb smilie? I could really have done with one here.


http://img203.imageshack.us/img203/3479/sign0184.gif http://www.emofaces.com/en/emoticons...b-emoticon.gif http://d3b9cwalzc5eko.cloudfront.net...iley-style.jpg

LGN1 05-27-10 05:33 AM

Modifying AppearanceDate might also be problematic for save games :06: Never tested it.

Reece 05-27-10 10:01 AM

Too lazy to read through it all but did you ever get the guns to appear Jim?:hmmm:

Jimbuna 05-27-10 10:12 AM

Quote:

Originally Posted by Reece (Post 1404667)
Too lazy to read through it all but did you ever get the guns to appear Jim?:hmmm:

Afraid not....and to be totally honest I'm not sure I even tried post mod release :hmmm:

h.sie 06-09-10 03:55 AM

Hi WB,

changing AppearanceDate between save/reaload leads to a crash, when a Q-Ship is already spawned and part of a convoy.

h.sie

h.sie 06-09-10 06:27 AM

Hi Jim,

I found this old post of yours:
http://www.subsim.com/radioroom//sho...74&postcount=2

Does that mean that there are some Q-ships scripted into GWX3 even if I don't install your Q-Ship mod?

h.sie

Jimbuna 06-09-10 08:20 AM

Quote:

Originally Posted by h.sie (Post 1415180)
Hi Jim,

I found this old post of yours:
http://www.subsim.com/radioroom//sho...74&postcount=2

Does that mean that there are some Q-ships scripted into GWX3 even if I don't install your Q-Ship mod?

h.sie

You need the mod enabled before they will spawn.

banryu79 07-11-14 04:22 AM

Quote:

Originally Posted by Jimbuna (Post 1067795)
...
Is there any mileage in replicating the mod for GWX3.0?

GWX3.0 version:

http://files.filefront.com/Q+Ship+mo.../fileinfo.html

I'd like to try this mod (I have GWX3.0) as my Kaleun is currenty in port, but I clicked the link above only to get a "File not found" message from filefront and then I was redirected to gamesfront. :-?
Did a serach there for "Q-Ship GWX3.0" and found something relative to GWX but not your mod :shifty:

Von Tonner 07-11-14 08:05 AM

Quote:

Originally Posted by banryu79 (Post 2223874)
I'd like to try this mod (I have GWX3.0) as my Kaleun is currenty in port, but I clicked the link above only to get a "File not found" message from filefront and then I was redirected to gamesfront. :-?
Did a serach there for "Q-Ship GWX3.0" and found something relative to GWX but not your mod :shifty:

Here is a working link Banryu79

http://www.mediafire.com/download/5j...+mod+GWX3.0.7z

Jimbuna 07-11-14 08:12 AM

Quote:

Originally Posted by banryu79 (Post 2223874)
I'd like to try this mod (I have GWX3.0) as my Kaleun is currenty in port, but I clicked the link above only to get a "File not found" message from filefront and then I was redirected to gamesfront. :-?
Did a serach there for "Q-Ship GWX3.0" and found something relative to GWX but not your mod :shifty:

The link in the post above is good :up:

banryu79 07-11-14 09:22 AM

Von Tonner, Jimbuna!
:salute:
Thank you very much, sirs!
(Now, with the addition of this mod and SH3Commander my carrers will really rock to a new level :woot:)

Jimbuna 07-11-14 10:06 AM

Hope you live long enough to tell the tale...ship recognition is of paramount importance :arrgh!:


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