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Try to attack the night on surface. This is no SH3, this is SH5... :arrgh!: |
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Not sure what that is supposed to mean. :06: In SH3 all my attacks at night are on the surface. (Until radar turns up!) |
Good luck with that on 100% realism ...
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Yep, you're right magnum.
Playing at 100% realism it is a challenge and luck does play a major part in each attack. :yep: Still, I've only been lit up a couple of times before the eels go boom. |
ugh i gotta re-buy this game... this all sounds awesome, and ive only read the last 4 posts.
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Maybe things would be diffrent at scapa flow if the game actually had mines and boom nets and barriers and block ships and better scripted shipping and barage balloons and gun defences .
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v0.0.8 released. See post #1 for details :|\\
unknown contacts (surfaced and submerged) are now handled and Hunter-Killer groups are implemented. You have been warned.....;) I have yet to implement tactics for unknown air contacts. |
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Thank you, TDW! :yeah: |
Excellent!:rock:
Time to hunt and hide.:up: |
Complete AI re-script!?:rock: TDW, when do you even breath?(I already know you don't sleep or take breaks to eat:O:)
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Chuck Norris gets TDW's coffee!!!
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Amazing, SH5 is alive :yeah:
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Is the AI 'too smart' at finding/locating unknown contacts? I'm really curious to know as there are other ways I can make them search.
How's the HK groups? They should pose a good challenge. With all the randomness now in the mod it should make you really start guessing/wondering what an enemy ship will do. There's a little more work to be done on the ships AI and then I need to rewrite the sub AI. They aren't the brightest at finding/locating/firing currently. Whether it's an enemy AI sub or friendly AI sub I want to be scared when I see one at distance - especially when it submerges. |
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