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Old 02-26-13, 09:04 PM   #12
rudewarrior
Sonar Guy
 
Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
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So yeah, certain statements in HEMISENT's post are incorrect and confusing.

And it appears that SH3 Commander's RndMidPat feature really doesn't actually accomplish what it originally intended.

It appears that it's original purpose was that an item with RndMidPat=0 would be a die roll at the beginning of the patrol. I assume at this point it was originally intended that whatever the outcome, it was supposed to stick with you throughout the patrol. Then an item with RndMidPat=1 would be something that would be temporary and (possibly) fixable by the crew.

However, the way it seems to work, it is all dependent on rollback. If you don't roll back, you can get 0 and 1 conditions, which essentially treats a 1 condition as a 0 condition. If you do rollback, when you launch again on the same mission, you can only get 1 conditions, which also means a 0 condition is ruled out/removed altogether.

This makes me think my mod idea won't work, and what I may do is turn all of my 0 conditions into 1 conditions.

Normally, what I do is I only allow myself to save the game immediately after the weather changes, and I just deal with the problems that I have. This way, when I am engaging, it is as if I "just discovered the problem," and I just have to deal with it. Since we can't really really cause random malfunctions right in the middle of patrols, I try to find a way to make it such that I am forced into situations sometimes where the boat is not working at 100%, probably something that was a factor as the war progressed.

Unless someone has some better suggestions?

Ultimately, I think that's it for this idea.

Thanx for the help guys!

Last edited by rudewarrior; 02-27-13 at 09:28 AM. Reason: Forgot request for suggestions.
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