View Full Version : Wolfpacks relive v0.9H Released
v0.9H
Update List:
• 1, Reduce the attack value of AI submarines.
• 2, After AI submarine is dived , the sink flag will not be show up anymore(It is the flag of sink from last Version);
• 3, Whenever and wherever, AI submarine will try to attack when enemies are found.( Reference by distance and Firing angle).
• 4, Campaign will have some submarine move around, player could try to start Wolfpack.
• 5, After sending contact report , the reinforcement of friendly units is limited to weapons, Therefore, this type of fishing boats who are unarmed are not joined in the fun.
• 6, Can also have an enemy submarine and dive at a certain distance and attack the player and player friendly, players have to be careful.
• 7, ….
• More features ,please players dig in the gaming experience.
Add two more tasks after load mod. “In the hands of enemy” and “ Protection of Bismarck”.
In these two tasks, players could experience antisubmarine war.
For more details, see task Description.
Download URL:
http://pan.baidu.com/share/link?shareid=198979173&uk=1345069205 (http://pan.baidu.com/share/link?shareid=198979173&uk=1345069205)
Programming: 唐门不粘锅, 潇洒哥爱吃肉
Game Analysis: 唐门不粘锅, 潇洒哥爱吃肉
Thank the following people involved in the construction of this MOD:
U-47 Produced campaign files
U-322 Config data of British submarine
U-0 Test performance and ability to avoid attacks of AI submarine
-----------------------------------------
v0.9G
How to Setup:
1, Install SH3 Game at first.
2, Upgrade versions to 1.4
3, Install JSGME
4, Put this software enter MODS folder
5, Use JSGME to set up this software
If the setup is succeeded, you will see the versions number is updated to Backer Fixed0.9G when you get into the game main menu。
http://www.subsim.com/radioroom/attachment.php?attachmentid=380&stc=1&d=1375715350
How to plan a effective wolfpacks war ?
When you discover enemy, you have to press L key to lock the enemy, and then measure enemy’s course and channel, then press M key to send report。Notice: Wolfpacks report is very important, captain has to take in charge personally, can not let others to do so。Now, you are waiting for telegram reply.
In the game, headquarters will calculate enemy’s navigation route in advance by your report(enemy’s speed , route….), then headquarters will plan some other friendly warship of nearby the sea where we are at, to join this ambush.
In general , will be the friendly forces who can come to this ambush’s area in game time 24 hours. So, when enemy’s naval ships and boats is discovered by you, when their course of ship an speed is changed, at this time, if you want to plan a wolfpacks, you have to give notice to headquarters by telegram immediately for adjust tactics arrange.
http://www.subsim.com/radioroom/attachment.php?attachmentid=385&stc=1&d=1375824314
Because some sea area have badness climate , and communication technology is limited in the second world war period , so some of the U naval vessels have odds that can not arrive the ambush place, or missing headquarters’s radio message.
Maybe can not arrange wolfpacks attack when Under Harsh conditions.
At this time, headquarters will let you act alone by telegram.
Example:
http://www.subsim.com/radioroom/attachment.php?attachmentid=382&stc=1&d=1375716218
Under career mode, arrange wolfpacks needs to cost reputation.
But friendly forces military exploits will goes to players, the reputation that cost will count by reinforcements’s quantity, each reinforcement unit cost 100 reputation. So, be careful deal with it.
What friendly forces will do ?
If they are warships, When they reach the ambushing area, they will start attack with no hesitation when they find out there are enemy in the region.
If they are submarines, they will starting dive when they are in the enemy’s region range(about 8km) , and then they will gradually close to enemy, then they will shoot torpedo when enemy’s distance and angle is appropriate. After shooting torpedo, the next round needs to measure and fill again, this process will cost about 20~120 seconds. If find enemy accidental when friendly forces’s submarines haven’t dive , they will use artillery and machine gun to attack enemy like warship do so , if angle and distance are not bad, they will shoot some torpedo occasionally.
After wolfpacks attacking:
Please send a status report, friendly forces’s submarines come-up and go back by the original route .
Demo movie:
http://youtu.be/KN_hpeGwvDk
oh, no, I havent upload space...:hmmm:
but, you can try it:
http://pan.baidu.com/share/link?shareid=1607654996&uk=1345069205
:haha:
The logo design:lxx
The game analysis:唐门不粘锅、 潇洒哥爱吃肉
The program design:潇洒哥爱吃肉 、唐门不粘锅
Ligne Maginot
08-05-13, 10:31 AM
Sounds great, but is compatible with any Super mod. THE NYGM 3.6C with the h.sie patch works with two wolfpack mods.
