View Full Version : [WIP] The "Just Follow Orders!" Mod
rudewarrior
05-21-12, 10:06 PM
Introducing: The “Just Follow Orders!” Mod!
Do you read the orders (http://www.subsim.com/radioroom/showthread.php?t=127239&highlight=radiolog+expanded) that BdU issues over the radio and wish you could actually make sense of them and incorporate them into the game?
Do you feel that the challenging aspects of the Prize Rules and the Norwegian Torpedo Crisis are all but missing from the game?
Are you looking for that extra boost of realism that allows you to experience all the pain and frustration of a U-boat commander when trying to follow complex orders issued throughout the war?
Do you look for mods that incorporate realism, intentionally making it more difficult for you, just so you can "take it to the next level?"
Then The “Just Follow Orders!” Mod is for you!
The “JFO!” Mod features:
1. Torpedo (Crisis) Orders – Up until the winter of ‘42/’43, the German Navy experienced several issues with depth keeping and premature explosions in their torpedoes. Only recently, modders in the community (http://www.subsim.com/radioroom/showthread.php?t=174225) have been able to make inroads into simulating this effect. With The “JFO!” Mod, you can follow the orders that BdU was issuing over the radio and implement their recommended torpedo settings. Now you, too, can suffer through all the confusing orders regarding torpedo settings broadcasted throughout the entire war!
2. Prize Rules – During the opening stages of the war, the Second London Naval Treaty (http://en.wikipedia.org/wiki/Second_London_Naval_Treaty) proved to be a thorn in the side for BdU (and England!). The “JFO!” Mod allows you to attempt to accurately implement the orders that BdU issued to abrogate the Prize Rules (http://en.wikipedia.org/wiki/Prize_rules). This portion of the mod will also include a draggable template that overlays the navigation map to assist in giving up-to-date information. Thanks to The “JFO!” Mod, you can endure the complex attack orders that U-boat commanders dealt with during the eventual nullification of the Prize Rules!
http://i50.photobucket.com/albums/f311/rudewarrior/Zoneninaction.jpg
Prize Rules Template
3. Blockade Runners – During the later stages of the war, German blockade runners were sailing from the Southern Hemisphere to Western France along a path known as “Route Antar.” During this time, U-boat commanders were under orders not to attack single ships in certain regions of the Atlantic Ocean. Using another draggable template, you can now implement these orders, even further restricting your ability to sink the easier tonnage during the later stages of the war!
http://i50.photobucket.com/albums/f311/rudewarrior/Antarinaction.jpg
Route "Antar" Template
4. Convoy Tactics – Once the War in the Atlantic turned against the U-boats in the Spring of ’43, BdU began issuing more aggressive and dangerous orders especially when engaging aircraft. During certain parts of the war, U-boats were actually ordered to engage aircraft and “shoot it out” on the surface. If the act of risking exposure of your U-boat to deadly aircraft all in the name of the tonnage quest appeals to you, then The “JFO!” Mod is what you are looking for!
5. Standing Orders – General standing orders were issued as well, e.g. ordering boats to refuel only at night; restricting U-boats use of sea areas, such as the English Channel; implementation of the Piening Route (http://uboat.net/maps/piening-route.htm) and other return routes; and limiting external load out torpedoes to minimize depth-keeping issues during U-boat combat stress. Now you, too, can be encumbered by changes in standing orders that U-boat commanders had to keep track of while waging war on the high seas!
**THIS MOD ULTIMATELY IS NOT DIFFICULT TO IMPLEMENT, BUT THERE ARE SOME CONSIDERATIONS THAT MAKE THIS SOMEWHAT OF AN ADVANCED MOD.**
First, we don’t suggest using this mod without certain other mods to fully allow for true immersion. We suggest that one or more of the following mods be used:
1. Some sort of übermod, e.g. GWX, NYGM, etc.
2. h.sie’s SH3.exe mod (http://www.subsim.com/radioroom/showthread.php?t=174225)
3. SH3 Commander (http://www.subsim.com/radioroom/showthread.php?t=147237)
4. More realistic torpedo failures via SH3 Commander (http://www.subsim.com/radioroom/showthread.php?t=158642&highlight=torpedo+depth)
5. (Jonesoft Generic Mod Enabler) (http://www.subsim.com/radioroom/showthread.php?t=173324)
Second, this mod is almost entirely “immersion only.” There are very few aspects of this mod that are not self-enforced. This mod is designed for advanced players who prefer an “iron man” mentality when playing Silent Hunter III.
