View Full Version : [REL] Lite campaign LC
Vikinger
03-12-10, 06:04 PM
Edit2 / updated whit new version.
Lite campaign LC 1.2
Changes.
Bugzilla sneaked into the files.
The tsr file for campaign Happy times had original values.
The text is now changed to better reflect your goals.
If you are in a middle of a campaign , Install this only when you are in subpen before you go on a new patrol for the changes to take effect.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1591
Edit1 / updated whit new version that corrects Blockad of germany so you actually get a hint what to look for.
Lite campaign LC 1.1
Hi folks.
I know that a mod was recently released in same genre by L3TUC3.
But since i also worked on it i release my part.
Its allways good whit versitality :D
Lite Campaign LC 1.0
Install: use JSGME.
Changes:
In every folder under data/campaigns/campaignprojects/xxxxx
Is a change log file where you can se the changes that have been done for each campaign
This mod change every campaigns goals aproximity by 50-60%. except for the tutorial mission.
1. Tonnage missions is changed/lowerd
2. Number of ships to sink is changed/lowerd
3. Tonnage to save/protect is changed/lowerd
4. Germany victory goals is changed/lower by 1 points on all campaigns. But you still need full stars/points for a full victory.
5. 4 bugs is fixed. Iam not sure if thos affected the game it self but it was inconsequences in some files.
6. An easter egg is thrown in but its up to you to find it :D
Specific target missions, Like sink 1 carrier is unchanged.
Tested and confirmed to work. But my suggestion is that you use this mode on a new campaing or when you start a new game.
If you use it in a middle of a campign it can result is some inconsequences where the goals is not updated properly according to the new changes.
example in the change log for the campaing; Distant Waters.
You only need 7 out of 10 victory points to be succesful for the campaing ( default was 8 ).
But still need 10 for a majorvictory.
Mission: South america supplies
Sink 75.000 grt (default was 150.000)
Sink 3 liberty ship (default was 5)
Mission: Cape town supplies.
Sink 75.000 grt (default was 150.000)
Sink 2 trooptransporters. (defualt was 3)
Mission: Caribbean sea
Sink 100.000 grt (default was 200.000)
Sink 3 tankers (default was 5)
Mission: tonnage war.
Sink 150.000 grt (defualt was 300.000)
Vikinger.
Safe-Keeper
03-12-10, 06:16 PM
Do either of these updates clarify what you're meant to be doing? For example, the Blockade of Germany mission just says "sink five ships", while in reality only Corvettes, Frigates and Auxiliary Cruisers count (looked up the script in the mission editor).
Nice work either way.
Vikinger
03-12-10, 06:33 PM
Well i could write that in the change log file but i find that to be cheating a bit. I can say that if it does not say you need to sink a merchant or a tanker, you should look for a warships, like armerd merchants :)
But you can allways se what type of ships you need to sink if you open up the file:
example.
In SH5 root folder you have the mission editor2
just click that to start the program.
Choose file and browse to where the pj file is located. In this case its in
sh5/data/campaign/campaignprojects, and select any of thos campaign files from the list.
I suggest you open Battle of mediterrainen.pj
when its loaded, On the taks bar select campaign and the drop down meny, edit campaign.
you will se all mission related to that campaign and on thos mssion that require a specific target you can se where it says Target types. And its thos type of ships you need to hunt.
Edit/ and its possible to put in some spoilers in the breifing as well for what type of ship you are looking for.
In the Campaign.tsr file for Totaly germany for an exampel there is a text string that says:
Campaign.CampObj.MacroObj 4.PersObj 1.Description=Sink 3 ships along the Northern Patrol line
just change that from 3 ships to 3 armered merchants.
Vikinger
03-12-10, 07:00 PM
I will change the files so it better reflect or at least give a hint what type of ships you should be looking for.
Stay tuned.
:D
Vikinger
03-12-10, 08:40 PM
Update to 1.1 just to correct 1 mission. Blockade of germany will now give you hints what to look for.
No need to dl again if you dont have urge for this hint.
Btw: My easter egg. Anyone found it yet :D
Nice work! I'd actually recommend this over my work. You pretty much achieved everything I planned on doing.
:yeah:
This mod include VIIA->VIIB instead VIIC ?
