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View Full Version : SH3Cmdr's Randomised events


JScones
04-24-06, 04:39 AM
I didn't really want to start a whole thread for this, but there isn't a topic already around to tack this on to (unless I chose to highjack one).

Anyway, I just wanted SH3Cmdr users to know that they have a lot of power with the new "Randomisation events" feature. Apart from introducing the awesome work of Hemisent (Thermal Layers and Sabotage mods) and gouldjg (Hollywood Chaos - this I think has the potential to be revolutionary), it can be used for even the most simple applications.

For example, sick of the "Keep up the good work!" message from BdU? Try adding:

[0_data\Menu\en_menu.txt]
ChooseFrom=4
RndMidPat=1

0_STRINGS|4198=Keep up the good work!
1_STRINGS|4198=Great stuff Kaleun!
2_STRINGS|4198=Very impressive!
3_STRINGS|4198=What, are you bragging now?

Use the same approach to get rid of the "Be more aggresive!" text, or indeed any *_menu.txt entry.

Another example? Implement your own random ship draft:

[0_data\Sea\NKC3\NKC3.cfg]
ChooseFrom=6
RndMidPat=1

0_Unit|Draft=8
1_Unit|Draft=9
2_Unit|Draft=10
3_Unit|Draft=11
4_Unit|Draft=12
5_Unit|Draft=13

(Repeat for each ship type)

This is just one example of how you can randomise ship settings (although it may actually be the sim file you need to adjust in regards to the ship draughts, but you get the idea) - use the same logic to change the max speed or any other ship related value.

As an aside, the next SH3Cmdr release will include a "Static settings.cfg" file which will let you "force" a value for *any* SH3 setting in *any* SH3 game file. It's kinda like the "Randomised events" feature but without the randomisation aspect (so it's more "user friendly").

Together these two features will give you *full* control over *every* part of SH3, regardless of what mods you install.

Anyway, apologies in advance to those that will see this as no more than self product marketing - but if you use the product, it's good to know how you can use it!

gouldjg
04-24-06, 05:45 AM
[0_data\Menu\en_menu.txt]
ChooseFrom=4
RndMidPat=1

0_STRINGS|4198=Keep up the good work!
1_STRINGS|4198=Great stuff Kaleun!
2_STRINGS|4198=Very impressive!
3_STRINGS|4198=What, are you bragging now?

I love that one :rock: :rock:

Man I just got to thinking how much actually can be changed,

"She's going down" = boring after a while

We got her
She's sinking
blah blah

Hell man, I have just thought of loads of stuff to look forward to now. I mean it would be fantastic to get loads of different messages to read even though they relate to the same stuff. Kinda makes me wanna play the game slower.

Men down on the deck

He's badly hurt capatin
Will he make it Doctor?
I think he has had it?

I would like one of our AIR experts to look at what can be done with that side of things.

Dimitrius07
04-24-06, 05:52 AM
JScones the SH3Cmdr is a mast have programm i love it and can't wait for the next version - thank you :up: :up: :up: :up:

[0_data\Menu\en_menu.txt]
ChooseFrom=4
RndMidPat=1

0_STRINGS|4198=Keep up the good work!
1_STRINGS|4198=Great stuff Kaleun!
2_STRINGS|4198=Very impressive!
3_STRINGS|4198=What, are you bragging now?

:rock: :rock: :rock:

U-Bones
04-24-06, 07:13 AM
:up: Great news on the Static settings.cfg. Thanks !

don1reed
04-24-06, 08:00 AM
BAM!

...suddenly I feel like a modder...

tnx, JScones

JScones
04-24-06, 08:36 AM
:hmm: Just thinking out loud, does anyone think that there'd be merit in having different Randomised events.cfg files for each year? That is, files called:

Randomised events.cfg
Randomised events_1939.cfg (optional)
Randomised events_1940.cfg (optional)
Randomised events_1941.cfg (optional)
Randomised events_1942.cfg (optional)
Randomised events_1943.cfg (optional)
Randomised events_1944.cfg (optional)
Randomised events_1945.cfg (optional)

Meaning if, for example, the next patrol start date is 1 July 1941, SH3Cmdr will look for a file called "Randomised events_1941.cfg" and use teh contents of it. If the file does not exist, SH3Cmdr will just use the contents in "Randomised events.cfg".

It would add an extra dimension to the randomisation (taking it even one step further). Or is this just getting too confusing for users (because, for example, you will need to replicate consistent blocks such as the menu.txt example above across all files)?

Note: If this gets teh thumbs up, I'll also use it with the new "Static settings" and "U-boat malfunctions" features.

gouldjg
04-24-06, 09:09 AM
:rock: :rock:

If you can do that, I can control my DD sensors and Damage systems much better and more reliable rather than bye trying to come up with one version file that meets all the historical criteria of the different years which is currently just impossible.

I was about to ask that question to you anyway. How easy is it to set up on your end?

I can imagine this would please many folks whom like the game to run as to history.

I vote yes yes yes as I will be wanting to really get this game showing its full potential.