Using in-depth research of several sources, andqui (http://www.subsim.com/radioroom/member.php?u=237104) and I have been able construct a series of orders that cover the above aspects of gameplay that you can implement at whatever level of intensity you choose.
The actual order implementation of the mod will function with an idea similar to SH3Gen (http://www.subsim.com/radioroom/showthread.php?t=88438&highlight=SH3Gen). You would quit the game immediately out of port and run our program. A set of standing orders based on the current date will be generated and imported into the patrol log. As you progress through the game, any updates to the orders will be transmitted via radio from BdU. Anytime you quit the game, you would be able to update the orders to current date, so you can minimize how many radio updates you would have to pay attention to at any particular time.
We have made every effort to research and understand the orders as given at the time using as many resources as possible to produce the list of orders that can effectively be implemented in the game.
The “Just Follow Orders!” Mod: We included everything, except the boredom!
**Expected release in the next couple of months!
Is this something similar to SH3Gen, but on a larger scale? Anyway, it looks like a huge challenge to undertake for your team. Good luck with it:salute:
rudewarrior
05-22-12, 08:20 AM
Is this something similar to SH3Gen, but on a larger scale? Anyway, it looks like a huge challenge to undertake for your team. Good luck with it:salute:
It is similar in the fact that it imports info, namely BdU's orders, directly into the Captain's Log. After that the similarities end.
Outside of that it is two templates that are used to properly interpret certain sets of orders.
Bottom line is that it is a lot of research translated into an orders dump to your Kaleun, that you are free to implement as you see fit.:03:
Just gives you an opportunity to actually implement some of the orders that you see coming in over the radio during the course of the game, thus making the game even harder, but enhancing the realistic decision making situations during the war that BdU's orders forced Kaleun's into.:yep:
SouriaBasharAkbar
05-22-12, 01:23 PM
It is similar in the fact that it imports info, namely BdU's orders, directly into the Captain's Log. After that the similarities end.
Outside of that it is two templates that are used to properly interpret certain sets of orders.
Bottom line is that it is a lot of research translated into an orders dump to your Kaleun, that you are free to implement as you see fit.:03:
Just gives you an opportunity to actually implement some of the orders that you see coming in over the radio during the course of the game, thus making the game even harder, but enhancing the realistic decision making situations during the war that BdU's orders forced Kaleun's into.:yep:
I really like the idea of this mod. But I think you should make it enforced. Not that I have ANY idea how to do that :haha: But surley all the wonderful modders here could help you put it together changing the scripts or something that actually pentalize you, and even fail mission if you break the rules.
rudewarrior
05-22-12, 01:58 PM
But I think you should make it enforced. Not that I have ANY idea how to do that :haha: But surley all the wonderful modders here could help you put it together changing the scripts or something that actually pentalize you, and even fail mission if you break the rules.
I would very much like to make everything in our mod enforceable, but some of the orders just aren't able to do that with the game as it is. For example, in certain areas at certain times, you can only attack ships while submerged in order to "remain unobserved." You can't really make the game do that. That's why the mod is aimed at people who want to up the realism by restricting themselves to actual actions Kaleun's would take.
There is only one aspect of this mod that is truly enforceable. During the first half of '42, venting and heating of electric torpedoes was forbidden since it was discovered that corruption of the depth-keeping device in G7e/TII's was causing depth-keeping issues. According to a few sources this reduced the range and speed of electric torpedoes, until the problems were solved with the introduction of the TIII. In the readme, I will put instructions in that will allow you to edit the torpedo.sim file such that you can restrict your TII's to this range and speed setting, but other than that, you have to "Just Follow Orders!" like the mod says.:stare:
I am keen to see the more realistic messages from BdU. I would like to see officers-only (or all) cables transmitted in encrypted enigma form.
rudewarrior
05-23-12, 08:30 AM
I am keen to see the more realistic messages from BdU. I would like to see officers-only (or all) cables transmitted in encrypted enigma form.
