SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-13-16, 03:22 AM | #91 |
Sonar Guy
Join Date: Oct 2013
Posts: 380
Downloads: 64
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01-13-16, 03:42 PM | #92 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Great news!
Thanks for testing, areo16! Best, LGN1 |
02-14-16, 03:11 PM | #93 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi all,
I have uploaded a new version, V7. Based on some more experience with the tool, I have added a way to adjust the airstrike probability values. Best, LGN1 |
07-23-16, 06:06 AM | #95 |
Commodore
Join Date: Oct 2009
Location: Helsinki, Finland
Posts: 614
Downloads: 135
Uploads: 0
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Does this mod work together with WB's Mid Patrol Orders?
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07-25-16, 03:52 PM | #96 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi Obltn Strand,
I don't use WB's Mid Patrol Orders, but from what I know about it, I don't see a reason why the two mods shouldn't work together. Best, LGN1 PS: I'm currently working on a new version with new features, however, it still may take some time. |
07-25-16, 11:23 PM | #97 | |
Sonar Guy
Join Date: Oct 2013
Posts: 380
Downloads: 64
Uploads: 0
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Quote:
I'm so envious. You have some extra time to work on your mod. I would like to work more on my but I only get a couple hours a week if any. I think your mod is great. I've already implemented it into SH3DC, making it auto-launch if they have SH3 Tracking Room installed. It makes the campaign more dynamic. It's an idea that you could certainly expand on. You could make the enemy or friendly AI much more responsive to user actions, moving ships here and there. You write in perl, so editing campaign files is easy for you. Share your ideas with us if you don't mind. I was thinking maybe having the Ai respond by not just sending a task force but by increasing air cover as well. Even making it on a theatre level if the user continously sinks ships in a particular theatre. For example, if a user sinks many ships in the Med, for the Allies to bulk up ships in the Med theatre in general. Things like this. And perhaps somehow interact with the random spawning of merchants. To adjust the values to react to user sinkings in a general area, reflecting that merchants and convoys will try to avoid this area. But the algorithms for such things, if there are various levels of how the AI will react, depending on the number or type of sinkings. This all could be kept track of, and you could get the community involved in thinking of an algorithm that would work for such AI behavoir. For example, a Carrier sinking should get what response (give it a number value on a scale). A C2 will get some other value on a scale. Also, ship types may have differing values during differnent years of the war, like early in the war a carrier sinking would be huge. In 1945, not so much as there were more carriers and the war was arguably already determined. But you could certainly take this to higher levels. I'd let the historians in these forums chime in on helping with such algorithm values and cause and effect situations. |
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07-26-16, 01:13 AM | #98 |
Commodore
Join Date: Oct 2009
Location: Helsinki, Finland
Posts: 614
Downloads: 135
Uploads: 0
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Thanks. Seems like I have some tweaking cut out for me...
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Himmel, sukeltakaa! |
08-01-16, 10:51 AM | #99 |
Sea Lord
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Is this mod compatible with wac and What program do I need to launch .pl program?
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08-16-16, 01:22 PM | #100 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi all,
I have uploaded a new version. This version includes a new Résistance feature: Later in the war there is a chance that your departure from a French port is known to the Allies and a destroyer group awaits you in the Bay of Biscay. In addition, there are special 'spotter' units in the Bay of Biscay which can detect you very early, i.e., it might be that the destroyers know your position before you detect them! In order to have all features available you have to edit your campaign_rnd and campaign_lnd file. Best, LGN1 @Niume: It should be compatible if you follow all the required installation steps (you might also check whether the units are available in WAC). You don't need to use the .pl file, you can use the exe. |
08-16-16, 01:26 PM | #101 | |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Quote:
there are indeed many possibilities for improvement. However, since all of these require a lot of work/time, I only implement the features which I like and which my time permits. In addition, there is not much feedback from other players so I don't think many players use the mod anyway. Best, LGN1 |
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08-16-16, 02:14 PM | #102 | |
Commodore
Join Date: Oct 2009
Location: Helsinki, Finland
Posts: 614
Downloads: 135
Uploads: 0
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Quote:
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Himmel, sukeltakaa! |
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08-16-16, 06:56 PM | #103 | |
Sonar Guy
Join Date: Oct 2013
Posts: 380
Downloads: 64
Uploads: 0
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Quote:
I understand about feedback. I get quite little from my mod too, but my mod is quite buggy in its latest release anyhow. |
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09-24-16, 05:57 AM | #104 |
Commodore
Join Date: Oct 2009
Location: Helsinki, Finland
Posts: 614
Downloads: 135
Uploads: 0
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Well at first hand this mod made me sit on my butt fuzz while patrolling in north channel. That's good thing...
Think I play couple more patrols with it during this weekend and see how goes. Definetly worth all the trouble... Great mod LGN1 yet another reason to continue this old game...
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Himmel, sukeltakaa! |
09-25-16, 02:31 PM | #105 |
Ace of the Deep
Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi Obltn Strand,
I'm glad you like it! Thanks for the feedback! Please let me know if you have any ideas about improvements or extensions. The tool offers many possibilities for improvements, however, there is hardly any feedback from anyone. Thus, the tool is expanded/improved mainly based on my own experience with it. And because I do not have much time for playing, the development is slow... Regards, LGN1 |
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