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Old 04-06-07, 11:12 AM   #16
Ducimus
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Quote:
Originally Posted by Jace11
Quote:
Originally Posted by bunkerratt
you may want to check this out ....

http://www.simhq.com/forum/ubbthread...=1#Post2177412
Yeah, thats Reg.. partner of X1. It is his job. He will release little tasters to the community, get you to beta test them for him, then he'll line his pockets by publishing an "addon" through X1 and you will have to pay...

Most people here will be doing it for free...

Infact I bet he trawls these boards for new ideas, so maybe I should keep mine to myself until we get a private forum (maybe Beery or someone should speak to Neal about a private mod forum?)

Yup, Egan I'm up for helping out.


UGH.

*sigh*.

i guess we'll all acutally have to put our name and a disclaimer in the readme of anything we do. I'ev been avoiding that, but the idea of this guy just taking up work and making money off of it is a major pisser.
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Old 04-06-07, 11:48 AM   #17
Jams79
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My girlfriend just pointed out that you could stick a general disclaimer in your sig box "Any ideas in this post etc..."
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Old 04-06-07, 12:14 PM   #18
akdavis
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by bigboywooly
I suppose to be fair he has offered the ships made so far for free

http://www.simhq.com/forum/ubbthread...=1#Post2173218

Which isnt what happened last time around
Sure one can offer crap like this for free: http://www.simhq.com/forum/ubbthread...=1#Post2177572

Also, he did offer for free initial versions of the Wold mod as well as three ships before (for SH3). Most of the ships from him both payware and freeware had poor resemblance with originals in RL, anyway.
Didn't realize who that was, so I went back and edited out the bug picture I posted there. It was of the Mogami, but now with a lifeboat growing out of its belly and some sort of superstructure suspended in the water beneath the hull.
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Old 04-06-07, 01:15 PM   #19
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sry folks..i really didn't have a dam clue as to the origins of said named software....just found it posted here took a look at it installed it ...had graphics bugs with it ...and dumped it ...i by no means meant to offend any person or persons here...yep..it's buggy.........
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Old 04-06-07, 02:15 PM   #20
nematode
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I started out looking at the files for the campaign to explore the possibility of using TROMs to script fleet and convoy movements, but using random recurring groups for just the single merchant traffic, ASW patrols, and harbor traffic. Scripted groups can also be made much more visually appealing & diverse than the perfect columns of a random group.

Scripting groups really wouldnt have been possible in SH3, just waaaaay too much convoy and naval traffic in the Atlantic, but in SH4 with its fewer number of convoys and distributed campaign file structure I think it could make for a sweet campaign.

If this sounds like something compatible with what you guys are thinking about, send me a pm, I'd love to help out.
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Old 04-06-07, 03:17 PM   #21
Beery
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I'm interested in Ops too. This time I might even mess with the mission builder thingy.
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Old 04-06-07, 04:08 PM   #22
tater
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I've started messing with the campaign files partially to learn the editor. I worked on the random layers for 41 and 42 for TFs, and convoys, grossly reducing the convoy escorts as well as reducing the numbers of ships. You are right, it's daunting.

I'm more than willing to help out. I have been messing with many files, but being a total noob I am unaware how to present such files to anyone at large.

What's appalling is the lack of attention to the scripted missions. The 1st Battle of Guadalcanal, for example (all suck equally, but I looked at that one in deatil). They have Ise and Fuso BBs in Abes group. Dumb, since they actually have Kongo, and all 3 BBs that fought over the 1st and 2d battles were Kongo Class (Hiei, Kirishima, and Kongo). Yeesh. All their TFs have the same, idiotic "star" pattern of ships. All their CV TFs have the ships way way way too close together (7000m was standard IJN CV separation, at least through '42).

All the TFs wil capital ships should be eliminated as random layers, IMO. There are few enough ships, and their locations are well known enough that they can be scripted, IMO. The devs clearly had some resources on the technical specs of stuff, but don't have the first clue about the Pacific War.

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Old 04-11-07, 07:23 PM   #23
L3TUC3
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I've had to edit the Jap_coastalbatteries.mis for one of my missions.

I basicly recreated the battle of the Java Sea and during my play through coastal batteries sunk the ABDACOM force in port(!). Twas a little boo-boo fact error on UBI's part.

I can understand why UBI had them there already since ther creation dates says february 42 and technically that's when Java was invaded, but it was not untill March that it was actually conquered. I've changed the creation dates to well into april. Not sure how accurate that is but at least allied ships wont get sunk while the port and surrounding island are still in Allied hands.
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