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Of all the grids in all the oceans in all the world, they have to sail into mine... |
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Ran into one at 50m in the dark (My tactic for early war merchants) , got my luetenant killed
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Hi Jim,
I am still working on the actual merchant mod (you mean the saerchlight thing, right?) but before publishing it there are some things to be tested. I have only 1-2 hours in the evenings for SH3. Will be ready maybe this weekend. h.sie |
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AFAIK you can use SH3 COmmander to add lines and replace lines but not to delete them. |
Hi,
I guess you can just copy a file without the line. However, I guess you run into save-game problems. I doubt randomizing ships during a patrol would be save-game compatible. Using the randomization of SH3Commander means basically activating and deactivating mods during patrols. So, one should be really careful about what can be changed out of port and what not. Would love to get precise information about that. Best, LGN1 |
Hi WB,
F_ck, i fear you are right.... but maybe it could work to replace an existing text file by an empty one? To be tested.... Or to replace the *.cfg file by a file with references to a different merchant ship type? But not a nice workaround. EDIT: LGN1 is right. No good idea. I forgot about the savegame problem. The random folder function in SH3Cmdr. is very good, but not very flexible I think. For my randomize searchlight mod e.g. I need 100 folders to achieve a probability of 1% for a single ship. If one now additionally wants to randomize something different with a probability of, let's say, 50%, one has to add the appropriate files in 50 of these 100 folders. |
Hi,
I agree: the random folder feature is nice, but not very flexible. If you want to have several different aspects randomized, but not correlated, the number of required folders becomes very quickly very large :-? It would be great if Commander had the following three features: 1) Copy specified files with a certain probability (similar to the 'Randomized event.cfg' way) 2) Randomize only in port and keep over complete patrol (I guess difficult because of missing 'memory' feature and several Kaleuns in parallel) 3) Correlated events in Randomized events.cfg, i.e., several files are changed together with some probability (would allow to issue warnings via menu...txt about malfunctions made in *.sim files). Anyway, Commander is already great and I am not sure whether these features are worth the work for JScones. Best, LGN1 |
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@jimbuna - may we have permission to use your Q-ship mod to create a randomisation effect so there are less of them out there? |
Hi WB,
I think that does not make sense because of the savegame-problem. Maybe better to restrict the availability of the Q-ship by restricting the ship's Appearance dates. But first one has to think about whether this is necessary. Does the Q-Ship appear too often??? |
Edit: We're both thinking the same thing!
I think I can do this in one line using SH3 Commander's RandomisedEvents.cfg (I'm away from my SH3 computer so apologies if I get some file names wrong). If I set a 75% chance of replacing the Q-ships ApperanceDate with AppearanceDate=19450501 it means that there's a 25% chance of it appearing per patrol. It won't prevent you seeing more than one during a patrol but it means that on average you see them about every fourth patrol. I'll add it to the list - I've now got four good ideas that I'm working on. P.S. Does anyone have a lightbulb smilie? I could really have done with one here. |
Yes, maybe that works.
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Don't forget, the Q-ship is already limited in it's historical availability time period: Britain....Commencement of hostilities - 31-3-41 USA....1-1-42 - 30-11-43 Quote:
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Modifying AppearanceDate might also be problematic for save games :06: Never tested it.
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Too lazy to read through it all but did you ever get the guns to appear Jim?:hmmm:
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Hi WB,
changing AppearanceDate between save/reaload leads to a crash, when a Q-Ship is already spawned and part of a convoy. h.sie |
Hi Jim,
I found this old post of yours: http://www.subsim.com/radioroom//sho...74&postcount=2 Does that mean that there are some Q-ships scripted into GWX3 even if I don't install your Q-Ship mod? h.sie |
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