The messages won't be "more realistic" per se. They will just contain orders that are able to be implemented at your will.
All the messages will be in English. Sorry.:D
sharkbit
05-23-12, 12:54 PM
:Nice! :up:
I was thinking it would be interesting to make some kind of "standing orders" mod that would include required torpedo settings, being required to cruise thru the Bay of Biscay on the surface during the day and submerged at night during 1943(I'm not sure exact dates when this order was issued and when it was changed), etc.
Unfortuneately, I just have never had the time to really sit down and do the required research.
Looking forward to it. :sunny:
:)
Missing Name
05-23-12, 03:14 PM
This seems like an interesting idea! I never had any idea where the exclusion zones were.... so I just avoided Great Britain altogether.
rudewarrior
05-23-12, 09:07 PM
I was thinking it would be interesting to make some kind of "standing orders" mod that would include required torpedo settings, being required to cruise thru the Bay of Biscay on the surface during the day and submerged at night during 1943(I'm not sure exact dates when this order was issued and when it was changed), etc.
Everything you have mentioned here is included! I think you will be happy with what we have compiled.:yep:
This seems like an interesting idea! I never had any idea where the exclusion zones were.... so I just avoided Great Britain altogether.
If you have a chance take a closer look at the first template in the post. It will give you a good idea of where those zones actually are. Plus you will see some other pieces of info included in there as well. :shucks:
urfisch
05-24-12, 06:09 AM
interesting! thanks!
:salute:
mikey117us
05-24-12, 12:08 PM
These are the Examples of what you should be receiving,
http://www.uboatarchive.net/BDUKTB.htm
I'm going to try this mod when ready it sounds great!
mookiemookie
05-24-12, 12:15 PM
Well done. I may have to reinstall in order to give this a whirl. This sounds like my kind of mod!
rudewarrior
05-24-12, 04:16 PM
These are the Examples of what you should be receiving,
http://www.uboatarchive.net/BDUKTB.htm
I'm going to try this mod when ready it sounds great!
This is one of the many sources that we used when doing our research. The orders will not necessarily look the same or have all the same info. However, all the information supplied in our orders will be stripped down from those orders to only include information that can actually be tactically implemented. :cool:
Sailor Steve
05-24-12, 09:36 PM
I'm assuming from your descriptions that this only affects standing orders, and the regular radio messages will be unchanged?
Either way, I like it! It gets the Sailor Steve Seal of Approval! :rock:
rudewarrior
05-24-12, 11:46 PM
I'm assuming from your descriptions that this only affects standing orders, and the regular radio messages will be unchanged?
The plan is to write up a series of radio log entries that you will cut and paste into your radio log. These messages will all start with something like "JFO! Mod" to let you know that you are getting some sort of update to the orders in your Kaleun's log. The text won't necessarily be the historic text, but they will succinctly communicate current updates to your orders. This way you will have an "official" order that (assuming you want to play this way) you will have to comply with.
This way you can still keep your original messages from the Radio Log Expanded Mod if you like. So the historically accurate transmission will be there, but you will also get an independent JFO! update message that explicitly lays out the orders/updates in more exact language.