Best regards and thanks for sharing your work. :arrgh!:
Hi There. This is very interesting.
Can you point to exactly what file in your mod files that makes friendly units appear in wolfpacks?
Env is environment is only sea, air textures.
Menu is the menu background.
Library/Cameras.dat is for cameras.
scene.dat is sky adjustments and environment too.
What is Wolf.ini and WolfPack.act files? Is this where the wolfpack adjustments are made?
For this game, your understanding is not enough.
maybe you can try this mod.
makman94
08-06-13, 05:26 AM
Congratulations Backer ! :yeah:
Subsimers , we are in front in one of the most serious mods ever made for sh3 !
i am not joking at all...the mod is working like it has been builded by the sh3's devs ! everything is working so smoothly that you will enjoy EVERY MINUTE of it ! you will see ,exactly what you expect to see...
moderators,this mod must be ...STICKED ,it is exactly a completed wolfpacks mod !
it is really so amazing that the last period so many serious and important mods are been released (or are developing) for sh3 . mods like this one here are getting sh3 in a new era of challenging gameplay.
@Backer: you made a GREAT job there with your wolfpack.ACT file !!! just so easy(one file!) to install and everything works as it should!
let me ask you something that i always believe is a big fail in sh3: can you do something at the act files which is controling the ''intelligence'' of enemy and make it more clever ? i mean something like random routines when enemy is detecting the submarine or random routines when enemy is attacked by submarines
some points that i noticed in your mod and will be great if it is possible to fix:
1. the messages from bdu to player have non understandable characters. i believe that you must use english characters instead of...chinese(?)
2. messages from bdu are not coming always to player and whenever are coming are doubled (the one is telling that the friendly uboats are coming and the other is telling to proceed alone)
3. the friendly u-boats of wolfpack when get submerged are appearing at the navmap with the sunk icon (but they are there and active ,ready to shoot)
4. at event camera is not appearing the animation of the tubes opening and the ejection of torpedoes ( at free cameras all works great though)
5. the messages about the u boat that is shooting(at messages bar) are again non understandable characters
@Terryn: the only files that you need (which is the whole mod) are just the wolfpack.ini and the wolfpack.act files (and of course the test mission).
all other files are not necessery ( i think that Backer include them becuase the test mission is designed to work at stock 8km enviro.it was needed to tweak the test mission a little in order to work in the 20km)
the wolfpack story in pics....
message with convoy's data have been send to BDU:
http://imageshack.us/a/img69/3608/b7u.png
Message from BDU to player:
http://imageshack.us/a/img842/79/t0py.png
wolfpack is arriving:
http://imageshack.us/a/img5/9796/gqj3.png
the three friendly subs that appearing close each other at bottom of nav map heading to support you:
http://imageshack.us/a/img837/1754/ioar.png
when closing to convoy (around 8km) starting submerging:
http://imageshack.us/a/img89/9823/jdj1.png
the party has just began(wolfpack's uboats exept from submerging are throwing torps....isn't it like it has been made by the devs?):
http://imageshack.us/a/img443/1934/890f.png
...wolfpack moments:
http://imageshack.us/a/img534/7871/ii4y.png
the situation after the attack (i haven't yet fired even one of my torps):
http://imageshack.us/a/img593/273/7ied.png
Cybermat47
08-06-13, 06:29 AM
Woah! This is amazing!
sublynx
08-06-13, 06:31 AM
WOW :woot: Looks marvelous! Words can't explain the admiration I feel seeing the screenshots.
There is one thing that needs to be fixed badly though. No convoy attack ever has brought that kind of destruction. The efficacy of the wolfpack must be toned down A LOT. Now it seems every U-boat hits with every torpedo they shoot and that the escorts are not able to stop anything.
@Makman94
I updated new download url, that's English.:up:
Can you use English mod update game pics? thanks!
@terryn
Yes,my English is no good, I need everyone help me...:rock:
complutum
08-06-13, 04:18 PM
Anyone knows if this could be implemented in campaign or is it only for single missions?
i havent downloaded it yet as i am in middle of one patrol
if ti could be done it would be great as an add on for h´sie wolfpacks routine.
@terryn (http://www.subsim.com/radioroom/member.php?u=312216)
What friendly forces will do ?
If they are warships, When they reach the ambushing area, they will start attack with no hesitation when they find out there are enemy in the region.
