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View Full Version : [REL] The Elite Campaign


ddrgn
04-28-10, 12:17 PM
Here we have a really simple mod that changes ALL the units in the stock SH5 campaign to ELITE.

FYI all units in all campaigns were set to "competent" with a select handful being "veteran".

This includes aircraft, warships and freighters. Friendly units are also ELITE now.

Changes were also made to the units sensors, weapons and tactics to allow them to be tougher.

For instance in Black May all units will use late war sensors, tactics and weapons.

In Happy times these sensors are set to early war.

This mod is sure to increase the abilities of your enemies and should only be installed if your looking for a real challenge.

Works great with my Feared Hunters and UHS mods if you want an additional layer or two of difficulty.

Read me:

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The Elite Campaign 1.1 - by ddrgn
updated May 12, 2010 - patch 1.2 compatible

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Special thanks to all the fine modders past and present.

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Overview and goal:

Increase the enemies abilities to sense and destroy you in the stock SH5 campiagn.
Increased overall difficulty and better responses from your enemies.

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Features of this mod:

-All units (freighters, warships, aircraft) including friendly have been changed to ELITE
-Sensors, tactics and weapons of all units (see above) increased.

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Changes to 1.1:

-Had to update the GroupTypeDef.cfg in Total Germany to be compatible with patch 1.2


Files changes (1 per each campaign folder):

\Silent Hunter 5\data\Campaigns\CampaignProjects\(Campaign Name)\GroupTypeDefs.cfg

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Install via JSGME.

You have permission to use my mod in combinations with other mods as long as credit is shown in your readme.
I would contact me for the latest version and help making sure the version is the best possible for your mod.

Download: http://www.subsim.com/radioroom//downloads.php?do=file&id=1813

--------------------

Good Hunting!
-ddrgn

subaxe
04-28-10, 12:24 PM
gonna try it out
great job :yeah:

SKLR
04-28-10, 12:34 PM
Your three mods should make for an interesting 100% realism experience. Can't wait to try it out :woot:

ddrgn
04-28-10, 12:48 PM
Your three mods should make for an interesting 100% realism experience. Can't wait to try it out :woot:

It sure is, those along with a nice UI by the DarkWraith and your good to go ;]

bigboywooly
04-28-10, 01:26 PM
Looks good
Have you tested the aircraft in elite mode ?
In SH3 and IIRC 4 as well aircraft set to elite didnt attack
If thats a fixed feature then alls well
:yeah:

ddrgn
04-28-10, 01:31 PM
Looks good
Have you tested the aircraft in elite mode ?
In SH3 and IIRC 4 as well aircraft set to elite didnt attack
If thats a fixed feature then alls well
:yeah:

Funny you say that.

Some aircraft attack and some don't.

I am not sure this has anything to do with the crew-ratings.

I will start testing each aircraft and report. I don't remember which ones we got working in stock and which ones didn't.

Setting them to ELITE didn't change anything in regards to them attacking from what I saw in past experiences.

EDIT: the a/c I got attacking in stock with no problems are the _BR FB Hurricane Mk.IIc. Set at ELITE with 300 ft altitude and they attacked us with pretty good accuracy.

My single mission Convoy ON-115 has those aircraft working and attacking.

speedbird
04-29-10, 11:50 AM
Thanks! :up:

Can it be used with the current campaign or has to be a new one?

ddrgn
04-29-10, 12:15 PM
Good question. I suggest starting a new before installing this.

Zedi
04-29-10, 01:14 PM
So I can use this together with ur other mods like
http://www.subsim.com/radioroom/showthread.php?t=168012
http://www.subsim.com/radioroom//downloads.php?do=file&id=1737
or those are already included in this one?

ReallyDedPoet
04-29-10, 01:54 PM
So I can use this together with ur other mods like
http://www.subsim.com/radioroom/showthread.php?t=168012
http://www.subsim.com/radioroom//downloads.php?do=file&id=1737
or those are already included in this one?

From the OP:

Works great with my Feared Hunters and UHS mods if you want an additional layer or two of difficulty.

ddrgn
04-29-10, 02:41 PM
From the OP:

Yep and I tried to make my mods compatible with most major mods out there.

UHS of course is not compatible with any mod that changes anything with the playable submarine. I am pretty sure UHS is a nice stand alone package for that though.

speedbird
04-29-10, 02:44 PM
Good question. I suggest starting a new before installing this.


First patrol WHITHOUT starting a new campaign... I got slaughtered!

Sweet!!! :up:

ddrgn
04-29-10, 02:48 PM
LOL like Kylania said before its a strange way to rank success ;]

Zedi
04-30-10, 02:44 AM
Tried it in arctic convoy campaign and there is a visible difference, but the AI is still retarded and I don't think this can be moded anymore. I tried every mod that improve the AI, but the only effect is that they get more aggressive not smarter.