I have noticed there are some conflicts that I have found for certain dates using my sources versus message dates in the RLE mod, so we will be open to anyone who can offer historical corrections provided they can also offer a source. I am very confident in the resources we have used to assemble this info. Unfortunately, I am also confident that the modders who developed the RLE mod had good sources, too. I am a little worried that there may be some corrections that might need to be made. However, I will always be happy to as long as I can reconcile it with some sort of source. :know:
Either way, I like it! It gets the Sailor Steve Seal of Approval! :rock:
Thank you! We are sincerely happy that this is generating interest. As we dug further and further, we kept finding information that was really relevant to how Kaleun's were forced to act during certain parts of the war, and with the development of h.sie's wonderful SH3.exe mod, it really seemed that these conditions were a necessary addition that was really missing from the game.:yep:
I'm hoping that h.sie might return to working on his wonderful mod some more. I have an idea that I would like to discuss with him that I think would make his torpedo crisis/failure aspect to the mod even more accurate and complete. Unfortunately, I only know coding theory, so I don't know if it would even work, let alone how much work it would be for him. Based on the research I have done for this mod, it would be a simplistic idea, but just don't know how simply it can be implemented, if at all.:cry:
The reason for this is that, during a large part of the war, the Germans were generally using a depth setting of 4 meters. With h.sie's mod, during 15m/s winds, this results in a lot of torpedo failures. Sometimes so much so that while "Just Following Orders!" I actually expended all of my ordinance on a lone cargo ship with no hits!:o I usually just go home, as getting zero tonnage on a patrol sometimes did happen (I just remind myself that getting tonnage on every patrol is probably not very realistic :03: ) If he could successfully implement my idea, then we might be able to prevent this situation, while being even more historically accurate with torpedo failures! :up: Then again this is a mod designed very specifically for people who want to make it harder on themselves anyway.:smug:
Sailor Steve
05-25-12, 12:53 AM
Paste the orders into the existing file? Cool! I like SH3 Gen, but I only ever use it at the beginning of a patrol to see what might be available around my assigned grid, and even then I keep the settings turned way down. I think I'll like this better.
rudewarrior
05-25-12, 10:07 AM
I like SH3 Gen, but I only ever use it at the beginning of a patrol to see what might be available around my assigned grid, and even then I keep the settings turned way down. I think I'll like this better.
I still use SH3 Gen, too, and I love it! However, due to mods that I use (or maybe Windows 7, I am always willing to blame Microsoft) it will plot icebergs in the Arachon Bay on the southern part of the west coast of France! :o
Parkera
06-11-12, 08:43 PM
This sounds like an excellant mod and cant wait. I also use SH3gen at the beginning of patrols, for a real like feel.
rudewarrior
06-11-12, 09:30 PM
This sounds like an excellant mod and cant wait. I also use SH3gen at the beginning of patrols, for a real like feel.
I don't know if our program will be able to work with SH3 Gen. Andqui would be best to answer that, but the impression I am getting is that he won't be programming it so that they can work together. :cry:
It depends on what he wants to do, since he is doing all the coding.
TheDarkWraith
06-11-12, 11:52 PM
I don't know if our program will be able to work with SH3 Gen.
Process.Start method (if you're programming in C#) ;)
mikey117us
06-12-12, 02:40 AM
like this standing order for example?
http://www.uboatarchive.net/BDUOrder302.htm
and this? http://www.uboatarchive.net/BDUOrder43.htm
a great companion to the standing orders and operational orders is this!
http://www.hnsa.org/doc/uboat/index.htm the latter was ObLt. Jobst's submarine commanders handbook from U-2326 a Type XXIII surrendered may 14, 1945 Dundee, Scotland and was very much still in use up to the end of the war. And standing orders superseded dictum in this manual as lessons were learned and re-learned.
rudewarrior
06-12-12, 09:27 AM
like this standing order for example?
http://www.uboatarchive.net/BDUOrder302.htm
and this? http://www.uboatarchive.net/BDUOrder43.htm
a great companion to the standing orders and operational orders is this!
http://www.hnsa.org/doc/uboat/index.htm the latter was ObLt. Jobst's submarine commanders handbook from U-2326 a Type XXIII surrendered may 14, 1945 Dundee, Scotland and was very much still in use up to the end of the war. And standing orders superseded dictum in this manual as lessons were learned and re-learned.