If they are submarines, they will starting dive when they are in the enemy’s region range(about 8km) , and then they will gradually close to enemy, then they will shoot torpedo when enemy’s distance and angle is appropriate. After shooting torpedo, the next round needs to measure and fill again, this process will cost about 20~120 seconds. If find enemy accidental when friendly forces’s submarines haven’t dive , they will use artillery and machine gun to attack enemy like warship do so , if angle and distance are not bad, they will shoot some torpedo occasionally.
@becker
Do all friendly ships and subs come to aid in your mod? Or just u-boats?
Also, how far can the u-boats be away in order to come to wolfpack? What is the radius of the wolfpack radio call, for friendly ships to respond?
In general , will be the friendly forces who can come to this ambush’s area in game time 24 hours.
mafansiwo
08-07-13, 01:40 AM
oh,man. this is excellent . I used this mod and there are lots of units helping me...:salute:
brett25
08-07-13, 01:47 AM
excellent! What fun! does this have to be written into a mission, or can it work out of the box in a campaign?:salute:
2. messages from bdu are not coming always to player and whenever are coming are doubled (the one is telling that the friendly uboats are coming and the other is telling to proceed alone)
3. the friendly u-boats of wolfpack when get submerged are appearing at the navmap with the sunk icon (but they are there and active ,ready to shoot)
the purpose of the contact report reply is to avoid malfunction of the other mods,as sometimes there will be some bizarre replies from BDU working with some mods.
Since the friendly submarine will totally disappear on the map after submerging,I give a sunk mark for you to find she and watch the attack freely
complutum
08-07-13, 03:16 AM
The wolfpacks activity depends of year?
ryanwigginton
08-07-13, 09:02 AM
I'm trying to figure out what the difference is between this mod and hsie wolfpack hardcore fix mod. Does anyone know?
They seem to be the same...
This ^
I'm trying to figure out what the difference is between this mod and hsie wolfpack hardcore fix mod. Does anyone know?
They seem to be the same...
I respect the author who make the similar works, but you can not say we are the same. Please do not make a statement in imagination. Welcome to prove with the relevant data and your thesis. Prove with facts.
?
I've suggested nothing of the sort. I was just comparing the two. Why so defensive?
But your post arises suspicions now that you've mentioned it...
Obviously you didn't test and compare the mods. I am very interested how you get the conclusion "They seem to be the same"
makman94
08-08-13, 03:24 AM
.... The efficacy of the wolfpack must be toned down A LOT. Now it seems every U-boat hits with every torpedo they shoot and that the escorts are not able to stop anything.
guys , don't forget that this is the first released version of Backer's mod. look at the core of this mod and as for the details , i guess that it will not big problem for Backer to finetune some parametes. for example, i think that will be possible to make friendly subs shoot to longer periods(and combined with the dud torps of H,sie) so everything will be great.
this mod is not arcadish at all ,at least no more than H.sie's version.BOTH mods demads the same actions from player (only difference is that you can get a reply from BDU with only one contact report but maybe this can be arranged. tests continues...).both versions are so nice that i can only say to start testing this here
@Makman94
I updated new download url, that's English.:up:
Can you use English mod update game pics? thanks!
ok Backer , i tried your new version and everything is OK now with the english texts. now ,all messages are understandable :up:
i will update the pics later tonight
I'm trying to figure out what the difference is between this mod and hsie wolfpack hardcore fix mod. Does anyone know?
They seem to be the same...
they are not the same . they have big differences(will post them later tonight) but also this mod here is introducing a new way of moding which is waaay interesting and promising. it has its own problems but ,maybe, with the help of all of us ,Backer manage to fix them at the end
what is wrong here? Backer is not an enemy of H.sie !he is just sharing his work, this community desperately need moders like H.Sie and Backer . it is these guys who are exploding the gameplay of the game. Backer deserves your respect exactly just as H.Sie. his mod shows that this guy has great HARDCODE moding skills (pay attention to the word HARDCODE).
the purpose of the contact report reply is to avoid malfunction of the other mods,as sometimes there will be some bizarre replies from BDU working with some mods.