Last night I got a convoy with 6 merchants and 5 escorts. Usually I start my attack from the middle of convoy and after I unload all my torps, I dive and reload. All 5 escorts rushed at max speed to my location and camped it for almost an hour. Was such a mess because the merchants had to avoid them so they backed up and tried to zig-zag the mad escorts.. tons of DC's all over.. a complete chaos. In the meantime I slipped away at 150m then got to periscope deepth and had some popcorn and lol's watching the show... the whole horizon and convoy was covered with DC splashes :DL

Your mod is working good and it's really great, but the AI is still dumb and I have my doubts that any mod can fix it, this is just a bad behavior and tactic scripting in the stock game. First of all, having all 5 escorts engaging a single sub with full force and hate is wrong. Maybe few km away there is a wofpack waiting, so deploying all the escort ships in hunting a single sub and leave the convoy unescorted is a very bad tactic.

They camp for hours the last spot where they saw the sub and none of them has enough "brain" to start thinking.. what if the sub have engines and he will move away. Also, seems like there is no way to detect me under 150m even if I run at normal speed. This is very different situation compared to SH3 where the escort was damn smart, my nightmare was the lonely and silent escort ship who was waiting me to surface or come to periscope depth after the convoy has left, then try to ram me and dropping millions of DC's at my location.. crash dive was the most used command by me in SH3.

Anyway, I like this mod very much. At least watching the AI behavior is very entertaining and breaks the boredom of "fire &refit" play style when playing campaigns. And your U-boat Historical Specifications (http://www.subsim.com/radioroom/showthread.php?t=168012) mod is just awesome, it's a "must have" one!! Thank you very much, I really appreciate all your mods and work, makes SH5 more enjoyable :)

severniae
04-30-10, 04:26 AM
I downloaded and tried this last night. Started a new patrol, took a leasurely cruise up to the north west of England, when I was met by a large convoy protected by a circle of DD's!

Four or Five of them broke off their escort duties to come for me, and after 2 hours of depth charging managed to creep away, and then had to limp home due to extreme damage! Best and most tense patrol I've ever had!!! Credit to you ddrgn! :up:

wamphyri
04-30-10, 07:45 AM
Tried it in arctic convoy campaign and there is a visible difference, but the AI is still retarded and I don't think this can be moded anymore. I tried every mod that improve the AI, but the only effect is that they get more aggressive not smarter.

Last night I got a convoy with 6 merchants and 5 escorts. Usually I start my attack from the middle of convoy and after I unload all my torps, I dive and reload. All 5 escorts rushed at max speed to my location and camped it for almost an hour. Was such a mess because the merchants had to avoid them so they backed up and tried to zig-zag the mad escorts.. tons of DC's all over.. a complete chaos. In the meantime I slipped away at 150m then got to periscope deepth and had some popcorn and lol's watching the show... the whole horizon and convoy was covered with DC splashes :DL

Your mod is working good and it's really great, but the AI is still dumb and I have my doubts that any mod can fix it, this is just a bad behavior and tactic scripting in the stock game. First of all, having all 5 escorts engaging a single sub with full force and hate is wrong. Maybe few km away there is a wofpack waiting, so deploying all the escort ships in hunting a single sub and leave the convoy unescorted is a very bad tactic.

They camp for hours the last spot where they saw the sub and none of them has enough "brain" to start thinking.. what if the sub have engines and he will move away. Also, seems like there is no way to detect me under 150m even if I run at normal speed. This is very different situation compared to SH3 where the escort was damn smart, my nightmare was the lonely and silent escort ship who was waiting me to surface or come to periscope depth after the convoy has left, then try to ram me and dropping millions of DC's at my location.. crash dive was the most used command by me in SH3.

Anyway, I like this mod very much. At least watching the AI behavior is very entertaining and breaks the boredom of "fire &refit" play style when playing campaigns. And your U-boat Historical Specifications (http://www.subsim.com/radioroom/showthread.php?t=168012) mod is just awesome, it's a "must have" one!! Thank you very much, I really appreciate all your mods and work, makes SH5 more enjoyable :)

I believe what you report about is due to the thermal layer being too strong once you go deep. there are mods that reduce the effect of the thermal layer or remove it completely.

ddrgn
04-30-10, 11:17 AM
Tried it in arctic convoy campaign and there is a visible difference, but the AI is still retarded and I don't think this can be moded anymore. I tried every mod that improve the AI, but the only effect is that they get more aggressive not smarter.

Last night I got a convoy with 6 merchants and 5 escorts. Usually I start my attack from the middle of convoy and after I unload all my torps, I dive and reload. All 5 escorts rushed at max speed to my location and camped it for almost an hour. Was such a mess because the merchants had to avoid them so they backed up and tried to zig-zag the mad escorts.. tons of DC's all over.. a complete chaos. In the meantime I slipped away at 150m then got to periscope deepth and had some popcorn and lol's watching the show... the whole horizon and convoy was covered with DC splashes :DL

Your mod is working good and it's really great, but the AI is still dumb and I have my doubts that any mod can fix it, this is just a bad behavior and tactic scripting in the stock game. First of all, having all 5 escorts engaging a single sub with full force and hate is wrong. Maybe few km away there is a wofpack waiting, so deploying all the escort ships in hunting a single sub and leave the convoy unescorted is a very bad tactic.

