SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-12-10, 09:46 AM | #16 |
Lieutenant
Join Date: Mar 2007
Posts: 250
Downloads: 135
Uploads: 0
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Thank you for quick update
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03-12-10, 10:36 AM | #17 |
Seaman
Join Date: Mar 2010
Posts: 39
Downloads: 60
Uploads: 0
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Thanks for this, The default did seem high especially for us newbies who couldn't hit a barn door with a banjo
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03-12-10, 10:48 AM | #18 |
Lieutenant
Join Date: Mar 2007
Posts: 250
Downloads: 135
Uploads: 0
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I rather look at it as more "realism" setting because doing average of 200K+ tonnage in first 2(3) missions just to get objectives done is too much for me
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03-13-10, 04:58 AM | #20 | |
Chief
Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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Quote:
Maybe you two should join forces and do something really big with the campaign? Anyways thanks for your work, its greatly appreciated. |
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03-13-10, 05:02 AM | #21 | |
Chief
Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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Quote:
I was researching how much tonnage was the average haul for a u-boat ace over the course of the whole war (if they lived). 250K tons was a major acomplishement for all pf the war, and even some of the best known u-boat aces only scored around 200K tons. So yes, the campaign needs to be rebuilt with more realistic tonnage quotas. |
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03-13-10, 06:40 AM | #22 |
Captain
Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
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I want you to continue on your work. Ive said it before and say it again.
It allways good whit versitality and even if we worked on same area the mods are little different from each other. And the more you work whit it you find new areas to change/adjust. And we have actually not yet seen how thos values we changed works in the late campaigns cuz i have not got that far in the game yet so i cant test it. So my guess is. Thos 2 modes we have is a rough change and are to be subject for more fine tuning later on. But i will not do anything more whit my part. I just dont have time atm. My work takes to much of my time . So keep up the good work mate
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03-14-10, 08:12 PM | #23 |
Watch
Join Date: Aug 2007
Posts: 16
Downloads: 36
Uploads: 0
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Might be a dumb question but will this work with saved games?
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03-15-10, 04:05 AM | #24 |
Chief
Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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03-15-10, 08:32 AM | #25 |
Watch
Join Date: Aug 2007
Posts: 16
Downloads: 36
Uploads: 0
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03-30-10, 02:31 AM | #26 |
Stowaway
Posts: n/a
Downloads:
Uploads:
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Using this mod, in my first campaign mission, and noticed something interesting. Mission tonnage requirement is 25k (originally 50k) yet the 'progress bar' that appears after clicking on the mission Cross on the map is still filling up on a 50k scale. Will the game still recognize the mission as complete when 25k is sunk? So far I'm over that point (but still under 50k) and am not seeing any positive feedback that the mission is complete.
Is it possible the mod only changed the tonnage written values and the campaign still uses its old (stock) logic? I see that this mod has been discontinued...so I'm just asking in case anyone has a quick answer. (If I can avoid it, I'd rather avoid switching to Vikinger's Lite campaign in mid-campaign) |
12-01-10, 03:49 PM | #27 |
Watch
Join Date: Dec 2008
Location: Estonia
Posts: 17
Downloads: 44
Uploads: 0
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i have the same problem like the person who posted above mine
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12-02-10, 07:59 AM | #28 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Whats the difference between this mod and Lite Campaign ?
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08-24-11, 07:51 PM | #29 |
Bilge Rat
Join Date: Mar 2010
Posts: 1
Downloads: 21
Uploads: 0
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Thank You! I was running out of deck gun ammo on a regular basis trying for the tonnage
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11-18-11, 05:04 AM | #30 |
Gunner
Join Date: May 2010
Location: Abercarn, South Wales, UK
Posts: 91
Downloads: 79
Uploads: 0
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mod compatibility
Is this mod compatible with the Open Horizons mod? I've just started that and noticed that I'm expected to sink 75,000 tons of shipping in British coastal waters, which is a bit much. Not exactly historically accurate, is it?
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