Parallelous to GWX I have a german SuperMod "Living SH3". Main problem is the weak enemy. What files/parameters must be changed to make enemy more strong and aggressive like in GWX???
Thanks.
geosub1978
07-04-09, 10:45 AM
Go to:
data -> Cfg -> SIM.cfg
and go to the last field [Sonar] and change the
Enemy surface factor=XXX ;[m2]
to anything less than 100 and you will see great difference.
thanks very much.
are there any other files / parameters that make the destroyers
1) more wakeful when escorting
2) more aggressive when hunting?
h.sie
thanks very much.
are there any other files / parameters that make the destroyers
1) more wakeful when escorting
2) more aggressive when hunting?
h.sie
Hello friend,
You have not so many reply, because is very difficult (complicate) to answer. I will try, anyway:
During a "normal" patrol, you will be hunted, if hunted, by the escort vessels, 9 times to 10 and 1 time to 10 from a lone patrol destroyer or destroyer from task force/hunter killer group. You agree, no?
Except "doctorate specialist" of Campaign, no other people can confirm you that they are destroyers only for patrol or task force purpose. Personally, I can't say that this type of destroyer is inside the Campaign.
The Artificial Intelligence inside the game is one. Not one for escorting and another for task force and patrols. The heart of this AI is the Sim.cfg file. But is not the only one.
Inside Campaign files you have the famous factor: crew efficiency factor, for every ship present in the Campaign. I mean for every single ship this factor is different, not for every type of ship. This means you can have a Tribal destroyer with crew efficiency factor =2 and another with =4. The bigger the number, the stronger (dangerous) is.
You have only 5 possibilities for this factor: 0, 1, 2, 3, 4. Is quite easy to make all ships skilful by search and replace inside notepad, 40 seconds job. This gives you a second answer for your question in #1.
After all that, you have the sonar's and radars: they are many, inside AISensors.dat inside Library. Every one has particularities, and every destroyer have an other one, and not the same during the whole war.
:timeout:
The right answer is: take Campaign.rnd and open with notepad. Give 2 for crew efficiency factor for all escorts inside all convoys, and give 4 to all destroyers inside patrols, task forces, and hunter killer groups. You can give 3 or 2 sporadically for some ships. This job will need around 4 hours for GWX full campaign.rnd. I don't know for LSH.
BUT, by doing that, you will loose 30 % of the suspense, because you know what you did. The "damned boys" between the moders are the Campaign makers: they know what will happen and when, they did the future. The game play for them is not so wonderful. . .
You will lose "only" 30% of suspense because inside Campaign.rnd —opened with notepad, not with Mission Editor— you don't know what exactly you change, is only numbers and names. Inside Mission Editor you can see exactly the travel for every convoy and the dates for every trip, and then, you know everything in advance.
Bottom line/final answer: No, they are not parameters making the destroyers more wake when escorting or more aggressive when hunting.
For more precision, I suggest Privateer (for Library matters) and Bigboywooly (for Campaign matters).
Sorry for basic English
Thanks, NGT, for your reply.
I don't want to change the Crew rating because I don't want to change the Campaign files of that Mod. And I also try to let sensors as they are because of unknown side-effects. I searched for a global parameter like "enemy strength" or something like that, and I found out that
Sonar / Enemy surface factor in Sim.cfg
tip from geosub is a good one.
Geosub: Do you know the meaning of that parameter??
Thanks to you both!
h.sie
Madox58
07-11-09, 12:53 PM
That's the size of the object that can be detected.
The setting is meters squared (m2)
So a setting of 400
would be 20 Square meters.
20 meters tall by 20 meters wide.
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