Thread: [REL] FOTRS Ultimate Project
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Old 01-03-18, 03:09 PM   #5683
propbeanie
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Originally Posted by hauangua View Post
Forgive me for this question... i'm newbie for Fotrsu

Will the campapgna in fotrsu be improved?
What are the changes?
Let me ask you this: What would you consider an "improved campaign"? I mean, honestly. We want opinions. The more prodding we get for things, the more likely they are to be incorporated - to a point, though...

All that has been done thus far with the Campaign is mostly add-in traffic and docked ships, along with changing Type= calls as other files are edited. We've eliminated almost all un-terminated RGG in the Japanese mis files, and spread their spawn times throughout the day (the US files have been done similarly, but not as thoroughly). They don't all generate on the same day at the same time. Doing that has hopefully eliminated encountering 100+ subchasers in Bungo Suido if you so dare to tread the waters (look-out for the subnets and mines though... just sayin'). To do that, we've split the Jap_HarborTraffic.mis file (which had over 1200 RGG in it), into "layers" such that there is now a version for 41, 42a, 42b, 43a, 44a, and 44b (planned for the US files also). Doing such, besides helping with the game's efficiency, also allows easier traffic level changes and percentage frequencies. There are now over 1300 RGG in the 43a file. Eventually, you'll see "normal" traffic at the beginning of the game, with more unescorted merchants. The traffic level will increase until the 43a layer, where you will encounter more and more escorts, and fewer single & double merchants. As 44a & b come online, the escorts will become more deadly accurate, since they have more / better equipment.

I do not have my notes with me, so forgive me in not mentioning the modders' names (other than cdrsubron7), but there are a lot of cdrsubron7's Single Missions included (very good stuff), as well as a Quick Patrol he made. We also have the older Quick Patrol mission for the Aleutians translated from stock, and the MultiPlayer missions also work, so that if two folks have the same version of the mod, it should be MultiPlayer playable on a network - NOT uplay though, of course. At this point in v0.63, if you try MultiPlayer it may or may not work, since we partially broke it again with our last couple of edits (some bad ship calls in a few of the files), but it will be useable in the next version (but not on the German side - you can't "Switch Sides" in MultiPlayer)...

If by "better", you consider RSRDC an improvement - with permission, that will be worked on as an add-in mod. However, that will be a ~huge~ undertaking, since if you're going to do that, you may as well change the vessel calls. If you look at the current Midway and Aleutian IJN attack groups, the carriers have been changed to reflect what's available in the game. Unfortunately, we have not heard from lurker_hlb3 for his permission / blessing, although he gave blanket "authority" a while back to other modders... We'll see what happens in that regard.

Another little note about this... we've gone through the German side and made sure it plays (it's a good test bed for seeing things from the Axis side). We've also moved some traffic in it, especially the egregious spawns in some of the harbors, though there is still a very long way to go with that. However, I'll be making the CMN mod compliant with that side, so you'll be seeing that sometime after we finish with FotRSU... As it stands now, you'll still see quite a few double & triple spawns all merged into one another at a lot of locations on the UBoat starts. Also, nothing has been changed mission-wise etc., for that, other than the Type= calls for ships. But there is a SingleMissions mod ready to go for anyone wanting a translation of that from a Stock game mod... author's name again escapes me just now, but we did get permission...

Enough verbosity - I am out!
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