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Old 08-22-13, 12:27 AM   #46
Plissken_04
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Originally Posted by Hitman View Post
I can't download the mod, can someone please put it elsewhere?

ftp://hartmuthaas.no-ip.org/public/S...ksv0.9G_en.rar

Username & Password in my Signature!!!


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Old 08-22-13, 06:21 AM   #47
HW3
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A big thank you Maik!

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Old 08-22-13, 10:46 AM   #48
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Originally Posted by Hitman View Post
....

Manos, you have tested it already ... will it work with campaign, is there a need to script wolfpacks, etc?
hi Alberto,

as it is the mod at its current state is not yet playable in campaign.
at my post 33 ,at the comment 4 , is the answer to your question . without scripted u-boats in the campaign ,the mod will not be able to 'call' them.
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Old 08-22-13, 11:46 AM   #49
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Originally Posted by makman94 View Post
hi Alberto,

as it is the mod at its current state is not yet playable in campaign.
at my post 33 ,at the comment 4 , is the answer to your question . without scripted u-boats in the campaign ,the mod will not be able to 'call' them.
I hope you can understand my mean. create some submarine or other units is not a good solution. the submarine have active time, history route and exist probability, that is other modder or mission designer's work, they know the history of world war ii, they can design more reasonable.
Of course, if you like and hope try create some submarine, I can give you this version, please pm me.

Last edited by backer; 08-22-13 at 12:01 PM.
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Old 08-22-13, 12:15 PM   #50
makman94
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I hope you can understand my mean. create some submarine or other units is not a good solution. the submarine have active time, history route and exist probability, that is other modder or mission designer's work, they know the history of world war ii, they can design more reasonable.
i understand what you mean Backer and i have also no idea (and not the will to learn) how to script uboats in the campaign. i agree with you that someone who knows history and knows how to handle the campaign files must do it .
all i said , is that without scripted u-boats, the mod will not be able (in campaign) to call them .

thats why i told you at my post 40 (please read this post again) that i found much more interesting the idea of creating some submarines to surround the enemy after you send the report.


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Originally Posted by backer View Post
Of course, if you like and hope try create some submarine, I can give you this version, please pm me.
what is this version ? i am afraid that i am not understanding you ...
what is different at this version you are talking about here from the version i allready have ?
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Old 08-22-13, 12:29 PM   #51
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Originally Posted by makman94 View Post
what is this version ? i am afraid that i am not understanding you ...
what is different at this version you are talking about here from the version i allready have ?
No, you haven't. there is one other "Wolfpack relive" version, that can create submarine on the enemy's around, but that is uninteresting, that is butcher. so, when I was in the release, closed this function(create submarine and other units).

Last edited by backer; 08-22-13 at 12:39 PM.
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Old 08-22-13, 12:35 PM   #52
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sorry , i didn't understand you . what exactly is this chinese modder working on campaign ? adding scripted u boats or something else ?
Yes, have a chinese modder working on campaign.adding submarine' route, include Axis and Allies.
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Old 08-22-13, 12:35 PM   #53
makman94
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Originally Posted by backer View Post
No, I have a "Wolfpack relive" version, that can create submarine on the enemy's around, but that is uninteresting, that is butcher. so, when I was in the release, closed this function(create submarine and other units).
1. at this version , from where the game 'call' the uboats ? i mean , in this version the uboats must be scripted in campaign or no ?

2. i allready asked you about this: in this version ( create submarine on the enemy's around) ,can you alter the NUMBER of friendly units to be limited to only two u boats ? (no more than two friendly u boats)
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Old 08-22-13, 12:41 PM   #54
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Originally Posted by backer View Post
Yes, have a chinese modder working on campaign.adding submarine' route, include Axis and Allies.
yes , but on which supermod campaign your modder is working ? or ,he is working on stock campaign ?

you see the problem here Baker ? a lot of supermods , each one has its own campaign files...
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Old 08-22-13, 12:50 PM   #55
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Originally Posted by makman94 View Post
1. at this version , from where the game 'call' the uboats ? i mean , in this version the uboats must be scripted in campaign or no ?

2. i allready asked you about this: in this version ( create submarine on the enemy's around) ,can you alter the NUMBER of friendly units to be limited to only two u boats ? (no more than two friendly u boats)
answer:
1, Can not any submarine.
2, Can limit the number of friendly

but, at last, other mission designers can't planning wolfs and route.

the demo movie:
http://www.tudou.com/v/RIhkTGq_niU/&...04_05_99/v.swf
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Old 08-22-13, 12:52 PM   #56
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Originally Posted by makman94 View Post
yes , but on which supermod campaign your modder is working ? or ,he is working on stock campaign ?

you see the problem here Baker ? a lot of supermods , each one has its own campaign files...
Yes, I should also prepare a campaign files.
Although it is not in conformity with the history.
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Old 08-23-13, 10:45 AM   #57
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Quote:
Originally Posted by backer View Post
Yes, I should also prepare a campaign files.
Although it is not in conformity with the history.
SSS
Look narrowly at the last campaign files.
http://www.subsim.com/radioroom/show...58&postcount=1
or http://www.subsim.com/radioroom/down...o=file&id=4166
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Old 09-08-13, 05:09 AM   #58
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this is a great, great mod, as it seems so far! but the magic will be, to implement this into a supermod campaign file. if i understood this right...? and there are missing "special uboats (scripted ones)" to get this working, right?
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Old 09-08-13, 07:43 PM   #59
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This is just effing brilliant.


The final piece to the SH-3 puzzle.
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Old 09-10-13, 07:24 AM   #60
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Originally Posted by urfisch View Post
this is a great, great mod, as it seems so far! but the magic will be, to implement this into a supermod campaign file. if i understood this right...? and there are missing "special uboats (scripted ones)" to get this working, right?
yes, you are right. that game is uboats game, so, uboats is defined player to control, campaign file missing many uboats. if someone can edit campaign file, add many uboats unit, Axis and Allies, so, Atlantic will be very lively.
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