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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Apr 2007
Posts: 54
Downloads: 3
Uploads: 1
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Reduced Mission Tonnage v02
This little mod changes the amount of required tonnage sinkings to 50% of the original campaign values. Changes: 1. Amount of tonnage objectives halved in all campaigns. 2. Fixes the The Triumph of the Wolfpack mission in The Black Pit campaign (had a ship instead of tonnage requirement) Install notes: Put the Reduced Mission Tonnage folder in the MODS folder when using JSGME or extract the data folder to your root SHV install path. Download here Last edited by L3TUC3; 03-12-10 at 09:34 AM. |
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#2 |
A-ganger
![]() Join Date: May 2005
Location: navis longa
Posts: 73
Downloads: 17
Uploads: 0
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Thank you! Very much needed, those goals in vanilla were just ridiculous. All I need now is a mod to make the AI sharper. - Well, a lot sharper. It's much to easy to get away after an attack so I'm reaching my tonnage much too early / fast.
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#3 |
Seaman
![]() Join Date: May 2004
Posts: 39
Downloads: 125
Uploads: 0
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Thanx for this mod
Hector |
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#4 |
Nub
![]() Join Date: Aug 2004
Posts: 3
Downloads: 53
Uploads: 0
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Very very cool, thank you.
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#5 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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thank you sooo much!!
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#6 |
Weps
![]() Join Date: Feb 2004
Posts: 353
Downloads: 121
Uploads: 4
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Thank you for this! Will load it up and report back with any bugs/glitches.
One think that needs to be tackled as well is the proper dates for ships being in the campaign. Victory cargos in '39? It's almost as if they devs just threw ships in at random. |
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#7 | |
Mate
![]() Join Date: Apr 2007
Posts: 54
Downloads: 3
Uploads: 1
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No more invasions of liberties that way. Anyway, it's a pretty big list of things that needs to be smoothed out for the campaign. But it's easily scripted at least. |
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#8 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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I don`t understand this: You rewrote *.tsr files for information what to do but don`t rewrote *.cfg campaign files. I don`t think it will affect campaing unless you also fully edit *.cfg files there.
For example: Total Germany, original mission to sink 100K tons on South Western Approaches changed to 50K. I don`t think game will take that in account and you will still need 100K unless you cange that in *.cfg file like this: Your description: Campaign.CampObj.MacroObj 3.PersObj 1.Description=Sink 50,000 tons of cargo in South Western Approaches My changes: [Campaign.CampObj.MacroObj 3.PersObj 1] PersObjType=0 Name=Sink_100,000=>50,000_tons_of_cargo_in_South_Western_Approaches Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description RelatedMapLocations=Area_Southwestern IsCompleted=false [Campaign.CampObj.MacroObj 3.PersObj 1.Amount] IsTonnage=true Tonnage=100000=>50000 NumOfShips=0 Just example, did not try it yet but I think these are critical values to change not just text information in *.tsr. I want to start new campaign but don`t want get anything borked. |
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#9 | |
Mate
![]() Join Date: Apr 2007
Posts: 54
Downloads: 3
Uploads: 1
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#10 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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No you did not. I just redownloaded your mod to be sure.
Examples from campaign.cfg (Total Germany folder) #1: [Campaign.CampObj.MacroObj 5] ObjectiveID=TG_British_Coastal_Waters Name=Campaign.CampObj.MacroObj 5.Name MapZone=Coastal_Shipping ValuePointsProvided=1 FurtherInfo=Campaign.CampObj.MacroObj 5.FurtherInfo StartDate=19390901 EndDate=19400601 IsCompleted=false IsFailed=false GenAchiev=OBJ British Coastal Waters Succesful AssocMissionsActive= AssocMissionsCompleted= ObjActivationAchievements=OBJ Invasion Of Poland [Campaign.CampObj.MacroObj 5.PersObj 1] PersObjType=0 Name=Sink_50,000_tons_on_the_British_Eastern_Coast Description=Campaign.CampObj.MacroObj 5.PersObj 1.Description RelatedMapLocations=Line_BCW IsCompleted=false [Campaign.CampObj.MacroObj 5.PersObj 1.Amount] IsTonnage=true Tonnage=50000 NumOfShips=0 #2: [Campaign.CampObj.MacroObj 3] ObjectiveID=TG_British_Supplies Name=Campaign.CampObj.MacroObj 3.Name MapZone=BritishSupplies ValuePointsProvided=3 FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo StartDate=19390901 EndDate=19400601 IsCompleted=false IsFailed=false AssocMissionsActive= AssocMissionsCompleted= ObjActivationAchievements=OBJ Invasion Of Poland [Campaign.CampObj.MacroObj 3.PersObj 1] PersObjType=0 Name=Sink_100,000_tons_of_cargo_in_South_Western_A pproaches Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description RelatedMapLocations=Area_Southwestern IsCompleted=false [Campaign.CampObj.MacroObj 3.PersObj 1.Amount] IsTonnage=true Tonnage=100000 NumOfShips=0 You maybe uploaded older files that still needed to be changed could you please look at it again? I like this mod, just want to be sure everything is allright. |
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#11 |
Chief
![]() Join Date: Mar 2010
Posts: 325
Downloads: 42
Uploads: 0
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I tried this mod but noticed that the completion indicator for tonnage sunk still shows the old 100K value. In other words the campaign notes say i only have to sink 50K tons but the little marker showing how close you are to target is still behaving as if i have to sink 100K tons.
Hope I explained that ok :-) I'm not complaining as i can do without the graphic representation just wondering if it also means the campaign wont actually acknowledge the new reduced targets having been met. |
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#12 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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Yes, *.cfg files need to be reworked all over again since *.tsr files only inform you what to do. They say 50K but in *.cfg is still 100K as requirement.
Same goes with other *.cfg files in different folders just to be sure. |
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#13 |
Mate
![]() Join Date: Apr 2007
Posts: 54
Downloads: 3
Uploads: 1
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I see you're right. I think I mistakenly included the wrong unedited .cfg for total germany in the .rar. Sorry about that, expect an update soon.
I'll fix some other problems too while I'm at it. The other campaigns should be ok though. Thanks for checking! I'm very interested in the later campaigns. |
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#14 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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No problem
![]() "Campaign.CampObj.MacroObj 1.PersObj 1.Description=Sink 50 merchant ships from the PQ/QP convoys" in "Arctic_convoys" folder seems to be awfully many to sink... (10-15 could be enough I think) Same goes with other requirements like sinking 2 aircraft carriers or capital ships ( I think those are battleships ) only 1 could be enough. Also halving all requirements in all missions could be nice too ![]() |
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#15 | |
Mate
![]() Join Date: Apr 2007
Posts: 54
Downloads: 3
Uploads: 1
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Also, I'm a little worried about the "Triumph of the Wolfpack" mission in the black pit campaign. It's one simulating wolfpack hunting and while the description has a tonnage requirement, the cfg instead had a hard limit of ships you must sink. I think this was done to simulate the wolfpacks as tonnage is player specific. I'm not sure the game can calculate tonnage not sunk by you. If anyone can try it out and see if you can meet the requirements, or if it needs tuning feel free to give your opinion. Edit: I uploaded the fix. Download here. Last edited by L3TUC3; 03-12-10 at 09:35 AM. |
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