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-   -   The "Neutral Ships in Convoy's" Solution. (https://www.subsim.com/radioroom/showthread.php?t=88994)

Cdre Gibs 02-01-06 08:55 PM

The "Neutral Ships in Convoy's" Solution.
 
xxxxx

booger2005 02-01-06 09:15 PM

Or you could be like me-sink the neutral ships and not give one da** about renown :lol:

Spent 02-01-06 09:24 PM

Or edit the basic.cfg so neutral ships give 0 reknown

Marhkimov 02-01-06 10:01 PM

Guys, it's has nothing to do with renown.

Neutral ships have a bug where if you shoot at them, their own friends will finish them off. As far as I understand it, Cdre Gibs suggestion should fix that problem.

Letum 02-01-06 10:12 PM

:( Unless everyone takes up this then we wont be able to have this and our favorite camp mod together

booger2005 02-01-06 10:35 PM

Re: The "Neutral Ships in Convoy's" Solution.
 
Quote:

Originally Posted by Cdre Gibs
We all know about the Neutral ships found in Convoys and the resulting problem of what happens when you sink them. As has been stated many times Neutral ships in convoys are by rights fair game, but SH3 says other wise - yes.

Sounds like he's talking about renown to me :-?

Marhkimov 02-01-06 10:40 PM

Either way, neutral ships have a few bugs associated with them; one being the renown, and the other being the stupid AI shooting at teammates.

Redwine 02-01-06 11:09 PM

Quote:

Originally Posted by Spent
Or edit the basic.cfg so neutral ships give 0 reknown

I made that..... if they are in the convoy shiping goods to the enemy...... they are enemy.

Sink them all !! :rotfl:

booger2005 02-02-06 01:22 AM

Quote:

Originally Posted by Marhkimov
Guys, it's has nothing to do with renown.

Neutral ships have a bug where if you shoot at them, their own friends will finish them off. As far as I understand it, Cdre Gibs suggestion should fix that problem.

I've seen it where if a neutral ship aims at you and hits an allied ship, all the allied ships turn against it, but never this. :-?

Ok, all for it. But why not name the countries something like Norway in Convoy rater than Convoy1, etc. :hmm:

Marhkimov 02-02-06 02:12 AM

Pardon me for asking, but this is a BIG BIG BIG thing you are suggesting, isn't it?

GlobalExplorer 02-02-06 04:03 AM

Doesn't sound that hard to implement me.

For every current "Nation" another nation "Nation_Convoy" is needed.

All "Nation_Convoy" should be hostile, even as "Nation" is neutral. Axis of course not.

Wouldn't be the easiest solution be a tool that automatically adds those nations, instead of manually including it in a mod package?

Marhkimov 02-02-06 04:16 AM

Need new flags, new nations, new scripts... etc etc

GlobalExplorer 02-02-06 04:43 AM

Quote:

Originally Posted by Cdre Gibs
Ohh an Yes Marhkimov it is a big big thing I suggest, because it needs the campains redone.

This could also be done programmatically. Basically needs to replace all occurences of "American" for "American_Convoy" (if in Convoy). Ctrl-F / Ctrl-H might do already.

Marhkimov 02-02-06 04:48 AM

Quote:

Originally Posted by GlobalExplorer
Quote:

Originally Posted by Cdre Gibs
Ohh an Yes Marhkimov it is a big big thing I suggest, because it needs the campains redone.

This could also be done programmatically. Basically needs to replace all occurences of "American" for "American_Convoy" (if in Convoy). Ctrl-F / Ctrl-H might do already.

It can be done programmatically, but it also has to be done selectively... Meaning not all of the ships have to be changed.

Meaning someone has to sit there, picking and choosing which ships have to be changed. For thousands of entries, for dozens of nations.

:doh: :doh: :doh:

Marhkimov 02-02-06 04:50 AM

Who? me? :hmm:


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