SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Wolfpack (https://www.subsim.com/radioroom/forumdisplay.php?f=277)
-   -   Development Updates (https://www.subsim.com/radioroom/showthread.php?t=226377)

AllegPeet 06-12-20 11:11 AM

Is there a WolfPack mission editor available for download? Even a beta one? To tinker with?

Onkel Neal 06-12-20 04:05 PM

Not yet, that's what they are working on next.

PL_Andrev 06-13-20 12:22 PM

Quote:

Originally Posted by Usurpator (Post 2677279)
Mission Ends If Discovered: The mission ends if any U-boat is discovered.

Exactly, what does "discovered" mean?
Detected? Attacked? Damaged?

blackswan40 06-13-20 02:25 PM

R
Quote:

e Hello everyone!

The past couple of weeks we have been working on a simplified mission editor. This is the first step towards the real mission editor, which will have more features.
These settings will allow players to create custom missions different from the standard skirmish mode:

Mission Title
Mission Description
Encoded Orders: This is an encoded message that the players will receive after the mission has started.
Mission Completed Text: Text that is shown when the mission is completed.
Mission Failed Text: Text that is shown when the mission is failed.
Number of torpedoes in the forward torpedo room.
Number of torpedoes in the aft torpedo room.
Convoy Course
Convoy Speed
Year, Month, Day
Hour, Minute
Location
Weather
Tonnage Goal: The players must sink this number of tonnes to complete the mission.
Target List: The players must sink these ships in order to complete the mission.
Anti Target List: The mission is lost if any of these ships are sunk.
Time Limit
Merchant List: This is a list of ships that will be spawned in addition to the ships specified in Target List.
Number of destroyers, corvettes and sloops.
Mission Ends If Discovered: The mission ends if any U-boat is discovered.
Hopefully one can turn on and off that Mission Ends when detected option as you like.

THE_MASK 06-13-20 06:19 PM

Quote:

Originally Posted by Usurpator (Post 2677279)
Hello everyone!

The past couple of weeks we have been working on a simplified mission editor. This is the first step towards the real mission editor, which will have more features.
These settings will allow players to create custom missions different from the standard skirmish mode:

Mission Title
Mission Description
Encoded Orders: This is an encoded message that the players will receive after the mission has started.
Mission Completed Text: Text that is shown when the mission is completed.
Mission Failed Text: Text that is shown when the mission is failed.
Number of torpedoes in the forward torpedo room.
Number of torpedoes in the aft torpedo room.
Convoy Course
Convoy Speed
Year, Month, Day
Hour, Minute
Location
Weather
Tonnage Goal: The players must sink this number of tonnes to complete the mission.
Target List: The players must sink these ships in order to complete the mission.
Anti Target List: The mission is lost if any of these ships are sunk.
Time Limit
Merchant List: This is a list of ships that will be spawned in addition to the ships specified in Target List.
Number of destroyers, corvettes and sloops.
Mission Ends If Discovered: The mission ends if any U-boat is discovered.

:up:

Usurpator 06-19-20 05:54 AM

Quote:

Originally Posted by Lost At Sea (Post 2677313)
Thx for the detailed update! This is taking shape very nicely :up:
Your last point baffles me a little:
"Mission Ends If Discovered: The mission ends if any U-boat is discovered".

Why so?
A discovered U-boat is not necessarily a dead U-boat. Having failed to approach a convoy undetected is a fairly common scenario and dodging the destroyers attacks should be part of the "alternative" mission, ie. survive and escape to fight another day. Nope?
Did you mean "Mission failed" , instead of "Mission ended" ?

Cheers,
Lost

Hello! This setting will be optional. We figured adding this option would enable players to increase the difficulty of the mission even more. I do think you are right about the mission "failing" rather than "ending" :)

Usurpator 06-19-20 05:56 AM

Weekly update
 
Glad midsommar everyone!
This week we've continued developing the mission editor. It's not ready yet, but it looks promising.

skipjack578 06-22-20 05:23 AM

Hi all.

It would be great if there is a random feature in the mission editor, for example:

Random class of the ship to spawn.
Random spawn location.
Random patrol area (unlimited).
Random speed and course.
Random enemy skill (if possible).
Probability of presence of a ship (0-100%).
Random start time.
Random start date.
Random start weather.

This will make missions replayable and more fun.