Since the friendly submarine will totally disappear on the map after submerging,I give a sunk mark for you to find she and watch the attack freely
i am continuing on the tests and later tonight will post my comments.
i am running the mod on stock game (no other mods ,only a gui and an environment mod ) so there are answers from BDU ONLY from your mod.
there is problem with the contact report and not ONLY ONE !
sometimes the contact report button is not working at all (does...nothing) ,other times when i clic on ''sent contact report'' i hear the crew saying ''fire tube 1'' but no action like that is happening.just the ''fire tube 1'' is hearing and the message ''Our ships are too far away,acting own yourself!'' is appearing on messages bar.
other problem is too many repeated messages from bdu. i have five messages from BDU ,at the same time ,saying the same thing
most serious problem so far is that i can't get it work in campaign . i am clicking in 'sent contact report' button but nothing happens. so far, i haven't managed to see wolfpacks in campaign (tests continues....)
also , i think that you must make your mod indepedent from renowns! i had to tweak my remain renowns for not getting the message ''poor renown''. i don't think that renowns have any place in game but ,especially for wolfpacks , BDU talking about renowns when we are in front of a convoy is just ,in my opinion, an immersion killer
will post details about my observations so far later tonight
?
I've suggested nothing of the sort. I was just comparing the two. Why so defensive?
But your post arises suspicions now that you've mentioned it...
as i said , Backer is not an enemy of H.sie
stop fighting this guy , he has great skills ...very few in this forum are capable for such modding
@Terryn: for accusions like these ,you have to show arguments and proove your words instead of posting ....''i am getiing suspicious now that you mention it''. Backer told you exactly this,to proove your words. what are all these ?
sublynx
08-08-13, 03:31 AM
guys , don't forget that this is the first released version of Backer's mod. look at the core of this mod and as for the details , i guess that it will not big problem for Backer to finetune some parametes.
I hope I didn't sound too negative in my comment. I'm sure that finetuning the parametres to fit everyones' tastes is quite possible :)
The mod is absolutely wonderful. Wolfpacks have been a problem for so long and now thanks to Backer we have a clever solution to it. I'm sure this mod will be a must for everyone.
makman94
08-08-13, 03:48 AM
I hope I didn't sound too negative in my comment. I'm sure that finetuning the parametres to fit everyones' tastes is quite possible :)
The mod is absolutely wonderful. Wolfpacks have been a problem for so long and now thanks to Backer we have a clever solution to it. I'm sure this mod will be a must for everyone.
you didn't sound negative Sublynx, i used your words just becuase i had the same feeling about the ammound of success of friendly subs shots but then,i thought , that this is not problem ...i am very possitive that it can be finetunning.
we have wolfpacks for two years now ,thanks to H.Sie (and LGN1 and all others who involved to this project) but what i see here is one step forward to the subject ''wolfpacks'' ! in fact , it is very close (if some bugs are ,at the end, solved) to call it ...perfect
Jimbuna
08-08-13, 04:26 AM
Well I'm certainly looking forward to giving the mod a try and hope all parties can get along in a spirit of friendship and mutual understanding.
makman94
08-10-13, 08:33 AM
hi Backer ,
post with pics is updated showing english texts now :up:
ok , here are the results of my tests (it took me longer to post becuase i wanted to be sure about the followings):
there is problem(s) with the ''send contact report'' button:
(first of all ,i am not talking at all for the test single mission which is included in your mod. at this single mission all are working just great)
Sometimes the ''send contact report'' is not fuctional at all. i mean that when user is clicing on ''send contact report'' button... nothing happens. i didn't manage to locate when (or why) this is happening. seems to be random,in other words whenever i clic on ''send contact report'' button ,i don't know if this will be fuctional or not.
in the case that the ''send contact report'' is working i noticed the following issues:
1. sometimes,instead of appearing the send contact text on the messages page, i hear the crew saying ''firing tube 1'' and nothing happens , i noticed that in this situation is appearing the message ''Our ships are too far away,acting own yourself!'' is appearing on messages bar.look at the following pic:
http://imageshack.us/a/img853/1808/b68.png
2. other times , after ''send contact report'' button ,i see the send contact text to the messages pages but i get no reply from bdu at all .some time later my crew is spotting the friendly units and sometime after i am getting the messages from...bdu ( i think that here must make the messages coming from bdu more ...quicly)
3. other times after ''send contact report'' button , i am starting getting a massive load of BDU messages . i think here that just ONLY ONE would be just ok ! look at following pic (the incoming messages from bdu were...nine all at the same time 14:00):
http://imageshack.us/a/img849/8983/ng4n.png
4. finally , i managed to see ''wolfpack'' in campaign which prooves that your mod can work in campaign too but i am putting these '' at the word wolfpack becuase if i understand it correctly ,the bdu will send for help whatever is ...availiable in the area. look at this pic:
http://imageshack.us/a/img849/1534/d3am.png
if i got it right ,the bdu will send a trawler,a ftboot and a ...platform(!) for attacking the convoy. this means that if uboats are not scripted in campaign (and given the fact that less to ...none uboats are scripted to stock or any supermods's campaign) ,bdu will never send them for support .
but wolfpacks means uboats for support so , i think that a huge ammound of u boats must be scripted in campaign in order to see wolfpacks in campaign.
correct me if i am wrong at this conclusion.
