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Old 04-05-08, 09:19 AM   #1
jpm1
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Default Too many ships ?

I've modelized the Cape Matapan battle but the two groups don't appear simultaneously when they're supposed to meet they both appear before , after but they don't appear simultaneously at the junction point it seems only the closest group to the submarine appears , is it normal ?





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Old 04-05-08, 04:13 PM   #2
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What version/mod are you using ?
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Old 04-05-08, 04:51 PM   #3
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the groups spawn normally but when i put the submarine at the junction point of the two groups only one appears
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Old 04-05-08, 06:47 PM   #4
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Have you compared the entry dates of each unit with their true entry dates and checked the % chance of them appearing ?
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Old 04-05-08, 09:35 PM   #5
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Quote:
Originally Posted by jimbuna
Have you compared the entry dates of each unit with their true entry dates and checked the % chance of them appearing ?
yes
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Old 04-05-08, 11:55 PM   #6
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The ME is a bit of a riddle to me. I have paid particular attention to dates of service as well as the date of the mission itself. Still, I'm befuddled when I run the validation and it tells me I have all these other ships, ships that I did not place, causing problems. When I go back and look at the mission, I've now got all these other ships that came from who-knows-where! :hmm: I can usually straighten it out, but I've used mission builders for Janes WWII Fighters and the IL-2 series and they are much more straight forward compared to the SH3 ME. There are some interesting features that add an element of the unknown, but it's probably just my unfamiliarity with its quirks.

The majority of my mission building has been for multiplayer cooperative scenarios. Unfortunately, as much as I like this game with GWX, it seems it is primarily designed for the single player offline. I can play GWX 2.0 offline just fine, but I have to revert to 1.03 if I want to play online. I wonder if it's because of all the fantastic ships and things added to 2.0 that online connections simply cannot handle in sync with other gamers. Convoys that sail from origin to destination, even though they are far from the player's location, surely puts a load on the online engine's ability to process that much data.

Most of the multiplayer missions I've seen for SH3 appear to be built for eight players. In IL-2, if only two players show up, the other six aircraft are flown by reasonably capable AI. In SH3, if only two players show up, you get two human controlled subs, which can be a problem and you never know which sub the secondary players will be assigned. Sometimes they get stuck in the most remotely located vessel of the group, far from the action. Whereas eight players may have been able to engage a large convoy with heavy escort and stand a chance of making a real dent, two players will now draw all the attention of the escorts and this turns the game into an exercise in defensive maneuvering and evasion. Some of these missions contain 50-60 ships!

I'm sure more gifted and experienced kaleuns will point out that it is simply my ineptness, which is probably very true, but that's the way it appears to work to me.
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Old 04-06-08, 07:20 AM   #7
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Quote:
Originally Posted by i_b_spectre
The ME is a bit of a riddle to me. I have paid particular attention to dates of service as well as the date of the mission itself. Still, I'm befuddled when I run the validation and it tells me I have all these other ships, ships that I did not place, causing problems. When I go back and look at the mission, I've now got all these other ships that came from who-knows-where! :hmm:
The SH3 world and everything within it is still there. There is no way of avoiding this phenomena.

When I build a test mission I place my units in some obscure part of the ocean, ensuring it is not in the vicinity of a convoy route or an area that would have air cover/patrols.
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