Keep up the good work!

PL_Andrev 06-24-20 11:50 AM

Quote:

Originally Posted by skipjack578 (Post 2679288)
Random start weather.

This will make missions replayable and more fun.

I think Beaufort 12 with heavy rain and fog do not guarantee a "more fun".
:D

Onkel Neal 06-26-20 01:11 PM

Weekly update
 
The devs are making good progress on the mission editor tool, we discussed various elements and how they will impact gameplay. We hope to have a functional, tested version out in the next couple of weeks if all goes well.

Usurpator 06-26-20 05:23 PM

Weekly update
 
Hello everyone!
The mission editor we've been working on is almost ready and the patch will be released shortly.

neistridlar 06-27-20 04:20 AM

Quote:

Originally Posted by skipjack578 (Post 2679288)
Hi all.

It would be great if there is a random feature in the mission editor, for example:

Random class of the ship to spawn.
Random spawn location.
Random patrol area (unlimited).
Random speed and course.
Random enemy skill (if possible).
Probability of presence of a ship (0-100%).
Random start time.
Random start date.
Random start weather.

This will make missions replayable and more fun.

Keep up the good work!

If they are to be randomized IMHO we need to also be able to select lower and upper bounds, so as not to get the utterly ridiculous combinations.

Pikes 06-28-20 02:14 PM

+1 for randomised >
Upper/Lower Heading
Upper/Lower Speed
Convoy Formation
Upper/Lower number of escorts
Upper/Lower number of Cargo ships
Inner/Outer radius band of spawn

With this you can get either exactly what you want or a complete mystery, both of which are important.

PL_Andrev 06-29-20 05:00 AM

Quote:

Originally Posted by Pikes (Post 2680421)
+1 for randomised >
Upper/Lower Heading
Upper/Lower Speed

IMHO the best solution was implemented at SH series:
All key points (start, end, mid) are described as radius circle.
The real point (x,y) is described randomly by AI inside the circle.

This same story with speed.
Convoy should be described by three options as random number* of:
slow (up to 10)
medium (10-15)
fast (15+ knots)

* In fact the convoy speed was declared as speed of slowest unit.
This way convoy speed should be updated to the undamaged slowest unit.

BTW.
As I remember from my multiplayer SH2 vs. DC game our missions were randomised by two ways:
- core mission (type of convoy, nationalities, number of units, course, etc) loaded by host
- weather conditions (day time, weather) selected independently by host

My the funniest (and shortest) DC game I remember:
protect US carriers task force at foggy dark night...
After catching sub contact my escort DD sunk after collision with own US carrier.
:haha:

Usurpator 07-03-20 05:41 PM

Weekly update
 
Hello everyone!
Developing the mission editor has taken a little longer than anticipated but it's shaping up well. We want to make sure it's done properly and hopefully we'll have it ready for testing next week.

Usurpator 07-10-20 09:53 AM

Hello everyone! The mission editor works now, and we are currently working on integrating Steam Workshop support, so that sharing and browsing missions will be easy. The new patch (0.24) is ready soon. Patch 0.25 will include improvements to the water system, and more advanced torpedoes (different torpedo types, duds, etc).

JuanLiquid 07-11-20 05:07 AM

I'm surprised you are going to update the water. While probabily this, and a damage/repair system, are my favorite requests (I day dream about navigate inside a torment with my uboot) I feel the game needs more focus on small details, as ElJammos list.


Buy hey, if you feel you want to do it, i won't complain 😉

Wolfpack345 07-11-20 11:20 PM

Great! Very happy to hear that we will be getting duds!
Steam workshop integration sounds great too.
Thanks for the update! :up:

Usurpator 07-17-20 10:17 AM

Weekly update
 
Hello everyone! This week we have been implementing Steamworks support for the mission editor. We are almost finished, and testing will begin soon. We have also been discussing the future development of the game, and we have compiled a new road map that will be posted on Monday, when we will have time to answer questions.

PL_Andrev 07-17-20 12:16 PM

Quote:

Originally Posted by Usurpator (Post 2683814)
We have also been discussing the future development of the game, and we have compiled a new road map that will be posted on Monday

New roadmap?
:hmmm:
Waiting till Monday? So long time???
Oh nooo...
:03:


All times are GMT -5. The time now is 05:53 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.