They camp for hours the last spot where they saw the sub and none of them has enough "brain" to start thinking.. what if the sub have engines and he will move away. Also, seems like there is no way to detect me under 150m even if I run at normal speed. This is very different situation compared to SH3 where the escort was damn smart, my nightmare was the lonely and silent escort ship who was waiting me to surface or come to periscope depth after the convoy has left, then try to ram me and dropping millions of DC's at my location.. crash dive was the most used command by me in SH3.

Anyway, I like this mod very much. At least watching the AI behavior is very entertaining and breaks the boredom of "fire &refit" play style when playing campaigns. And your U-boat Historical Specifications (http://www.subsim.com/radioroom/showthread.php?t=168012) mod is just awesome, it's a "must have" one!! Thank you very much, I really appreciate all your mods and work, makes SH5 more enjoyable :)

Hi Magnum,

In your case of the 5 DD's racing to find you, well that's a mission editor problem. Once you set a unit as "aggressive" it will get your contact and race to destroy you. So 5 "aggressive" DD's will all come out to find you.

Now when I build a convoy mission I always have some DD's holding back in "defensive" mode and playing defense. Its a problem with how the campaign was built.

You should never notice anything visually different with this mod. I added no units, changed no AI. I simply changed all UNITS to ELITE and changed the the late/mid/early sensor times some.

I am glad you like the mods, I am sure in time others will step up a build a really awesome campaign which will have all us Captains looking forward to coming home ;]

Westbroek
04-30-10, 11:45 AM
Thanks Ddrgn! Can't wait to feel the shake of depth charges once again!
A Very Big: :salute:

ddrgn
05-12-10, 04:54 PM
Updated for patch compatibility, download version 1.1.

See OP.

tonschk
09-18-10, 04:59 AM
Thank you :salute: ddrgn, I think this is must to have Mod :rock:

ddrgn
09-18-10, 04:03 PM
Thank you :salute: ddrgn, I think this is must to have Mod :rock:

Excellent and thank you, good to see some of my mods still being used :sunny:

DavyJonesFootlocker
09-18-10, 04:20 PM
So, this mod throws off variations of AI states..All of them?:o

Krauter
09-18-10, 04:52 PM
You should never notice anything visually different with this mod. I added no units, changed no AI. I simply changed all UNITS to ELITE and changed the the late/mid/early sensor times some.


Please note ow he said CHANGED NO A.I..

DavyJonesFootlocker
09-19-10, 09:21 AM
OK.:DL

W_clear
10-19-10, 07:57 AM
Very good。:up:Coupled with my SIM.cfg. You get rid of destroyers very difficult when difficult 100%,
;AI surface ships sensors cfg file

[Mech]
Waves amplitude=0.3 ;[0,1]
Waves attenuation=0.75 ;>=0

[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=8000 ;[m]
Max fire wait=12 ;[s]

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=3500 ;[m]
Max fire wait=7 ;[s]

[AI detection]
Lost contact time=15 ;[min]

[Visual]
Detection time=1.0 ;[s] min detection time.
Sensitivity=1.0 ;(0..1)
Fog factor=0.5 ;[>=0]
Light factor=1.0 ;[>=0]
Waves factor=0.65 ;[>=0]
Enemy surface factor=100 ;[m2]
Enemy speed factor=35 ;[kt]
Min Signal Strength=0.1
Night Sensitivity Factor=0.3
Thermal Layer Signal Attenuation=0

[Radar]
Detection time=1.0 ;[s]
Sensitivity=0.01 ;(0..1)
Waves factor=0.65 ;[>=0]
Enemy surface factor=5.0 ;[m2]
Thermal Layer Signal Attenuation=1.0
Min Signal Strength=0.2

[Hydrophone]
Detection time=1 ;[s]
Sensitivity=1.0 ;(0..1)
Height factor=0 ;[m]
Waves factor=0.65 ;[>=0]
Speed factor=35 ;[kt]
Noise factor=0.5 ;[>=0]
Thermal Layer Signal Attenuation=1.0 ;[>0], 1 means no signal reduction, 3 equals signal reduction to 33%
Min Signal Strength=0.2

[Sonar]
Detection time=1.0 ;[s]
Sensitivity=1.0 ;(0..1)
Waves factor=0.65 ;[>=0]
Speed factor=25 ;[kt]
Enemy surface factor=550 ;[m2]
Lose time=30 ;[s]
Min Signal Strength=0.5
Thermal Layer Signal Attenuation=1.0 ;[>0], 1 means no signal reduction, 5 equals signal reduction to 20%