Vikinger
03-13-10, 06:30 AM
This mod include VIIA->VIIB instead VIIC ?
Not sure what you are talking about but no files that involve submarines have been changed.
I used stock files from sh5 and latest patch version.
But what type of submarine you have depends on other game mechanics, like, what time/year it is and how succesful you have been.
You allways start out whit the VIIa and as you progress you will be giving command of other versions.
Cap.Palla
03-13-10, 07:49 AM
Just a question: changes will takes effect even if i already started a campaign? Or do i need to install this mod on a new campaign? :salute:
Not sure what you are talking about but no files that involve submarines have been changed.
I used stock files from sh5 and latest patch version.
But what type of submarine you have depends on other game mechanics, like, what time/year it is and how succesful you have been.
You allways start out whit the VIIa and as you progress you will be giving command of other versions.
I know sir,but what i mean is non realistic transfer from VIIA to VIIC in November `39 if you mind,can you also touch this area of campaign ?
I want my B :stare:
Vikinger
03-13-10, 09:38 AM
Just a question: changes will takes effect even if i already started a campaign? Or do i need to install this mod on a new campaign? :salute:
I tested this on an existing campaign and it worked. I tested it on a new campaign as well.
But if you are in a middle of a patrol i would suggest you wait to install it untill you finish that patrol and are in port.
Vikinger
03-13-10, 09:41 AM
I know sir,but what i mean is non realistic transfer from VIIA to VIIC in November `39 if you mind,can you also touch this area of campaign ?
I want my B :stare:
I will se what i can do :) But i cant promise anything :)
Safe-Keeper
03-13-10, 09:51 AM
Fix the unrealistic lack of a Type II, as well while you're at it:O:.
Vikinger
03-13-10, 10:31 AM
Fix the unrealistic lack of a Type II, as well while you're at it:O:.
I think its very difficult to add them.
And its beyond my knowleadge.
In the map where its located there is an important map (subparts) that is missing that the other human playable subs have.
Iam not even sure if this type of sub are modeled (walk inside the sub) in the game as the VII are.
piri_reis
03-13-10, 11:13 AM
I think its very difficult to add them.
And its beyond my knowleadge.
Actually I got the TypeII into the game already. Of course as an AI unit, the interiors and most likely other parts that are needed for Human control are not in there, yet. The model contained in the game is the Type IID I think, but it's named and filed under the IIA folder.. (It seems to have been planned to be implemented, and didn't make it in time..)
http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_SH5Img2010-03-13_180556.jpg (http://i553.photobucket.com/albums/jj392/pureblue420/misc/SH5Img2010-03-13_180556.jpg)
I created a new file data\Roster\German\Submarine\SSTypeIIA.cfg
[UnitClass]
ClassName=SSTypeIIA
UnitType=200
AppearanceDate=19360725
DisappearanceDate=19410101 ; The time the last alive unit was assigned to training flotillas
DisplayName=GE Type IIA (AI)
[Unit 1]
Name=U-1
DOC=19360725
DOD=19400212
[Unit 2]
Name=U-2
DOC=19360812
DOD=19390920
That allows you to place these units docked in ports and they can sail too. (That needs to be tested if they use the Submarine AI scripts, but I can't see why they wouldn't)
Of course, as you see their periscopes are permanently raised, might be fixed using GE :hmmm:
Vikinger
03-13-10, 11:30 AM
Cool. Yeah i noticed also in the cfg file that the boat was taking out of service in same month we start our campaign. Therefor we wud never se them.
But is it enough just to change the date there for they to appear?
I thought you needed to put them on the rooster in the mission layers also and give them waypoints etc if you want them to move.
But i think its still difficult to make them playable for us :) Many files that need to be done and reworked.
piri_reis
03-13-10, 11:45 AM
I thought you needed to put them on the rooster in the mission layers also and give them waypoints etc if you want them to move.
But i think its still difficult to make them playable for us :) Many files that need to be done and reworked.
Forget making them playable.
But yeah the dates are off, that cfg file was created by me, it doesn't come with the game, just copied pasted stuff from the typeVIIa boat.
For it to appear in game, docked or lending a hand at winning the war, they would have to be scripted/added to the campaign layers. It wouldn't be that hard.. Right now I'm testing their AI capabilities and see if I can get rid of those periscopes..
