View Full Version : [REL] Reduced Mission Tonnage
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 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1586)
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.
Thanx for this mod
Hector
Very very cool, thank you.
gimpy117
03-11-10, 05:23 PM
thank you sooo much!!
Church SUBSIM
03-11-10, 06:51 PM
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.
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.
That's not hard to do either. You just need to identify the ships and find their appropriate .cfg. There you can alter the appearancedate they're allowed to appear on the seas to a later date.
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.
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.
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.
I changed both .cfg and .tsr files.
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.
Coldcall
03-12-10, 08:06 AM
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.
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.
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.
No problem :) Happy to help, btw could you please look also at other files? Not because of problems but becaude of missions like:
"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 :)
No problem :) Happy to help, btw could you please look also at other files? Not because of problems but becaude of missions like:
"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 :)
I suppose I could do that. They do seem a little over the top, but seeing how easy it is to sink ships it's not impossible. There's still a few insane tonnage requirements even when halved (150.000 tons in the carribean, US east coast etc). I'm not sure what's a proper figure for those.
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 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1586).
Thank you for quick update :)
Barosx2
03-12-10, 10:36 AM
Thanks for this, The default did seem high especially for us newbies who couldn't hit a barn door with a banjo :)
Thanks for this, The default did seem high especially for us newbies who couldn't hit a barn door with a banjo :)
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 :)
I don't think I'll continue this mod as Vikinger has already made something more comprehensive with Lite Campaign. Check out his work here (http://www.subsim.com/radioroom/showthread.php?t=164601).
Coldcall
03-13-10, 04:58 AM
I don't think I'll continue this mod as Vikinger has already made something more comprehensive with Lite Campaign. Check out his work here (http://www.subsim.com/radioroom/showthread.php?t=164601).
I like your mod and have been using it since you posted the new version. It works a treat and now the little completion scale also works as advertised.
Maybe you two should join forces and do something really big with the campaign?
Anyways thanks for your work, its greatly appreciated.
Coldcall
03-13-10, 05:02 AM
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 :)
I completely agree.
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.
Vikinger
03-13-10, 06:40 AM
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 :)
FreddaH
03-14-10, 08:12 PM
Might be a dumb question but will this work with saved games?
Coldcall
03-15-10, 04:05 AM
Might be a dumb question but will this work with saved games?
Yes, but only when you are in port (out of the sub in the pen) before taking on a new mission/campaign.
FreddaH
03-15-10, 08:32 AM
Yes, but only when you are in port (out of the sub in the pen) before taking on a new mission/campaign.
Ok, cheers.
trotter
03-30-10, 02:31 AM
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)
i have the same problem like the person who posted above mine
Whats the difference between this mod and Lite Campaign (http://www.subsim.com/radioroom/showthread.php?t=164601) ?
Thank You! I was running out of deck gun ammo on a regular basis trying for the tonnage :)
Forensicman101
11-18-11, 05:04 AM
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?
Sailor Steve
11-18-11, 11:23 AM
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?
Any tonnage requirement at all is historically inaccurate. Captains were ordered to go where they were told and sink what they could. That's it.
Ducimus
11-18-11, 12:29 PM
Doesn't SH5 have something resembling a dynamic campaign? If so, does lowering the tonnage requirements alter the outcome of said dynamic campaign?
Thanks! This 'll keep things interesting :D!
CrabMan
10-01-12, 06:23 PM
does thos mod realy works, and in mission mare nostrum does this reduce sinking of battleships? tnx, sry for my english :wah:
Yes it does work, but I'm only using vanilla SH5 at this time with mods I've chosen installed.
Make sure you're patched to SH5 v1.2. It will show in the upper right corner of the main SH5 screen. If it's not there you do need to get it, then mods like the reduced tonnage will work.
mamlasraz
01-20-13, 02:10 AM
:):):)
Trevally.
01-20-13, 04:33 AM
This mod will break the OHII mod that you also like:yep::03:
SilentHunts
12-11-14, 01:07 PM
Nice job on this mod. 50000 tons is way to much if you know what I mean.
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