Each of these resources (and more!) were consulted.:yep:
rudewarrior
06-12-12, 10:00 AM
Process.Start method (if you're programming in C#) ;)
We are using Java, whatever language that is. Andqui is the programmer. I am a physicist/researcher, so I just dig up info and give it to him. The way physicists work is we figure out exactly what we need to solve a problem then move on. So since I have never used Java to get any of the devices that support my MFM (http://en.wikipedia.org/wiki/Magnetic_force_microscope) running, then I don't know anything about it. But if you need me to work in Matlab in order to give you an explanation about why a book behaves the way it does when you throw it in the air, well I'm all over that. :know:
I'm afraid calling me a programmer is flattering me a bit... I don't do it professionally, and I'm using Java because it's the only programming language I can reliably and intuitively use at the moment, and I haven't really used it except to solve various small problems and mine for data in a long file or parse text. That said, the program consists of a self-contained .jar file which can be dropped into the patrol folder and run, with a functional interface and the like, so it should be very intuitive and easy to use. Also, the program is simply a means of conveying the orders into the log, so you won't have to deal with it much besides firing it up, picking some options, and then running and closing it.
drakkhen20
06-12-12, 11:03 AM
imo, i do feel that this would totally add to the imerrsion of the game. the only thing i dont feel is nice is the way you explained of exiting the game and reloading everytime you play with this mod. being that it is a wip i am aware that this could change but even doing this with sh3 commander can be annoying sometimes because of loading times and such. defintly a nice touch for the sh3 players though. is this mod going to be compatible with other "super" mods such as LSH3 5.1,GWX,WAC4.1? or maybe you could make files to incorperate into thier mods with out using SH3 com. hmm well it will be a good mod none the less so good luck and cant wait to see it in the game.
:salute:
Sailor Steve
06-12-12, 11:25 AM
This mod, like SH3Gen, takes a 'snapshot' of the game at the time it is run. As I understand it, it can't actually do anything inside the game, so the 'snapshot' is of a single point in time.
SH3Gen works perfectly with every supermod I've tried, so I don't see why this one wouldn't as well.
TheDarkWraith
06-12-12, 11:33 AM
I'm afraid calling me a programmer is flattering me a bit... I don't do it professionally, and I'm using Java because it's the only programming language I can reliably and intuitively use at the moment, and I haven't really used it except to solve various small problems and mine for data in a long file or parse text. That said, the program consists of a self-contained .jar file which can be dropped into the patrol folder and run, with a functional interface and the like, so it should be very intuitive and easy to use. Also, the program is simply a means of conveying the orders into the log, so you won't have to deal with it much besides firing it up, picking some options, and then running and closing it.
Java is geared more towards web development and web based stuff. It finds uses in general apps but that is more the exception than the norm. Have you looked into IronPython? IronPython is Python but with the ability to use the .NET framework. Very powerful language compared to Java and it is also a dynamic language. If you know Java you'll pick up Python real fast. With IronPython you'll be able to call the Process.Start method and spawn other apps from yours very simply. You'll also be able to create window's Forms. You can also develop with IronPython in Visual Studio - makes things much easier :yep:
Java is geared more towards web development and web based stuff. It finds uses in general apps but that is more the exception than the norm. Have you looked into IronPython? IronPython is Python but with the ability to use the .NET framework. Very powerful language compared to Java and it is also a dynamic language. If you know Java you'll pick up Python real fast. With IronPython you'll be able to call the Process.Start method and spawn other apps from yours very simply. You'll also be able to create window's Forms. You can also develop with IronPython in Visual Studio - makes things much easier :yep:
Thanks, I'll look into it.
Graf Paper
06-13-12, 02:36 AM
Something to bear in mind is the approach to "realism" that various super-mods have in their designs.
For example, GWX adheres to the idea that no sensible kaleun would ever shoot it out with an airplane. To enforce this philosophy, aircraft were made more resistant to damage and given special ammo that causes roughly 4 times the damage over stock SH3 ammo. This makes it possible for an airplane in GWX to severely damage or even sink your u-boat with just its guns alone, nevermind bombs or depth-charges. As such, any attempt to "follow orders" and engage aircraft in GWX is suicidal, at best.
