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-   -   GWX3.0 Q Ship mod (https://www.subsim.com/radioroom/showthread.php?t=149513)

frau kaleun 05-26-10 03:29 PM

Quote:

Originally Posted by h.sie (Post 1403914)
if that ship really appears too often, what about using SH3-Cmdr's. random folder function to randomize the presence of the file SCF.cfg in the Roster/British and Roster/American folder on each start of SH3?

Eh, I'm not all that concerned about it appearing too often. It makes things more interesting when it does. I just think it's funny that I always seem to run into at least one of them on every patrol given how few of them were actually out there historically.

Of all the grids in all the oceans in all the world, they have to sail into mine...

Jimbuna 05-26-10 03:53 PM

Quote:

Originally Posted by h.sie (Post 1403914)
if that ship really appears too often, what about using SH3-Cmdr's. random folder function to randomize the presence of the file SCF.cfg in the Roster/British and Roster/American folder on each start of SH3?

Good idea but what I'd really think was more worthwhile would be if it was possible to randomise the actual merchant mod.

pickinthebanjo 05-26-10 05:44 PM

Ran into one at 50m in the dark (My tactic for early war merchants) , got my luetenant killed

Jimbuna 05-26-10 06:45 PM

Quote:

Originally Posted by pickinthebanjo (Post 1404099)
Ran into one at 50m in the dark (My tactic for early war merchants) , got my luetenant killed

You probably got off lightly :DL

h.sie 05-27-10 02:35 AM

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

Wreford-Brown 05-27-10 02:50 AM

Quote:

Originally Posted by h.sie (Post 1403914)
if that ship really appears too often, what about using SH3-Cmdr's. random folder function to randomize the presence of the file SCF.cfg in the Roster/British and Roster/American folder on each start of SH3?

I'm not sure that's possible but would be happy to be told I'm wrong.
AFAIK you can use SH3 COmmander to add lines and replace lines but not to delete them.

LGN1 05-27-10 03:00 AM

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

h.sie 05-27-10 03:02 AM

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.

LGN1 05-27-10 03:21 AM

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

Wreford-Brown 05-27-10 03:25 AM

Quote:

Originally Posted by h.sie (Post 1404394)
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.

If you're using the random folder function then you could place the whole Q-ship mod into 25 of your 100 folders. It wouldn't solve the problem of sometimes seeing multiple Q-ships in a single patrol but it would mean that you'd only see one on average every fourth patrol.

@jimbuna - may we have permission to use your Q-ship mod to create a randomisation effect so there are less of them out there?

h.sie 05-27-10 03:38 AM

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???

Wreford-Brown 05-27-10 03:47 AM

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.

h.sie 05-27-10 04:20 AM

Yes, maybe that works.

Jimbuna 05-27-10 05:30 AM

Quote:

Originally Posted by Wreford-Brown (Post 1404401)
If you're using the random folder function then you could place the whole Q-ship mod into 25 of your 100 folders. It wouldn't solve the problem of sometimes seeing multiple Q-ships in a single patrol but it would mean that you'd only see one on average every fourth patrol.

@jimbuna - may we have permission to use your Q-ship mod to create a randomisation effect so there are less of them out there?

Yeah....absolutely no problem http://www.psionguild.org/forums/ima...s/thumbsup.gif

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:

Originally Posted by Wreford-Brown (Post 1404413)
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.


http://img203.imageshack.us/img203/3479/sign0184.gif http://www.emofaces.com/en/emoticons...b-emoticon.gif http://d3b9cwalzc5eko.cloudfront.net...iley-style.jpg

LGN1 05-27-10 05:33 AM

Modifying AppearanceDate might also be problematic for save games :06: Never tested it.

Reece 05-27-10 10:01 AM

Too lazy to read through it all but did you ever get the guns to appear Jim?:hmmm:

Jimbuna 05-27-10 10:12 AM

Quote:

Originally Posted by Reece (Post 1404667)
Too lazy to read through it all but did you ever get the guns to appear Jim?:hmmm:

Afraid not....and to be totally honest I'm not sure I even tried post mod release :hmmm:

h.sie 06-09-10 03:55 AM

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

h.sie 06-09-10 06:27 AM

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

Jimbuna 06-09-10 08:20 AM

Quote:

Originally Posted by h.sie (Post 1415180)
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

You need the mod enabled before they will spawn.


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