Vikinger
03-13-10, 01:46 PM
About my easter egg. Guess no one have found it yet :D
Tip. look for a certain name in the mission brefing when you are in port.:up:
Georg_Unterberg
03-13-10, 02:01 PM
Thanks, Vikinger, for giving us more *realistic* mission goals! :up:
Found your little easter egg, because I noticed that every briefing is now in english language / subtitles.
mmmm....if I remember the meaning of that name I guess the admiral does not think highly of me. :hmmm:
Vikinger
03-13-10, 09:26 PM
Thanks, Vikinger, for giving us more *realistic* mission goals! :up:
Found your little easter egg, because I noticed that every briefing is now in english language / subtitles.
mmmm....if I remember the meaning of that name I guess the admiral does not think highly of me. :hmmm:
Its not that, Why u get that is becuse iam using the english version of the game.
and that file is provided wht the game iam using.
Look out for Bernard,,,
Entry1=Welcome to the far north, Bernard. Here, have some schnaps.
Entry2=As you probably know, we are here to operate against the Soviet Union.
Entry3=Operation Typhoon –our offensive to capture Moscow– has been stopped short of the target.
Entry4=Winter has proven a more difficult opponent than the Russian army.
:D
Or from another mission breifing
Entry1=Bernard, please step closer. Donīt be shy.
Entry2=Following our very successful Operation Drumbeat,
Bernard is in there, He is really in there,,,
Georg_Unterberg
03-15-10, 12:21 PM
>>> mmmm....if I remember the meaning of that name I guess the admiral does not think highly of me. <<<
That's what I meant: The admiral calls me "Bernard".
(I didn't want to spoil the others :D)
Ok, the admiral was right - on my last mission I was "Bernard" - I tested how deep you can go with a damaged hull.
Not very deep......and keep fingers off time compression!!! :wah:
kylania
03-15-10, 01:16 PM
Ok, the admiral was right - on my last mission I was "Bernard" - I tested how deep you can go with a damaged hull.
On my last patrol I had a ship half sunk and on fire. I was totally out of ammo and it wasn't sinking. It burned for three days. Finally I decided to ram it! :)
I got home with 19% hull remaining. heh The ship never sunk.
nikulin
03-18-10, 02:47 AM
Hi!
When I played Total Germany everything was fine, but when I start Happy Times, I see tonnage 200/200/100 instead of 100/100/50. Files in \Campaigns\CampaignProjects\Happy_Times are substituted by mod files, but I see old stock tonnage requested.
What I do wrong?
Vikinger
03-18-10, 07:49 AM
Hi!
When I played Total Germany everything was fine, but when I start Happy Times, I see tonnage 200/200/100 instead of 100/100/50. Files in \Campaigns\CampaignProjects\Happy_Times are substituted by mod files, but I see old stock tonnage requested.
What I do wrong?
Hi Nikulin.
I checked the files and you are right. There is some odd things in there that i had missed.
The cfg file that handle the missions are correct but in the tsr file that handle the text you se is wrong, Il guess the original file slipped in to that :) Good finding.
New version that correct this can be found for dl here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1591
If you are in a middle of a campaign , Install this only when you are in subpen before you go on a new patrol for the changes to take effect.
Thanks Vikinger, if I ever get to start a campaign, rather than just test drive new mods, I'll try it out :DL
Hans Schultz
03-24-10, 01:24 PM
thanks for this, I cant wait to try it out!!
GuillermoZS
03-25-10, 03:57 PM
Hi! Thanks for the mod :salute:
But I have a problem: Iīm playing Blockade of Germany (Total Germany). Iīve sunk 2 of the 3 armored merchants you are supposed to sunk but the white bar that reflects the status of the objetve shows around 20% complete only (5 is the original number of ships you have to sink)... so is this only a problem of the bar or is the mod not working for me?
Thanks!
Vikinger
03-25-10, 04:15 PM
Hi.
Make sure you have installed the mod correctly.
Sometimes when you extract a folder it will be like this:
Lite campaign LC 1.2/Lite campaing LC1.2/data/campaing/etc
remove one of the folder so the exact string will be.
Litecampaign LC1.2/data/campaign/etc And put that in the MODS folder.
otherwise i don know what could be wrong.