I say this not as a criticism of their work , but simple fact to consider when creating your mod. So please let everyone save any debate over the choices that mod teams make. They all have their reasons, both technical and otherwise. It's just that some features of these mods will affect implementing certain parts of "Just Follow Orders".
rudewarrior
06-13-12, 09:06 AM
As such, any attempt to "follow orders" and engage aircraft in GWX is suicidal, at best.
Just like it was in real life!
That is the entire point of this mod. These orders were given. Only after the u-boats began suffering staggering losses from trying to implement this policy did they change to a policy of doing everything they could to avoid contact with aircraft.
In August 1942 Dönitz said, "The U-boat has no more to fear from aircraft than a mole from a crow." It is precisely due to this arrogant attitude that this policy was implemented with woeful consequences to the u-boat ranks.
There is nothing in this mod that can force you to implement this policy. It is not for the faint of heart! If you are not looking for that added dose of realism that truly reflects the situation u-boat commanders had to face when dealing with procedures issued to the u-boats by BdU, then don't implement it. Otherwise, JUST FOLLOW ORDERS! :stare:
mikey117us
06-13-12, 12:51 PM
Once one dives for a drill, or for a trim dive, the flak guns would need to be cleaned as they were prone to malfunction and the more you have the more difficult it was to make them ready for action. the game does no damage to the flak guns by diving. One could write something up to reflect this and make a very long repair time and therefore useless against air attack and off the hook from the order to remain surfaced and engage the enemy aircraft. This is reflective of KTB's i've read where after a dive the flak guns when tested would jam and need to be stripped down at sea cleaned and oiled and in some cases would have to be removed from the mounts to do this which was entirely not possible. The extra ammunition carried for all those guns took space away from provisions, intermittent torpedo shortages and danger from air attack allmost surely was the reason the extra torpedo reserves under the deck were empty VIIC's were leaving on patrol with more flak guns less provisions and only 10 torpedos. Also the game does not do damage to the radar detector when being used in conjunction with radar GEMA 29 and FuMo 30 could be used for 30 minute stretches and have to be shut down or the detection equipment would be harmed. Just give me a schnorkel and don't assign me to the Landwirft and i'm happy.
rudewarrior
06-13-12, 01:18 PM
One could write something up to reflect this and make a very long repair time and therefore useless against air attack and off the hook from the order to remain surfaced and engage the enemy aircraft.
Two things about this:
There is nothing in this mod that you are required to enforce. We are only going to issue the orders as given. If you want to adapt these orders such that they are
reflective of KTB's i've read where after a dive the flak guns when tested would jam and need to be stripped down at sea cleaned and oiled and in some cases would have to be removed from the mounts to do this which was entirely not possible,
then you are free to do that.:up:
However, if you use SH3 Commander with the malfunctions & sabotage worked into the game, there are possibilities where your AA guns fire at a slower rate and/or reload at a slower rate to reflect you being caught in a situation where your AA guns start acting improperly. I use SH3 Commander in this way, so I think that the conditions you describe are already modded in my gameplay (within reason).:yep:
Graf Paper
06-13-12, 02:28 PM
Broken guns from being submerged in saltwater for too long is a good addition. You could edit the random percentages for gun malfunctions in SH3 Commander to implement that idea. I think Jaesen's brilliant features in SH3C aren't used often enough, especially random events.
Talk about giving a new meaning to "splash damage"! :haha:
mikey117us
06-14-12, 12:30 PM
PBY Catalina and Vickers wellington are still easy enough in GWX 3.0 to shoot down in the bay of biscay with turm 2 and 3. Short sunderlands you can damage they fly out of range and endlessly circle and i've nearly expended all AA ammunition trying to bring them down, other 4 engine bombers are not possible to damage i've lost several flak gunners from strafing of the wintergarten I lost one sub to direct hits from bombs. I use sh commander but never knew about the flak guns slower rate of fire if I can edit malfunctions there then I will look at it, I need some realistic damage to occur if radar detector is used in conjunction with FuMO for 30 minutes, after 30 minutes the radar detector is harmed. I have added rotation to radar detector antennas in the sensor.dat file using the watchman controller and added visible under water=false as they had to be brought in before diving exception is naxos dipole or bali on the scnorkel of course. I want to add a watchman with headphones holding a staff with a radar detection antenna to the turm with rotation, I think it can be done in the sensor.dat file but i'm not good enough at modding yet. this funkmaat on the turm was the key to early warning and the possible outcome of just following orders!
rudewarrior
06-14-12, 01:17 PM
...after 30 minutes the radar detector is harmed.