5.your mod doesn't seem to work on patched sh3.exe.a strange chinese message appearing and when i get in game i don't see the ''backerfix 0.9g'' at the version corner .
i mean that must lanch the game only with the original .exe for your mod to take effect. is this true ?
6.the theme with ...renowns. i will not say much here. my opinion is to make your mod totally indepedent from renowns! it seems so ''off topic'' to have to deal with the arcadish renowns
there are some more (more tiny detailed points) but i will not post them in case that you are not interested to proceed to adjustments-'fixes' on your mod.
anyway, no matter what ,you are showing that miracles can be made with the .act files (without touching the .exe ) and i would be really greatfull if i see the H.Sie subs ,arriving ,submerging ,firing torps and my boat being a part of this wolfpack just like the devs would have made them. whatever is missing from H.sie's version is exactly so well made in your version and whatever is missing from your version is so well made in H.Sie's version (bdu messages and communication) .
the puzzle will be completed if these two points works together to either of one versions,yours or H.sie's.
just hoping to be solvable issues
all the best
hi Backer ,
post with pics is updated showing english texts now :up:
ok , here are the results of my tests (it took me longer to post becuase i wanted to be sure about the followings):
...
all the best
Thank you for your reply,I am dealing with these questions right now.In campaign,whether there would be a wolfpack attack or not depending on your campaign files like Campaign_SCR.mis or Campaign_RND.mis,if there is no friendly unit in such files,certainty there would be no wolfpack attack.
You can open TestWolfpack.mis in SingleMissions, I put some submarine nearby. just like this:
http://www.subsim.com/radioroom/attachment.php?attachmentid=388&stc=1&d=1376151090
I did considered about create some submarines to surround the enemy after you send the report.
And this function is already complete, but I found it was a bad idea.
too many friendly units would make the battle become a slaughter.just like this:
http://www.subsim.com/radioroom/attachment.php?attachmentid=389&stc=1&d=1376156576
http://www.subsim.com/radioroom/attachment.php?attachmentid=390&stc=1&d=1376156577
Perhaps you think I can set the values of friendly units' type,number,patrol area and sth like that.Yes,I do can set such thing.but I am not familiar with the history of world war ii, so if I make such campaign work,it could be a joke,like dozens of Bismarck may join your battle.
So I closed the function before release.
I hope there could be some modders who knows the history better than me to do these campaign work.and the good news is,this already happened:a Chinese modder is working on this.
Backer,
I'd be happy to do some English editing for you. Just tell me where to make the edits in the files. It seems to need some grammar and cosmetic fixing for English.
Thank you, I will put the English text into the ini file.
Wait for 1.0 version.:woot:
brett25
08-10-13, 01:14 PM
hi backer, great work and makaman rally nice job beta testing this
your mod doesn't seem to work on patched sh3.exe
can confirm this, im getting CTD and general instability with patched .exe
makman94
08-10-13, 01:43 PM
When are you to post the differences?
i posted the main differences and try to be more polite at future
makman94
08-10-13, 02:11 PM
.....
http://www.subsim.com/radioroom/attachment.php?attachmentid=388&stc=1&d=1376151090
I did considered about create some submarines to surround the enemy after you send the report.
And this function is already complete, but I found it was a bad idea.
too many friendly units would make the battle become a slaughter.just like this:
i don't find such an idea bad at all.
you said that it is complete ?
how exactly this fuction works? the subs are spawned even without being scripted in campaign's files ? becuase if it is so , then there will be no need to start editing the campaign files for adding friendly uboats
from your pics i can say that you added a lot (very very lot) uboats there !
if you set the parameters to add two (or three---no more) uboats around the convoy ,i think , will be ok .we can call it a wolfpack attack (even better would be if you can make your mod spawn a RANDOM number of u boats around the convoy but not more than ,for example, three or ...whatever)
is this version availiable to test it somehow ? i really would like to have a look at it
Perhaps you think I can set the values of friendly units' type,number,patrol area and sth like that.Yes,I do can set such thing.but I am not familiar with the history of world war ii, so if I make such campaign work,it could be a joke,like dozens of Bismarck may join your battle.
