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View Full Version : Making Ports harder in RSRD


TaipaN_
08-05-11, 02:59 AM
I really like sneaking into ports and attacking ships there at the end of my patrol to use my last torpedos. But if I do it at night, and stay very deep on the way in I get past the destroyer guards easy.

Once I'm in the port itself there is no guard except deck mounted and shore guns, so at periscope depth at night it's kind of too easy.

Can we make it harder? I run TMO2.2 and RSRD.

I saw someone said they added more destroyer patrols and mines etc to ports, it might have been Armistead. Is it easy to do?

Can anyone share what they've done to RSRD to make ports harder?

Cheers

mobucks
08-07-11, 12:08 AM
also interested

Armistead
08-07-11, 12:51 AM
I added many sub hunter groups around ports, more dense minefields, etc.
Most go into Truk through the SW shallows, so I put minefields there and shore guns covering every entrance. RSRD has a subkiller group roaming, but rather easy to beat due to it's course, so I keep some DD's at the entrances. Most capital ships are docked near the center islands, so put a subnet there where I could. The only way to get in is and have a chance is from the north entry dived, then you have to deal with some elite rated escorts. Also have a few more plane patrols.

Lurker used hand edits with the batch editor, so you need to learn to use that.

mobucks
08-07-11, 11:32 AM
that sounds incredible! You tease us! how naughty...:D any way to convince you to share these files?

TMO2.2 and RSRDC compatible by chance?

TorpX
08-07-11, 09:54 PM
What is the "batch editor"?

TaipaN_
08-08-11, 12:29 AM
Let's just have an "Armistead's Dangerous Ports" mod for TMO2.2/RSRDC hey?

:)

Armistead
08-08-11, 01:06 PM
The batch editor is a program someone created so mis. files could be hand edited, basically with more control. Takes some time to learn and my skills at it are still limited. I can't find the link for it now, but I'm sure somewhere it still exist. The old thread should still exist somewhere discussing how it's used, why I've figured out it's basics, I'm certainly not gonna try and explain it. It's like most things, you have to take some time to learn it. Back in the day when making campaigns was new you had many players with high skill always discussing it, some are still around, but it's more of a past thing that not many seem to want to revisit or take the time, but the threads still exist.

The other issue is getting permission from Lurker to alter his mod, he's not around.

You can still add some traffic using zero files in RSRD. I've added some ships like the Nagato into Lurkers existing work, but that is changing his work.

I found I can use the ME with RSRD, but you're limited to what you can do with RSRD, it's easy to mess up things if you start messing with Lurkers groups.

Our best hope is the Jap Campaign mod that tater was working on, but I think they've given up on it.

I am slowly making a mod working inside RSRD, just not messing with Lurkers work, just adding, but I think we would all love to see it updated since we have so many extra ships. I'm not clear on this "having permisison" if your mod just overwrites files in an existing mod without changing the existing work.


Right now with Peabody's figuring out an issue, I'm adding historical lighthouses around the Pacific on cliffs and shorelines. I think that's where they should be. Plus they make good navigational references if you use celestial navigation.