Did you install the mod during a campaing or have you started a new campaign?
it could be so that you need to start a new campaign for it to work properly or at least, start a new patrol. And enable the mod while you are in port.
GuillermoZS
03-25-10, 05:46 PM
Hi.
Make sure you have installed the mod correctly.
Sometimes when you extract a folder it will be like this:
Lite campaign LC 1.2/Lite campaing LC1.2/data/campaing/etc
remove one of the folder so the exact string will be.
Litecampaign LC1.2/data/campaign/etc And put that in the MODS folder.
otherwise i don know what could be wrong.
Did you install the mod during a campaing or have you started a new campaign?
it could be so that you need to start a new campaign for it to work properly or at least, start a new patrol. And enable the mod while you are in port.
Hi, The folder structure is right (Litecampaign LC1.2/data/...). I installed the mod during the campaing. At first I activated the mod during a patrol, it didnīt work so I turned it off again, waited to finish the patrol and reactivated it while in port, before choosing a new mission... but it seems not to be working... Mission description is right though.
Any idea? I really would like to use this mod (please, donīt tell me I have to restart the whole campaing...)
Thanks!
Vikinger
03-25-10, 06:02 PM
Well i have not tested to activate the mod on an existing campaing. only when i started a new one.
However i think the goals whit the mod is working and its just not updated properly on the screen.
Even if you will have some update problems during the first campaing i think it will resolve it self when you enter next campaign unleass you dont want to start a full new one.
( You can allways try and start a new campaing to se if it change anything just to be sure it works, and if you prefer to continue your other campaign you can just load a save game)
Other than this i really dont have a clue why it wont work for you.
I never faced thos problem.
trotter
04-07-10, 11:53 PM
I am having the same problem as the previous poster. All text in missions is updated to the new values: for example, "Sink 50,000 in the Western Approaches" instead of the stock version 100,000. And "3 armored merchants" instead of "5 ships".
However, in the case of the Western Approaches mission at least, the game is still requiring 100,000 pounds to be sunk in order to achieve mission complete status. The progress bar is still on the 100,000 scale as well.
Now granted I did install this mod during the campaign (while between patrols, in the sub pen though). I will get around to starting a new campaign just to test if that is the source of the problem (somewhat worried about overwriting my current campaign however).
Abd_von_Mumit
08-28-10, 01:35 PM
Will try. It's December '39, I already sank about 160k tonns and I'm still not even close to accomplishing goals of the campaign. This has to be reduced. :) Thanks.
Hi Vikinger, would you make in the future localized version of this mod? I have my game in spanish but now I have all the briefings and campaigns descriptions in English, is a great mod though
this mod does not seem to work on my game.
it sais sink 3 armed merchants but i had to sink 5 for the mission to complete :hmmm:
the first 3 counted
Vikinger
12-02-10, 09:27 AM
Hi Folks.
I really cant tell why the mod works for some and for some not.
And since i dont play the game i dont do any mods nor support/update thos ive contributed to.
Iam sure there is some few flaws whit the mod that could be corrected.
Like in all games and mods, it will be flaws/bugs for some and for some it will work perfectly.
But anyone is free to use and change whatever they want whit thos mods ive done for sh3, sh4 and sh5.
fly2002
12-16-11, 10:58 AM
great mod!!!!
barrado
08-19-13, 04:25 PM
Yo quiero probarlo.
StickMasterSteven
07-19-16, 04:32 PM
How to install this mod? Is it just using JSGME, or unzipping the files in the SH5 mod folder?
THEBERBSTER
07-19-16, 05:59 PM
A Warm Welcome To The Subsim Community > StickMasterSteven
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If you are new to SH5 look > > HERE (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1) <<
Highly Recommended SH5 > The Wolves Of Steel Mega Mod (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)
This a very old Open Horizons lite campaign version.
Open the zip file.
Extract the folder showing to your JSGME mods folder.
CurseL0rd
02-25-19, 07:28 AM
Ohh I'm almost 10 years late but does anyone know if this is compatible with twos megamod?
vdr1981
02-25-19, 07:57 AM
Ohh I'm almost 10 years late but does anyone know if this is compatible with twos megamod?
Of course not...
Welcome aboard CurseL0rd :salute:
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