my guess would be that if there are AI spawn points in the atlantic... the modders could place as many or as few additional spawn points as they would like.
it would probably be a simple CFG file with spawn points being located in various grid squares with parameters by year/ month / spawn radius and the number and type of u-boats etc.
the game engine just has to have something to look at to determine what type of boat to spawn, how many of them to spawn and where to spawn them.
there are only 2 possibilities as far as AI u-boat spawns
1. the game engine spawns an appropriate number of boats
or
2. it doesnt
based on the spawn parameters listed in its programing for deciding whether or not to spawn AI boats
however, if the game engine elects not to spawn... a radio dialogue should be scripted for such occurrences
Example
BDU radios out: "[Player U-boat] has reported a large convoy in grid square CE17 Course 096, speed 8 kts. U-47 and U-96 are instructed to intercept and assist with convoy attack."
now... if the game engine decides not to spawn U-47 for example... radio dialogue would express this
U-47 radios back: "U-47 damaged by depth charges and low on fuel, unable to assist player U-boat, returning to port at this time."
any AI boat that was not spawned - a radio dialogue would be developed to indicate a reason for the boat not responding to your report
conversely any u-boat that was planning to respond would indicate intentions to do so.
"U-96 changing course and intercepting convoy as assigned at maximum speed, expect intercept in 11 hours in Grid Square CE18."
these radio dialogues could pretty much always be the same for every U-boat with 2 or 3 variable responses... the only variables in the messages themselves would of course be the U numbers, Grid Squares and the estimated time to intercept
__________________
|