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Old 09-11-07, 12:10 PM   #15
KPII
Seaman
 
Join Date: May 2007
Location: 45 degrees abeam with flooded tubes
Posts: 35
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Quote:
Originally Posted by bigboywooly
Yes they are as tedious as RTW
More so
Then it must be a really pain in the backside to do the donkey-coding on this. I used to enjoy setting up scenarios in Rome Total War (RTW) - I would have a stack of books, my laptop next to the gaming PC and the red lights turned on over the door (just in case my wife thought this would be a great time to have dinner with my inlaws ...doh)

Anyway, it could take an entire weekend just to set up a small historically accurate scenario, so I must have spend more time modding than actually playing the game/scenario.

Bigboywooly, it sounds like you have dragged your blood-soaked sandals through RTW - have you ever tried "The First Triumvirate"? I was part of that team for a while and created the "Cursus Honorum" add-on.

I really miss the aspect of character development in SHIII; imagine if your captains basic traits were modelled and then randomly generated at the start of each game. Those basic traits together with his experience should have a great deal of influence on hit-probability, fatigue and motivation. Would be even better if you startede your career in the training-flotilla with a few basic tests and the results of those tests set your initial competence/aptitude level. That would give you three variables (skill, knowledge & aptitude/traits & characteristics as well as the experience you already earn). That would make every career different since the captains skills, character & experience would influence all sub opeations.

Show me where the right files are and what tool I need to code this and I'll get right at it
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Last edited by KPII; 09-12-07 at 01:04 AM.
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