So I closed the function before release.
yes , i think that you must lower the friendly units and
no , no 'bismarks' at friendly units, i am thinking if it possible to make it have only uboats at friendly units
and the good news is,this already happened:a Chinese modder is working on this.
sorry , i didn't understand you . what exactly is this chinese modder working on campaign ? adding scripted u boats or something else ?
NitzerEbb
08-10-13, 02:21 PM
Hi all,
this seems to be a great mod in development. Looking forward for some enhancements in the campaign. Regarding history there are for sure users here to enlighten us with detailed information - far more then i can do. To my knowledge the combination of several submarines in order to attack a convoy was a pretty rare situation in the early war. Simply not enough submarines in the atlantic. A figure was like 1/3 was on patrol, 1/3 on return to base and the other 1/3 was in harbour for repairs. And the atlantic ocean is a quiet big area.
If things were lucky and some submarines could be gathered near a convoy, they tried to attack in the night which was usually the best time especially they didnt have to be submerged. A big mess was also the fact that german marine code got decrypted and convoys could change routes to avoid a german wolfsrudel. History reported only few lucky cases where a big convoy got really slaughtered and not always it was due to submarines. Usually it was starting one attack run, sinking a ship or two at best and get away alive - that was already a great success for a submarine. Trying to attack on a second run on another day/night was also not very common due to air surveillance, warned or enhanced escort power, lack of fuel/torpedoes and also trying get to a visible contact.
Friendly surface vessels were also pretty rare for such an action, most of them got detected and destroyed very fast. So for simulation its probably better to stick to submarines mainly. Im not sure about the game mechanics in the dynamic campaign and if there is a possibility to script friendly submarines to cope with reality (position + routes + timeline) so it can work with the mod. Maybe the easiest way is to do a random approach to simulate the possibility of gathering other submarines after making a contact report. The gathering does take its time and is normally longer than 24 hours.
In hsies patch there is some additional information to be found and maybe work can in a way be combined for reverse engineering, experience exchange.
Cu all
Jimbuna
08-10-13, 03:20 PM
Looking forward to positive outcomes as a result of joint collaboration.
Jimbuna
08-10-13, 03:30 PM
Okay, enough is enough.....anyone has a gripe with somebody then please take it to PM.
I thank any future participants in advance for their cooperation.
brett25
08-10-13, 07:14 PM
Who gave you the God-given right to dictate another's actionsmakman is one of th hardest working modders in this community. Both he and Backer seem to be working pretty hard to get you a really cool mod, i think some appreciation makes more sense:salute:
brett25
08-10-13, 11:38 PM
umm..... this is the MODS forum, you knew that right?
makman94
08-11-13, 01:38 AM
umm.....
How does one like yourself get to the point where they are so dillusional that they bow to the authorities of modders irregardless of what they're being told to do?
you have a pm :up:
lets move on ,only to the theme of Backer's mod
makman94
08-11-13, 01:43 AM
@Backer ,
i am just curious to know your opinion on the following,
at my post 7 i asked you this :
''can you do something at the act files which is controling the ''intelligence'' of enemy and make it more clever ? i mean something like random routines when enemy is detecting the submarine or random routines when enemy is attacked by submarines''
you think that it is possible to do something like this ? altering the AI intelligence will be a real big explode to gameplay
Kelly621
08-11-13, 02:30 AM
Backer,
You have created an exciting new mod....thank you for the creative work:up:
After taking a break from SH3 to work on a few Summer projects it was a joy to come back on the forum and find this mod.
Makman94...thanks for the beta testing.
Kelly621
@Backer ,
i am just curious to know your opinion on the following,
at my post 7 i asked you this :
''can you do something at the act files which is controling the ''intelligence'' of enemy and make it more clever ? i mean something like random routines when enemy is detecting the submarine or random routines when enemy is attacked by submarines''
you think that it is possible to do something like this ? altering the AI intelligence will be a real big explode to gameplay
I noticed your this advice, but now I need to improve the "Wolfpack", so...
umm.....
How does one like yourself get to the point where they are so dillusional that they bow to the authorities of modders irregardless of what they're being told to do?
It seems I have to find a super understand English friends to help me to look at this sentence.:hmmm:
Jimbuna
08-16-13, 12:47 PM
It is not very complimentary I'm afraid and if I come across anything of a similar nature in the future I will be taking action against whoever the author is.
I have already asked for peace and civility previously.
It is not very complimentary I'm afraid and if I come across anything of a similar nature in the future I will be taking action against whoever the author is.
I have already asked for peace and civility previously.
