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EDIT: Disregard - user error with ZipGenius :88) |
Looks like I found what determines whether resupply available or not. A call is made into SimData to see if resupply available. The return value is tested and if 0 then you are denied resupply. Tracking down what makes the return value be 0 now. I can always override the return value check so you can always get a resupply :yep:
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Ok, now I understand what's going on. The game only gives you one resupply. I'm trying to track down what sets the memory address for the number of resupplies currently.
Now the question is how many resupplies should you be granted? I think you should be able to request as many as you want if there are resupply points available. Now maybe we should add a random % chance that the resupply ship has no resupplies and thus you are denied :06: EDIT: I'm going to release a patch that will let you resupply if a resupply point is shown on the map. Give me a few... |
Thank you TDW and Trevally :yeah:
and sorry for the intrusion... Quote:
I wonder if the same could be done for bases: it is, being given limited or no resupplies at all after docking. This, coupled with the ability to dock at more than one base at any given time, would add a third dimension to this campaign, forcing us to move from base to base, and exposing us to the risk of being attacked by enemy submarines during the short passages (as often happended during Operation Monsun), not to mention the waste of time! |
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A side note: you probably already know this but don't place resupply points close to land. The first resupply spawned on land and the game immediately killed it :dead: |
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So, we don't need the Patch1 anymore?
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I will remove the link. If you have started MG - you may want to start again - sorry:oops: |
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I know it works in the campaign test I did and that should be all the proof needed but better to be safe than sorry (especially when restarting campaigns!) :DL |
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