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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
Sparky
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UPDATE: Most of the below info is obsolete. I've started a complete rewrite since then, and am at a sort of crossroads in development. The game will now either run using a propietary engine of my own design that is proving very diffilcult to get to act realistics, or it will interface with the game Making History Gold (and later, Making History 2). The pros/cons of each choice are listed below:
My own engine (Option 1) PROS: -The submariner would be able to effect the outcome of the war. -Faster campaign generation. My own engine (Option 1) CONS: -My engine is not behaving realisticly at the moment, and is proving diffilcult to tame. -Could a submariner really effect the war THAT much? I really don't see it as that likely (not really a con but had to be said). Making History (Option 2) PROS: -Ability to play the game as germany in grand stratedgy mode, and then switch to a uboat and let the AI take over as desired. You could even have the AI play the whole war if you want. This would allow you to both command germany, and play as a captain of a uboat, perhaps averting the course of the war. -much more realistic, believable war outcomes Making History (Option 2) CONS: -Much longer campaign generation (perhaps up to one hour) -Silent Hunter 5 gameplay would no longer have an effect on the actual outcome of the war, at least not in the initial release. If the mods here could make this thread a poll with the following options, I'd be most appreciative: Option 1.) Original Engine Option 2.) Interface with Making History Gold Please read before voting, and let me know why you voted what you did in this thread. Old post can be found below in quotes: Quote:
Last edited by R-T-B; 03-13-10 at 09:14 PM. |
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#2 |
Sparky
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I thought I'd add I'll be updating this thread with "Simulated war logs" (text files my engine outputs of major events) in the coming weeks. You can then debate the realism of my engine and where it needs improvements.
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#3 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
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Hey man go slow, my head is about to explode
![]() So your program can parse savegame files?
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#4 |
Sparky
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Yeah man, I know. I did go a bit nuts as I pretty much have been working on this for the past week "top secret" I was working before I even had the game.
![]() A goal is to decode the savegame format via a hex editor. That's another thing I have a rudimentary understanding of looking over them in the past few days. It's yet to be implemented in my program (I want to get a realistic war enigine simulator going first), but I'm pretty sure it can be done via VB Binary file access commands. EDIT: Actually, my understanding comes from SH3 save games, which I was testing with. I just looked at SH5 save games and they seem to be encrypted! Oh Ubi... :shakeshead: No matter, there may still be a way around this, and even if not I can easily work without player impact, just would suck quite a bit. EDITEDIT: Workaround found! I can look in the "Campaign Progress" text file and get all the information I need! It has my most recent kills nationality, for example! |
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#5 |
Navy Seal
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That sounds pretty intriguing. Keep us updated - hey, a bit of strategy in this never hurts, and it's always fun to explore even the distant "what-ifs"
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#6 |
Sparky
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Yes, but my main goal for making this thread was to conduct research, we must keep that in mind. It's far from finished, heck, Lurker may finish his campaign before I even have a prototype out!
The engine is ready to parse excel files, but at the moment my fairly fake values are producing totally off the wall results that are far from believable (Germany declaring war on Italy, for example. WTF?) I need some acurate data, but have no idea where to find any... Especially not how to interpet it into a simple "Military/Relations/Industrial value" which is quite abstract. It's proving diffilcult, which is what prompted me to make this thread. EDIT: Ok, let's start with something a little more simple: What nations should qualify as "Major" nations? These are the nations that can actually go to war, decide policy, etc. The rest of the nations will be "Minor Nations" and unfortunately due to limitations at the moment, will only go to war if a major nation they are "associated" with does (they may/may not based on a decreasing percentage chance per turn), and they will never change their relations/industrial/military values. They also will generally lose wars if a bigger nation attacks them. Right now, I'm thinking: United States, Germany, Japan, England (pretty much the whole empire will be treated as one unit, objections?), Russia, France, Italy. Thoughts? What "sub-nations" should be associated with each nation. For example, if the United States goes to war, should Mexico have a strong chance of following suite (just an example?). If so, Mexico should be considered a minor nation under the influence of the US. Please note, due to engine limitations at the moment only one "major" nation can be assigned to each subnation. Thoughts? Also, if anyone could provide me with a complete list of nations in SH5, it'd help a lot for coding minor nations. Last edited by R-T-B; 03-04-10 at 07:48 PM. |
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#7 | |
Stowaway
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wow this is absolutely amazing guys.. this would be like my dream come true.. have you considered setting up a paypal donation account.. im sure alot of us would like to donate to such a project
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Last edited by Hell_Diver; 03-05-10 at 10:45 PM. |
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#8 |
Sparky
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Actually, I was getting to that, but I didn't want to bring it up right now.
