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increasing renown
anyone know how to edit the renown and boost it a litlle and if so how is it done
lt commander lare |
Basic.cfg:
[RENOWN] RenownReachGridObjCompleted=500 RenownPatrolGridObjCompleted=200 CompletedPatrol=100 NEUTRAL=-1 ALLIED=1 AXIS=-10 WrongShipSunk=-5000 FirstRankRenown=1000 SecondRankRenown=3500 EndCampaign=-5000 [PLAYER_RENOWN] AcademyBonus=1000 RankLevel0=0; SCORE RankLevel1=5000; SCORE RankLevel2=15000; SCORE RankLevel3=25000; SCORE MedalSettings0=0.25 MedalSettings1=0.5 MedalSettings2=1 MedalScore0=3000;2 class, SCORE MedalScore1=6000;1 class, SCORE MedalScore2=10000; knight, SCORE MedalScore3=15000; oak leaves, SCORE MedalScore4=20000;swords, SCORE MedalScore5=25000;diamonds, SCORE MedalScore6=30000;all, SCORE [PROMOTIONS] RenownStep0=500 RenownStep1=1000 RenownStep2=1500 RenownStep3=2000 Renown cost for each equipment upgrade is farther down in the file. Hope this helps. ;) |
Also, under the campaign data in the UPC folder you can make your starting renown whatever you want. And/or save your game in the office and edit your PlayerCurrent renown settings. :rock:
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Or just edit all the weapons, upgrades and crew to cost 0 renown....
About the only thing I DO have working is the ability to unlock upgrades for use at the start. As far as I know, each upgrade does not change once it is released other than for its renown expense to decrease over time. So without going nuts and changing every single date you just change the Current (if it has one) and the first date below (should match first number from Current) to something like 1941-12-01. Be sure to do the same for the Ammunition file to match the weapons you unlocked. I haven't messed with Torps yet, but my Dec 10th mission has my Gar decked out with SJ-1 and SV radars and a 5.25" deck gun (WHICH RULES!). Now.... if someone can tell me how to increase the ammo per magazine correctly, I'd appreciate it. :ping: |
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Thanks, NVDrifter.
I found those yesterday but had no luck. Maybe my test numbers were out of scale. Torps were all 1 and any other ammo was 20. I set all but torps to 10000 and had no effect. And the files which reflect the old SH3 ship/weapon data do not affect the SH4 weapons. I read a LOT of files yesterday, so I may just be missing it right now, but def had a hard time finding anything that looked like it would affect gun ammo amounts. Haven't toyed with the Torps yet in any way, since I remember that being trickier in SH3. Before I do that I want to find the limits of everything else I can mess with. |
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Yup has got me stumped for now. I edited both files in UPCUnitsData (Ammo & Weap) to the same values I used in SH3, this being 999. Still nothing.
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Knight's Cross anyone?
What the hey?
Basic.cfg MedalScore0=3000;2 class, SCORE MedalScore1=6000;1 class, SCORE MedalScore2=10000; knight, SCORE MedalScore3=15000; oak leaves, SCORE MedalScore4=20000;swords, SCORE MedalScore5=25000;diamonds, SCORE |
Haven't tumbled out the answer to ammo yet. Thought I got lucky when I found a single line of code inside one of the \Submarine files referencing AmmoDump size. AmmoDump is where the game stores rounds for Flak and Dgun. I tried increasing that value to 10000, but found no change. However, I may have done it on the wrong file since I am trying to tweak my Gar and perhaps I need to tweak the Tambor file.
In other news, I don't have it licked, but am getting "close" to affecting a crew setting where you don't have to worry about them passing out / dying. It may also make them essentially God-mode as far as damage, but I haven't tested that yet. All I've been doing is tweaking numbers and then sending my sub across the atlantic at flank with a time multiplier of 4096 or so. "So Far" I've got them being rested enough and efficient enough on watch shifts as well as maintenance. Only thing is the efficiency values are different now with the v1.1 patch and I'm not sure if I messed something up or if it's ok for some guys to be 87/87 and others 24/24. In any case, they are still replenishing up to 100% of that value.... Here's an example of my test group taken from the larger Gar file: NameDisplayable= Engine Rooms Type=NULL FunctionalType= PropulsionRoom MechanicalCoef= 0.6 ;0..1 ElectricsCoef= 0.4 ;0..1 GunsCoef= 0 ;0..1 WatchmanCoef= 0 ;0..1 WatchStandingCoef= 0.01 MaintenanceCoef= 0.01 RepairsCoef= 0.01 ReloadingweaponCoef= 0.01 SleepCoef= -0.25 LeadersSlots=3 CrewMembersSlots= 15 EffciencyDenominator=2 EffciencyDenominatorBS=2 Hitpoints=999999 CrewExposure=0 EquipmentsExposure=0 WeaponsExposure=0 Haven't puzzled out the EfficiencyDenominators yet, but figure that may be the root of the weird numbers I get now, or at least part of it. The weapons and upgrades are easy to play with, just reset the dates. You can go through and set them all to work in correct succession, but I just went with NULL, NULL to keep it simple. If problems pop up because of it later in the game, I'll just set up a more organized date system. For now, if I can get the crew licked I'm ready to go to war finally and can wait until my next patrol to get the gun ammo and speed changed. Time to get some time in the water! :arrgh!: |
For kicks, this is what I thought I found to alter the ammo amounts:
[UserPlayerUnit 1.Compartment 3.Bunker 1] ; Deck Gun and Flak guns ammo ID=GunsAmmoBunker Capacity=10000 IDLinkAmmunitionIntervalDefault1= NULL, NULL, NULL, 0 ;Link1=Buncar 2, LinkType, Time Edit: Also, when editing compartments in the sub be sure to put similar values to the various conning towers which are to be found in other files. Otherwise, your whole crew rocks except the watch crew. I'd be more specific, but I'm about to pass out from exhaustion (but not die like my crew) so I'm gonna hit the sack. |
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Renown Files and others.
Can you please tell me how, or what is used, to open those files which give me a dialog of "unknown format or corrupted"........Tank you....Dusty
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That's the SH3 basic.cfg. Does it work in SH4?
Is that just a legacy file, or are its Renown levels affecting SH4? It's the basic config from SH3, including Knight's Crosses.
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