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-   -   [REL] Lite campaign LC (https://www.subsim.com/radioroom/showthread.php?t=164601)

Vikinger 03-12-10 06:04 PM

[REL] Lite campaign LC
 
Edit2 / updated whit new version.

Lite campaign LC 1.2

Changes.
Bugzilla sneaked into the files.
The tsr file for campaign Happy times had original values.
The text is now changed to better reflect your goals.
If you are in a middle of a campaign , Install this only when you are in subpen before you go on a new patrol for the changes to take effect.

http://www.subsim.com/radioroom/down...o=file&id=1591




Edit1 / updated whit new version that corrects Blockad of germany so you actually get a hint what to look for.

Lite campaign LC 1.1



Hi folks.

I know that a mod was recently released in same genre by L3TUC3.
But since i also worked on it i release my part.

Its allways good whit versitality :D

Lite Campaign LC 1.0
Install: use JSGME.
Changes:
In every folder under data/campaigns/campaignprojects/xxxxx
Is a change log file where you can se the changes that have been done for each campaign

This mod change every campaigns goals aproximity by 50-60%. except for the tutorial mission.

1. Tonnage missions is changed/lowerd

2. Number of ships to sink is changed/lowerd

3. Tonnage to save/protect is changed/lowerd


4. Germany victory goals is changed/lower by 1 points on all campaigns. But you still need full stars/points for a full victory.

5. 4 bugs is fixed. Iam not sure if thos affected the game it self but it was inconsequences in some files.

6. An easter egg is thrown in but its up to you to find it :D

Specific target missions, Like sink 1 carrier is unchanged.

Tested and confirmed to work. But my suggestion is that you use this mode on a new campaing or when you start a new game.
If you use it in a middle of a campign it can result is some inconsequences where the goals is not updated properly according to the new changes.


example in the change log for the campaing; Distant Waters.

You only need 7 out of 10 victory points to be succesful for the campaing ( default was 8 ).
But still need 10 for a majorvictory.
Mission: South america supplies
Sink 75.000 grt (default was 150.000)
Sink 3 liberty ship (default was 5)

Mission: Cape town supplies.
Sink 75.000 grt (default was 150.000)
Sink 2 trooptransporters. (defualt was 3)
Mission: Caribbean sea
Sink 100.000 grt (default was 200.000)
Sink 3 tankers (default was 5)

Mission: tonnage war.
Sink 150.000 grt (defualt was 300.000)


Vikinger.

Safe-Keeper 03-12-10 06:16 PM

Do either of these updates clarify what you're meant to be doing? For example, the Blockade of Germany mission just says "sink five ships", while in reality only Corvettes, Frigates and Auxiliary Cruisers count (looked up the script in the mission editor).

Nice work either way.

Vikinger 03-12-10 06:33 PM

Well i could write that in the change log file but i find that to be cheating a bit. I can say that if it does not say you need to sink a merchant or a tanker, you should look for a warships, like armerd merchants :)

But you can allways se what type of ships you need to sink if you open up the file:

example.

In SH5 root folder you have the mission editor2

just click that to start the program.
Choose file and browse to where the pj file is located. In this case its in
sh5/data/campaign/campaignprojects, and select any of thos campaign files from the list.
I suggest you open Battle of mediterrainen.pj

when its loaded, On the taks bar select campaign and the drop down meny, edit campaign.

you will se all mission related to that campaign and on thos mssion that require a specific target you can se where it says Target types. And its thos type of ships you need to hunt.


Edit/ and its possible to put in some spoilers in the breifing as well for what type of ship you are looking for.

In the Campaign.tsr file for Totaly germany for an exampel there is a text string that says:
Campaign.CampObj.MacroObj 4.PersObj 1.Description=Sink 3 ships along the Northern Patrol line

just change that from 3 ships to 3 armered merchants.

Vikinger 03-12-10 07:00 PM

I will change the files so it better reflect or at least give a hint what type of ships you should be looking for.

Stay tuned.



:D

Vikinger 03-12-10 08:40 PM

Update to 1.1 just to correct 1 mission. Blockade of germany will now give you hints what to look for.

No need to dl again if you dont have urge for this hint.


Btw: My easter egg. Anyone found it yet :D

L3TUC3 03-13-10 04:53 AM

Nice work! I'd actually recommend this over my work. You pretty much achieved everything I planned on doing.

:yeah:

Kromus 03-13-10 05:02 AM

Nice one, thank you :up:

utops 03-13-10 06:21 AM

This mod include VIIA->VIIB instead VIIC ?

Vikinger 03-13-10 06:30 AM

Quote:

Originally Posted by utops (Post 1312618)
This mod include VIIA->VIIB instead VIIC ?

Not sure what you are talking about but no files that involve submarines have been changed.

I used stock files from sh5 and latest patch version.

But what type of submarine you have depends on other game mechanics, like, what time/year it is and how succesful you have been.
You allways start out whit the VIIa and as you progress you will be giving command of other versions.

Cap.Palla 03-13-10 07:49 AM

Just a question: changes will takes effect even if i already started a campaign? Or do i need to install this mod on a new campaign? :salute:

utops 03-13-10 09:12 AM

Quote:

Originally Posted by Vikinger (Post 1312623)
Not sure what you are talking about but no files that involve submarines have been changed.

I used stock files from sh5 and latest patch version.

But what type of submarine you have depends on other game mechanics, like, what time/year it is and how succesful you have been.
You allways start out whit the VIIa and as you progress you will be giving command of other versions.

I know sir,but what i mean is non realistic transfer from VIIA to VIIC in November `39 if you mind,can you also touch this area of campaign ?
I want my B :stare:

Vikinger 03-13-10 09:38 AM

Quote:

Originally Posted by Cap.Palla (Post 1312717)
Just a question: changes will takes effect even if i already started a campaign? Or do i need to install this mod on a new campaign? :salute:


I tested this on an existing campaign and it worked. I tested it on a new campaign as well.
But if you are in a middle of a patrol i would suggest you wait to install it untill you finish that patrol and are in port.

Vikinger 03-13-10 09:41 AM

Quote:

Originally Posted by utops (Post 1312823)
I know sir,but what i mean is non realistic transfer from VIIA to VIIC in November `39 if you mind,can you also touch this area of campaign ?
I want my B :stare:

I will se what i can do :) But i cant promise anything :)

Safe-Keeper 03-13-10 09:51 AM

Fix the unrealistic lack of a Type II, as well while you're at it:O:.

Vikinger 03-13-10 10:31 AM

Quote:

Originally Posted by Safe-Keeper (Post 1312876)
Fix the unrealistic lack of a Type II, as well while you're at it:O:.

I think its very difficult to add them.
And its beyond my knowleadge.
In the map where its located there is an important map (subparts) that is missing that the other human playable subs have.

Iam not even sure if this type of sub are modeled (walk inside the sub) in the game as the VII are.


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