At the time of communication, you use the sentence is very long.Can you use some phrases?please.
Jimbuna
08-16-13, 01:50 PM
At the time of communication, you use the sentence is very long.Can you use some phrases?please.
PM me your nationality and I'll try and have somebody explain it to you.
Hi Backer,
Could you create a tutorial in how you use .act files for other modders? I think you opened a door for us here.
Thanks.
Actually. The .act file is sh3's format. It is the principle of is .DLL.
So, you can use any IDE edit of your code, and use linker make a .act.
berlina
08-21-13, 05:46 AM
well said jimbuna. pls calm down guys and support one another, that's why we are all here anyway. :arrgh!:
I can't download the mod, can someone please put it elsewhere? :wah:
Manos, you have tested it already ... will it work with campaign, is there a need to script wolfpacks, etc?
Plissken_04
08-22-13, 12:27 AM
I can't download the mod, can someone please put it elsewhere?
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/BACKER/!Wolfpacksv0.9G_en.rar
Username & Password in my Signature!!!
So Long
Maik
A big thank you Maik!
:yeah:
makman94
08-22-13, 10:46 AM
....
Manos, you have tested it already ... will it work with campaign, is there a need to script wolfpacks, etc?
hi Alberto,
as it is the mod at its current state is not yet playable in campaign.
at my post 33 ,at the comment 4 , is the answer to your question . without scripted u-boats in the campaign ,the mod will not be able to 'call' them.
hi Alberto,
as it is the mod at its current state is not yet playable in campaign.
at my post 33 ,at the comment 4 , is the answer to your question . without scripted u-boats in the campaign ,the mod will not be able to 'call' them.
I hope you can understand my mean. create some submarine or other units is not a good solution. the submarine have active time, history route and exist probability, that is other modder or mission designer's work, they know the history of world war ii, they can design more reasonable.
Of course, if you like and hope try create some submarine, I can give you this version, please pm me.:)
makman94
08-22-13, 12:15 PM
I hope you can understand my mean. create some submarine or other units is not a good solution. the submarine have active time, history route and exist probability, that is other modder or mission designer's work, they know the history of world war ii, they can design more reasonable.
i understand what you mean Backer and i have also no idea (and not the will to learn) how to script uboats in the campaign. i agree with you that someone who knows history and knows how to handle the campaign files must do it .
all i said , is that without scripted u-boats, the mod will not be able (in campaign) to call them .
thats why i told you at my post 40 (please read this post again) that i found much more interesting the idea of creating some submarines to surround the enemy after you send the report.
Of course, if you like and hope try create some submarine, I can give you this version, please pm me.
what is this version ? i am afraid that i am not understanding you ...
what is different at this version you are talking about here from the version i allready have ?
what is this version ? i am afraid that i am not understanding you ...
what is different at this version you are talking about here from the version i allready have ?
No, you haven't. there is one other "Wolfpack relive" version, that can create submarine on the enemy's around, but that is uninteresting, that is butcher. so, when I was in the release, closed this function(create submarine and other units).
sorry , i didn't understand you . what exactly is this chinese modder working on campaign ? adding scripted u boats or something else ?
Yes, have a chinese modder working on campaign.adding submarine' route, include Axis and Allies.:)
makman94
08-22-13, 12:35 PM
No, I have a "Wolfpack relive" version, that can create submarine on the enemy's around, but that is uninteresting, that is butcher. so, when I was in the release, closed this function(create submarine and other units).
1. at this version , from where the game 'call' the uboats ? i mean , in this version the uboats must be scripted in campaign or no ?
2. i allready asked you about this: in this version ( create submarine on the enemy's around) ,can you alter the NUMBER of friendly units to be limited to only two u boats ? (no more than two friendly u boats)
makman94
08-22-13, 12:41 PM
Yes, have a chinese modder working on campaign.adding submarine' route, include Axis and Allies.:)
yes , but on which supermod campaign your modder is working ? or ,he is working on stock campaign ?
you see the problem here Baker ? a lot of supermods , each one has its own campaign files...
1. at this version , from where the game 'call' the uboats ? i mean , in this version the uboats must be scripted in campaign or no ?
2. i allready asked you about this: in this version ( create submarine on the enemy's around) ,can you alter the NUMBER of friendly units to be limited to only two u boats ? (no more than two friendly u boats)
answer:
1, Can not any submarine.