You have mentioned this a couple of times. In your research have you come across anything that mentions how long the set had to remain off before it could be safely used? Also, what exactly was the potential damage? I'm assuming it was some sort of heating issue?:hmmm:
I want to add a watchman with headphones holding a staff with a radar detection antenna to the turm with rotation, I think it can be done in the sensor.dat file but i'm not good enough at modding yet.
Good luck with that. It sounds pretty ambitious!:salute:
mikey117us
06-14-12, 06:35 PM
I could only assume overheating and frying out of tubes which were in short supply could occur, the extent of damage was not conveyed as some research is from U-boat P.O.W. interrogations and some talked way to much others not at all.
http://www.cdvandt.org/fumb26-tunis.htm a handheld Tunis set pictured as well as a link to the manual in german which has another sensor I would like the coupling of tunis to the DF antenna
sublynx
07-30-12, 06:15 AM
This mod sounds like an excellent addition to the game :up:. This could really change the way I play. Looking forward to it's release :D
rudewarrior
07-30-12, 10:09 AM
Just 'cause it got bumped:
As an update, we are doing the coding for the date specific info into the captain's log. After that, all that is left is for me to write the readme, and it is done!:yep:
mikey117us
07-30-12, 12:58 PM
Nice!
sharkbit
08-05-12, 12:33 PM
Looking forward to it. It will be a real nice addition and another thing that will keep dragging me back to the game. :D
:)
complutum
10-03-12, 05:12 PM
i was looking this thread since first post. Any news about its releasing date?
thx
rudewarrior
10-04-12, 04:53 PM
Hi Everyone,
Well, we have hit a snag. Unfortunately, my partner, andqui, has found that the time required to complete this project has gone beyond his ability to commit, and we are asking for help to complete the project.:cry:
So this is where we are:
1. All of the research is finished.
2. All of the information to be gleaned from the research has been compiled in to files that were originally to be used as the database of information.
So what we need is someone who could write the code. I (think I) know enough about coding to say that the problem is quite simple and it would be fairly easy to write. However, I also know enough to understand that it would take me a long time to learn how to use a code to write what is necessary to accomplish the task.
Here it is in a nutshell:
I have a series of files, each titled with a date. What would need to happen is the code would, upon entry of a date (either by the user or, preferably, by reading from a particular save game), take the info in the file that has the closest past date, and write it into the top of the .clg file associated with the save game in question. I will be happy to reformat the files in any way necessary, and even do all of the work, if someone can just explain to me how to do it. Also, there are a couple of other reasonable small caveats as well. Ultimately, I think that there are some master coders here that could do this, and if you want to contact me by PM, I'd be happy to respond and get this started. Other than actually writing the readme, this is all that remains to this project.
If it comes down to it, I will be happy to do all the work, but if I am going to do that I need some serious guidance about getting the coding going. I have some experience coding from way back in the day, but there is no way I can complete this in a reasonable amount of time without some guidance. However, I really do feel that there is someone lurking out there who could probably write this up in a fraction of the time, and I am hoping someone out there who can help!
Thanx in advance for your support.
rudewarrior
10-05-12, 11:06 PM
Ah, good news!
WB pm'd me with an excellent idea for a solution that involves no coding. Just gotta figure out what I want to make it look like, and then I'm off!:rock:
THANX WB!!!:salute:
Wreford-Brown
10-06-12, 06:18 AM
:up:
rudewarrior
10-18-12, 09:22 PM
Mod is released, please close this thread.:up:
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