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Old 12-07-05, 12:03 PM   #580
CB..
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Join Date: Apr 2002
Location: UK
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Quote:
Originally Posted by Txema

Let me ask a question: by doing just these modifications you obtain a consistent and quite good gameplay in the Silent Hunter III... but how do you obtain this consistent behaviour if the destroyer abilities depend also on the "CrewRating"? Don“t you need to set a fixed "CrewRating" to get a consistent behaviour?

Thanks for your help !!!

Txema
IMO the crewrating can be used to lower or higher the difficulty level without adversely affecting the way the "mod" works--so you shouldn't have to worry too much about that particular variable--it's not a finnicky set up--more fire and forget--it tends to take care of it's self no matter what other variables come into play--sensors change as per the date as normal so do the weapons obviously--weather and so on--it seems to handle these normal changes with the appropiate varience in difficulty etc

i haven't tried to put a straight jacket on the game here ---the game does what it normally does--except with more usefull and interesting convoy escorts --that's all--every-thing that was possible in the stock set up is still possible now--and that includes user customisations etc etc--

i'm completely satisfied that it solves the problem i joined the thread to solve--for me--and with the brainstorming done here by all there's plenty of scope for other approaches-
but for my situation (dumb-ass convoy escorts)- this solves the problems with this aspect of the gameplay in a flexible and elegant way--
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