2, Can limit the number of friendly
but, at last, other mission designers can't planning wolfs and route.
the demo movie:
http://www.tudou.com/v/RIhkTGq_niU/&rpid=118512916&resourceId=118512916_04_05_99/v.swf
yes , but on which supermod campaign your modder is working ? or ,he is working on stock campaign ?
you see the problem here Baker ? a lot of supermods , each one has its own campaign files...
Yes, I should also prepare a campaign files.
Although it is not in conformity with the history.
Anvar1061
08-23-13, 10:45 AM
Yes, I should also prepare a campaign files.
Although it is not in conformity with the history.
SSS
Look narrowly at the last campaign files.http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.subsim.com/radioroom/showpost.php?p=2097458&postcount=1
or http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gifhttp://www.subsim.com/radioroom/downloads.php?do=file&id=4166
urfisch
09-08-13, 05:09 AM
this is a great, great mod, as it seems so far! but the magic will be, to implement this into a supermod campaign file. if i understood this right...? and there are missing "special uboats (scripted ones)" to get this working, right?
Archer7seven
09-08-13, 07:43 PM
This is just effing brilliant.
The final piece to the SH-3 puzzle.
this is a great, great mod, as it seems so far! but the magic will be, to implement this into a supermod campaign file. if i understood this right...? and there are missing "special uboats (scripted ones)" to get this working, right?
yes, you are right. that game is uboats game, so, uboats is defined player to control, campaign file missing many uboats. if someone can edit campaign file, add many uboats unit, Axis and Allies, so, Atlantic will be very lively.
backer,
do you think you could make your uboats spawn from an airbase, like the airplanes?
In the game, air support for the germans is enabled and working. You radio a message, and if you are within range from a base, aircrafts are spawned. If you could make with code injection or dll that an airbase spawns Ai uboats, then we just would need to add the airbases with uboats in the middle of the atlantic for the historical periods we want. :hmmm:
backer,
do you think you could make your uboats spawn from an airbase, like the airplanes?
In the game, air support for the germans is enabled and working. You radio a message, and if you are within range from a base, aircrafts are spawned. If you could make with code injection or dll that an airbase spawns Ai uboats, then we just would need to add the airbases with uboats in the middle of the atlantic for the historical periods we want. :hmmm:
I has solved this problem。look at this:http://www.subsim.com/radioroom/showthread.php?t=206714
you just need Can't moving carrier。
new version v0.9H released
v0.9H
Update List:
• 1, Reduce the attack value of AI submarines.
• 2, After AI submarine is dived , the sink flag will not be show up anymore(It is the flag of sink from last Version);
• 3, Whenever and wherever, AI submarine will try to attack when enemies are found.( Reference by distance and Firing angle).
• 4, Campaign will have some submarine move around, player could try to start Wolfpack.
• 5, After sending contact report , the reinforcement of friendly units is limited to weapons, Therefore, this type of fishing boats who are unarmed are not joined in the fun.
• 6, Can also have an enemy submarine and dive at a certain distance and attack the player and player friendly, players have to be careful.
• 7, ….
• More features ,please players dig in the gaming experience.
Add two more tasks after load mod. “In the hands of enemy” and “ Protection of Bismarck”.
In these two tasks, players could experience antisubmarine war.
For more details, see task Description.
Download URL:
http://pan.baidu.com/share/link?shareid=2850843258&uk=1345069205 (http://pan.baidu.com/share/link?shareid=2850843258&uk=1345069205)
Programming: 唐门不粘锅, 潇洒哥爱吃肉
Game Analysis: 唐门不粘锅, 潇洒哥爱吃肉
Thank the following people involved in the construction of this MOD:
U-47 Produced campaign files
U-322 Config data of British submarine
U-0 Test performance and ability to avoid attacks of AI submarine
sublynx
09-20-13, 02:55 AM
Thanks backer and crew :salute:
Jimbuna
09-20-13, 03:56 AM
Title edited at OP request.
Now have a new version:
http://pan.baidu.com/s/1tKFAT
Maybe I should make a English version.
Yes, Backer, please, an English version would be much appreciated !
:salute:
Txema
Yes, Backer, please, an English version would be much appreciated !
:salute:
Txema
OK, I am working hard
jakla1027
01-02-14, 12:04 AM
So does this Mod work with campaigns, GWX & SHcommander?
thanks:salute:
So does this Mod work with campaigns, GWX & SHcommander?
thanks:salute:
I don't know, I haven't play that.
Maybe that author of the MOD can use my new engine make some new MOD.
Now, the wolfpacks relive have a new version, player can drive destroyer, anti AI submarine, look at:
http://www.subsim.com/radioroom/showthread.php?t=209796
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.