![]() This project is going to be commercial. Sorry guys, but there's no way I could motivate myself to finish and keep up to date otherwise. :/ I really want to support this for the long term and a small fee is the only way I can do that. Afterall, I also have a job and am a fulltime student. :/ It's going to be a nominal fee though, I'm thinking about $5, and there will be a free version that doesn't interact with Silent Hunter for release as a demo... So you'll know what your getting. You'll also get a lifetime of support. Payments will be made through paypal, and exceptions can be made for those who desperately want a copy but can't send me money via paypal for whatever reason (just don't abuse this). I know, you're probably all skeptical right now, but when I release the first demo program and see my work I think you'll all agree it's worth it. Plus, it's DRM free, and the fee will give you a source code license for personal use! Try getting ubisoft to do that. ![]() Right now, I have about 1000 lines of code from just last night. And that's just the incomplete demo! So I hope you can understand wanting to be reimbursed for my work somewhat. ![]() |
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#9 |
Stowaway
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heh ill donate alot more than $5 if this is going to be as awesome as i think it is... can't wait
any possibility, that different countries might deploy / build different amounts of ships depending on how country allegiances play out? how are you going to determine whether countries surrender in battle ect? any possibility the out come of a conflict could be somewhat dynamic such as using you military and economic scores say the player may be able to affect the values to a very small extent such as removing military points for troop transports or warships suck and removing economic points for sinking merchants supply, and say how fast or slow a country surrenders to another may be predicated in the imbalance of the point scores against each other, so say UK is fighting German and i mange to sink 100 merchant points in my career affecting 100 points of economic score there by limiting military production a certain number of points which might prolong the war a month .. something like that would be cool, of course actually changing the course of the war would be likely a 1 in a 100 chance, and only possible if the two countries fighting were really evenly matched Last edited by Hell_Diver; 03-05-10 at 11:15 PM. |
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#10 | |
Sparky
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There's no limit to how much you can add, because I'm writing it to be very modular. Nearly everything is wrapped in a callable subroutine or function so it's very modular, almost scriptable (heck, it could be with some work, but that's a low priority). The first war log will simply simulate wars using a very rudimentary formula of "my military slowly grinds yours down based on numbers," sort of like battling spreadsheets. It works, but it's not ideal. The final 1.0 release will feature something much better, though I'm not saying much yet. ![]() As far as changing the war goes, random events such as "economic booms" and "economic depressions" exist, allowing some things to change simply due to randomization. It should provide a different, but historical feeling experience each time if I can tune it right. Of course, if you don't like how it's acting, it reads it's data from excel spreadsheets, and you have the source code, so there's nothing to stop you from changing it! ![]() |
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#11 | |
Silent Hunter
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It would be interesting if you could produce a "ripple effect" from the players' individual sinkings, as some people have already alluded to. If commodity stocks are modeled, it could create some interesting situations. Perhaps there could be several primary categories of goods: POL (Petroleum/Oil/Lubricants) Carried in: TANKERS Affects: MILITARY OPS CIVILIAN HAPPINESS (Gasoline, Heating Oil, &c.) AMMUNITION Carried in: FREIGHTERS Affects: MILITARY OPS FOOD Carried in: FREIGHTERS, REEFER SHIPS Affects: CIVILIAN HAPPINESS MINERAL ORES Carried in: BULK CARRIERS Affects: INDUSTRIAL OUTPUT TROOPS Carried in: TROOP CARRIERS Affects: MILITARY OPS MILITARY STORES Carried in: FREIGHTERS Affects: MILITARY OPS CONSUMER GOODS Carried in: FREIGHTERS Affects: CIVILIAN HAPPINESS For instance, Player X goes out on patrol and sinks four British freighters and a British tanker in October 1939. Assuming all the ships were loaded. Britain loses, maybe, 2 points worth of consumer goods, one point of military stores, and one point of food, plus one point of petroleum products. The 20-30 U-Boats on patrol in 1939 will therefore sink an average of 5 ships per patrol, give or take a few. Over all, British resolve is shaken but not destroyed - after all, it's early in the war, and there are still a lot of merchants left. A small number of U-Boats will be lost, based on historical averages for that time period. If the player's U-Boat is lost, then assume a higher U-Boat loss rate. Democracies should be more sensitive to factors like civilian unhappiness, because they lack dictatorship's brutal efficiency. Also, countries like Britain and the USA should be accustomed to having more consumer goods than, say, Russia or Japan. If civilian unhappiness declines enough, then countries should suffer from civil wars, unrest, or even sue for peace. If petroleum/ammo stocks decline, it would be great if the campaign layers spawned fewer aircraft and naval sorties (shortages of ammo, aviation fuel, & bunker fuel). Countries with smaller merchant fleets should suffer greater point penalties per merchant ship sunk. This can be mitigated somewhat if they have an ally with a large merchant fleet. Sinking certain "prestige units" like Battleships should cause a large morale penalty/increase in unhappiness. The military would try to censor these losses, but of course word got around. I don't know how much of this is possible - I'm just throwing out ideas. ![]() |
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#12 |
Planesman
![]() Join Date: Jan 2008
Location: Maryland, USA
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Wow...just skimmed the first pages of this thread but it looks like you're on to something. Obviously the chances of it happening in real life were near null, but...just what if I blew up Stalin on the way to Yalta? I wonder if you'll be able to code specific, one time ships like that having such a high value. Looks interesting, keep up the good work! Can't wait for a release
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#13 |
Sparky
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It WOULD be interesting if my engine could attribute the "Revolution" event I have coded to trigger when certain ships, ones with particularly heavy escort preferably... Ones a leader might be on, sink...
Who knows? Probably won't make it into first release but I'll tell you know it is possible. |
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#14 |
Stowaway
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Can't wait, this was the only drawback to SH3.
Possibly too, if you sink the Ark Royal or any other ship it will be gone for the rest of the campaign. Will that be possible? Can we do this, once ships are sunk they will not appear again in the campaign? ![]() |
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#15 | |
Sparky
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As you guys may have picked up, the first real release will be barebones, but will allow adding of many many features in the future. ![]() |
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