JScones
04-24-06, 09:12 AM
I was about to ask that question to you anyway. How easy is it to set up on your end?
Five minutes, if that.

gouldjg
04-24-06, 09:17 AM
Do it do it do it, :rock: :rock: :rock:

Are you sure your name aint Yoda :rotfl: :rotfl: :rotfl:

irish1958
04-24-06, 09:22 AM
If this is implemented as an option, so that us morons who don't understand x-0 binary chaos (AKA computers) could choose or ignore it this would be great.
My biggest problem with the randomization concept is that it works in the background, so I never know if I have installed it correctly, if is working, or if I have screwed-up some other randomized event.
In addition, after a few days my Altzheimers kicks in and I can't remember what events I have randomized. The JSGME has a snapshot feature that keeps tract of changes. Could CMDR have a such a feature?
irish1958

JScones
04-24-06, 09:48 AM
Well, the options are:

I KNOW NOTHING ABOUT COMPUTERS:
If you are happy to use the "out of the box" Thermal Layers and Lost contact time randomisation, do nothing. Just leave the file alone and SH3Cmdr will take care of everything. Alternatively, if you don't want any randomised events, simply delete or rename the "SH3Cmdr\Cfg\Randomised events.cfg" file.

I KNOW ENOUGH TO FIX UP IF I STUFF UP:
Then you can open "Randomised events.cfg" and tweak the existing values, or even add new settings of your own after reading teh instructions in the header. If the game reacts unexpectedly, just tweak the settings or remove them. It's simply trial and error - anyone who's used TT's Mini Tweaker will be quite comfortable here.

I WANT IT ALL:
Then set up a base "Randomised events.cfg" template. Add everything you want to randomise into it using some standard settings. Then create a copy for each year. Open each year and tweak accordingly. Just ensure that the events you want randomised in *every* year are included in *every* file.

Essentially, the randomised values only exists between teh launching of SH3 and teh next rollback, when the original file is returned to SH3. So you have an "out" if something goes wrong. Every randomised event is driven by "Randomised events.cfg". I'm sure just opening it will refresh your memory, especially if you have included some prompting comments (ie text starting with ';').

U-Bones
04-24-06, 09:53 AM
:hmm: Just thinking out loud,... <snip>

Meaning if, for example, the next patrol start date is 1 July 1941, SH3Cmdr will look for a file called "Randomised events_1941.cfg" and use the contents of it. If the file does not exist, SH3Cmdr will just use the contents in "Randomised events.cfg".

It would add an extra dimension to the randomisation (taking it even one step further). Or is this just getting too confusing for users (because, for example, you will need to replicate consistent blocks such as the menu.txt example above across all files)?

Note: If this gets the thumbs up, I'll also use it with the new "Static settings" and "U-boat malfunctions" features.

Yes please on annual overrides for as many files as possible ! :up:

JScones
04-24-06, 10:07 AM
Actually, I can see some great benefits with the Static settings aspect - you can create a more dynamic campaign by simply adjusting the values of key Basic.cfg and Flotilla.cfg settings for each year. Perhaps a bigger penalty for sinking neutral ships in 1939? Different crew variables (like decreasing morale parameters and so forth) as the war progresses? Increasing days spent in base when upgrading components as the war progresses?

It could even be used to adjust the .mis files dynamically.

Anyway, I'll stop spamming now.

Boris
04-24-06, 10:28 AM
Spamming! are you kidding?

These ideas sound awesome, the more of this stuff the better. If it's feasable, put it in! Nothing like more features.

Sounds great so far.

Georg_Unterberg
04-24-06, 10:49 AM
:rock: :rock:
....
I can imagine this would please many folks whom like the game to run as to history.

I vote yes yes yes as I will be wanting to really get this game showing its full potential.

If I may quote gouldjg here: yes yes yes please :up: :up:

Thought about it yesterday - a different Randomised events.cfg for each year 1939-1945 would be fine. It would be possible to fine-adjust AI parameters for the whole war. Maybe give the AI a little random disadvantage in the late years (because of pinpoint drops) and so on.

The perfect random settings for realistic gameplay will never be found, but at least we can experiment to come close.

That's one masterpiece of work from Jscones, gouldjg and Hemisent!

irish1958
04-24-06, 06:45 PM
Thanks for the reply Jaeson. I'll fiddle with the CMDR files since it doesn't change the SHIII files.
Putting a note in the file with a comment out(;) is a great idea.
irish1958

Sailor Steve
04-24-06, 06:51 PM
This is too much. Now I have to actually learn something, and I am fast becoming a very old dog.

On the other hand, I'll be playing with it myself anyway, because I'm also a brave, if stupid, old dog.

HEMISENT
04-24-06, 08:10 PM
Well, you know where my vote goes. The date specific randomized structure is pretty much a necessity for Sabotage as the percentages are set to increase as the war comes to a close. I can think of more than a few ways to use it with the soon to be out Malfunctions part of the mod. I know that no matter how many uses I can think of Gouldjg can probably quadruple it.

I think that using the Commander Random file structure itself scares a lot of people away and this would really make it user friendly.

Here's a thought; how about combining Chaos, Sabotage and Malfunctions together. After testing all three at the same time the player really has no clue which way is up and gameplay gets real interesting quite fast once the s*** hits the fan.

Salvadoreno
04-24-06, 08:17 PM
Well, you know where my vote goes. The date specific randomized structure is pretty much a necessity for Sabotage as the percentages are set to increase as the war comes to a close. I can think of more than a few ways to use it with the soon to be out Malfunctions part of the mod. I know that no matter how many uses I can think of Gouldjg can probably quadruple it.

I think that using the Commander Random file structure itself scares a lot of people away and this would really make it user friendly.

Here's a thought; how about combining Chaos, Sabotage and Malfunctions together. After testing all three at the same time the player really has no clue which way is up and gameplay gets real interesting quite fast once the s*** hits the fan.

this definately sounds perfect.

JScones
04-24-06, 08:44 PM
Here's a thought; how about combining Chaos, Sabotage and Malfunctions together. After testing all three at the same time the player really has no clue which way is up and gameplay gets real interesting quite fast once the s*** hits the fan.
Suits me! ;) Although it might need to be an "optional extra".