SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL] A new set of campaign layers (https://www.subsim.com/radioroom/showthread.php?t=116283)

Wulfmann 08-21-07 04:00 PM

Sounds good T
I just went through all the TF and edited them based on memory historically.

I am also trying to cut the 104 groups down by 90%. Too annoying There was more of that at the end than the beginning. We were generally not cruising off Tokyo Bay in 42 blasting junks like we can in SH4. It was really when we had total control we did that in earnest.
Now I shall see if they work

Wulfmann

tater 08-21-07 04:09 PM

Actually, I think the coastal traffic would not be reduced early war. The game lacks an important group of coastal merchant vessels, some built in large quatities (Sea Trucks, etc). So yeah, maybe the number should increase later in the war. The fact that they are a joke to blast has as much to do with the total lack of crew damage due to AAA guns helps with that.

At least now some will shoot back ;)

Hornet ran into one ~600 miles from Japan in early 1942. I'd expect rather a lot of fishing craft everywhere, frankly. I ignore them, myself, so I don't find them annoying. Seriously, how many such sub-300 ton sailing craft were at sea any given day? A huge multiple of the number of ~2000+ ton merchants, I guarantee.

tater

LukeFF 08-21-07 04:10 PM

Quote:

Originally Posted by tater
Yeah, that is a good idea.

Ditto for warships. My plan was also to remove any merchant requirements as well. Warships (large ones, anyway) were always on the menu.

tater

I agree, but the question is, how do we do this?

These are the parameters for a "Sink merchant shipping" requirement:

Quote:

Tonnage=5000
TonnageType=1
And for a "Engage Japanese Task Force" requirement:

Quote:

Tonnage=1000
TonnageType=2
Obviously the TonnageType number determines the type of shipping to be sunk in order for the mission to be regarded as complete. Is there a number for "any and all" shipping? 0, perhaps?

tater 08-21-07 04:35 PM

If you look at the objectives in the editor there is an "ANy" option.

There are also sub types beyond any merchants. Replenishment, cargo, tankers, troopships, escorts, or capital ships.

tater

LukeFF 08-21-07 04:59 PM

Quote:

Originally Posted by tater
If you look at the objectives in the editor there is an "ANy" option.

There are also sub types beyond any merchants. Replenishment, cargo, tankers, troopships, escorts, or capital ships.

tater

Bingo! Got it! TonnageType=0 does the trick.

I'll get to working on updating all the Sink missions and get them sent off to you as soon as I can.

tater 08-21-07 05:05 PM

Cool!

I was actually thinking there might be some call for tankers as targets instead of merchants---have to look up the dates where that was the case.

That might be a cool change.

I'm not really hung up on renown, lol.

LukeFF 08-21-07 05:12 PM

Quote:

Originally Posted by tater
Cool!

I was actually thinking there might be some call for tankers as targets instead of merchants---have to look up the dates where that was the case.

That might be a cool change.

Possibly, but we already have a mission requirement to sink tankers when we call in a convoy sighting. Might be best to keep it like it is.

LukeFF 08-21-07 06:53 PM

Alright, here we go:

http://dodownload.filefront.com/8371...7c506c47d150ce

All Sink missions now require 5000 tons to be completed, and it doesn't matter what type of shipping it is. All briefings have been adjusted to reflect this new setting (not to mention, all the grammatical and spelling errors I fixed, lol).

LukeFF 08-21-07 07:17 PM

But wait, there's more! Download the above file and get my Dynamic Mission mod free of charge. ;)

http://dodownload.filefront.com/8371...7c506c47d150ce

Just some minor cleanup here of the briefings and mission objectives for sinking tankers and convoy escorts. The tonnage requirement for sinking tankers is now 1000 tons; this now allows the sinking of one small tanker to be sufficient enough to complete the mission. The sinking of convoy escorts has been dropped to 500 tons, since we now have minesweepers and other small vessels acting as convoy escorts.

sneekyzeke 08-21-07 07:33 PM

Sorry to butt in guys, but is this for us mere mortals to install or is it just meant to be included in tater's mod?

LukeFF 08-21-07 07:36 PM

Quote:

Originally Posted by sneekyzeke
Sorry to butt in guys, but is this for us mere mortals to install or is it just meant to be included in tater's mod?

It's for tater's mod, though you're free to add it in on your own.

tater 08-21-07 09:29 PM

Thanks, LukeFF!

Thanks Digital_Trucker, too, he cloned an invisible sampan for me. Mwhahahaha.

tater

LukeFF 08-22-07 12:20 AM

Quote:

Originally Posted by tater
Thanks, LukeFF!

Not a problem!

It's my goal to eventually revamp all of the mission briefings, but I just started with the Sink objectives, since they have the most direct effect on the game.

tater 08-22-07 12:46 AM

The patrol stuff is every bit as complicated as the missions themselves if you start going past vanilla missions.

tater

Digital_Trucker 08-22-07 09:02 AM

Quote:

Originally Posted by tater
Thanks Digital_Trucker, too, he cloned an invisible sampan for me. Mwhahahaha.
tater

Glad to help (now just have to make it work right :damn: )


All times are GMT -5. The time now is 06:10 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.