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View Full Version : Any Mods adding American Naval/Air support to 1.5?


Charlie901
03-21-08, 12:55 AM
Are there any Mods in the works to add the U-boat Captain's Special Ability to call in Naval/Air Support to the U.S./American Campaign?

Zantham
03-21-08, 01:00 AM
Ducimus has tried to mod it in, he was successful with the crew abilities, but not successful (so far) adding the captain abilities (naval/air support) to the fleetboat campaign.

Ducimus
03-21-08, 11:46 AM
I think (but i could be mistaken) that Player abilities are hardcoded to the Uboat campaign.

I did come up with a rather drastic idea though.


Reverse allies and axies assigmenment codes in the uboat campaign. Its flagged that the player is "axis". Well, things are "axis" by a txt file adjustment only. One could probably make the axis the allies, and the allies the axis.

Only trouble with that idea, is you might end up with a german TDC. :roll:

tater
03-21-08, 12:46 PM
I guess I don't see the point.

If the Fleet Types had ever been used as prewar doctrine imagined (working with the fleet), it might make sense. The reality, however, is that unless such a mod also includes AI Fleet Boats for mini-wolfpacks, it's largely pointless.

US submarines were VERY quiet compared to the KM and IJN. The effectiveness of Allied ASW also meant that they stayed the hell away from Allied naval units. Calling USN ship towards you in RL would be asking for a much worse DC attack then you might get from the japs. Planes? The last thing a Fleet Boat wanted was zoomies around, lol.

I know of some radio sightings followed through with air attacks, etc, but Naval units would have to be damn close to even have a chance.

Seems less than useful. In a non-fantasy Indian Ocean for the u-boats, they'd have virtually no one to call, lol.

tater

Ducimus
03-21-08, 01:14 PM
Well, im not going to bother. I know that much. While there are *some* incidences of planes flying cover for a US submarine (Tangs massive pilot rescue for example), for the most part those incidences are really RARE. US subs typcially operated alone, and were usually very concious about staying out of everyones way to avoid friendly fire incidents.

The USS Seawolf is a great example of why subs avoided allied units - generaly speaking.

tater
03-21-08, 01:21 PM
Yeah, but won't a contact report already call in air (with perfect IFF that will not attack YOU, I might add)?

This only really adds the ability to call ships, right?

Calling planes to look for targets? Did that ever happen?

tater

Charlie901
03-21-08, 01:30 PM
IIRC the Devs stated that the Captain's Special Abilities to call for Air/Naval support could be added to the U.S. Pacific Campaign via an easy mod addition.

If it was hardcoded I doubt the Devs would have stated as such?

It was listed officially with the additions to the addon... I'll try to dig up the quote. :up:


Here it is:


4. Are the strategic support elements available only for the new German campaign?
As of now the strategic support features are available only for the new German campaign in U-Boat Missions. However, there is nothing stopping enterprising modders from adding it to the U.S. campaign.


Link:

http://pc.gamezone.com/news/11_19_07_10_20AM.htm


Now, where are all those "ENTERPRISING" Modders out there!!!!!!

tater
03-21-08, 02:21 PM
Personally, I'd need evidence of the USN using this routinely. The only reason for this functionality would be an "outside the box" use, IMO.

The real trick here is NOT calling the ships, IMO. It's the fact that the ships behave outside of their waypoint system "on command."

Right now, the only ships that act this way are Escorts. They follow AI, but they will also act independantly to prosecute targets. Larger ships simply follow waypoints, except for scattering behavior sometimes.

I'm not sure how to use the novel behavior, frankly, but it might be useful.

Charlie901
03-21-08, 03:05 PM
Personally, I'd need evidence of the USN using this routinely. The only reason for this functionality would be an "outside the box" use, IMO.

The real trick here is NOT calling the ships, IMO. It's the fact that the ships behave outside of their waypoint system "on command."

Right now, the only ships that act this way are Escorts. They follow AI, but they will also act independantly to prosecute targets. Larger ships simply follow waypoints, except for scattering behavior sometimes.

I'm not sure how to use the novel behavior, frankly, but it might be useful.


Especially if WOLFPACKs can be modded in for either side...

In the future you may be able to coordinate a wolfpack attack with friendly A.I. Subs.

Charlie901
03-22-08, 11:39 PM
I guess the Devs didn't make this option easy for the Modders then...

Mav87th
03-25-08, 06:56 PM
(Tangs massive pilot rescue for example)

That episode allso went VERY bad for most of the boats. The radio operators were simply not trained to work with the pilots. O'Kane solved this by putting the first saved pilot in a seat next to his radiooperator afair from reading his book.