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#1 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Here we have a really simple mod that changes ALL the units in the stock SH5 campaign to ELITE.
FYI all units in all campaigns were set to "competent" with a select handful being "veteran". This includes aircraft, warships and freighters. Friendly units are also ELITE now. Changes were also made to the units sensors, weapons and tactics to allow them to be tougher. For instance in Black May all units will use late war sensors, tactics and weapons. In Happy times these sensors are set to early war. This mod is sure to increase the abilities of your enemies and should only be installed if your looking for a real challenge. Works great with my Feared Hunters and UHS mods if you want an additional layer or two of difficulty. Read me: -------------------- The Elite Campaign 1.1 - by ddrgn updated May 12, 2010 - patch 1.2 compatible -------------------- Special thanks to all the fine modders past and present. -------------------- Overview and goal: Increase the enemies abilities to sense and destroy you in the stock SH5 campiagn. Increased overall difficulty and better responses from your enemies. -------------------- Features of this mod: -All units (freighters, warships, aircraft) including friendly have been changed to ELITE -Sensors, tactics and weapons of all units (see above) increased. -------------------- Changes to 1.1: -Had to update the GroupTypeDef.cfg in Total Germany to be compatible with patch 1.2 Files changes (1 per each campaign folder): \Silent Hunter 5\data\Campaigns\CampaignProjects\(Campaign Name)\GroupTypeDefs.cfg -------------------- Install via JSGME. You have permission to use my mod in combinations with other mods as long as credit is shown in your readme. I would contact me for the latest version and help making sure the version is the best possible for your mod. Download: http://www.subsim.com/radioroom//dow...o=file&id=1813 -------------------- Good Hunting! -ddrgn
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 Last edited by ddrgn; 05-12-10 at 04:52 PM. |
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#2 |
Watch
![]() Join Date: Apr 2010
Location: Santee
Posts: 18
Downloads: 99
Uploads: 0
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gonna try it out
great job ![]() |
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#3 |
Watch
![]() Join Date: Jan 2008
Location: Bucharest, Romania
Posts: 20
Downloads: 185
Uploads: 0
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Your three mods should make for an interesting 100% realism experience. Can't wait to try it out
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#4 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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It sure is, those along with a nice UI by the DarkWraith and your good to go ;]
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#5 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Looks good
Have you tested the aircraft in elite mode ? In SH3 and IIRC 4 as well aircraft set to elite didnt attack If thats a fixed feature then alls well ![]() |
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#6 | |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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![]() Quote:
Some aircraft attack and some don't. I am not sure this has anything to do with the crew-ratings. I will start testing each aircraft and report. I don't remember which ones we got working in stock and which ones didn't. Setting them to ELITE didn't change anything in regards to them attacking from what I saw in past experiences. EDIT: the a/c I got attacking in stock with no problems are the _BR FB Hurricane Mk.IIc. Set at ELITE with 300 ft altitude and they attacked us with pretty good accuracy. My single mission Convoy ON-115 has those aircraft working and attacking.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#7 |
Gunner
![]() Join Date: Mar 2010
Location: Brighton, UK
Posts: 91
Downloads: 127
Uploads: 0
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Thanks!
![]() Can it be used with the current campaign or has to be a new one? |
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#8 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Good question. I suggest starting a new before installing this.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#9 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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So I can use this together with ur other mods like
http://www.subsim.com/radioroom/showthread.php?t=168012 http://www.subsim.com/radioroom//dow...o=file&id=1737 or those are already included in this one? |
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#10 | ||
Canadian Wolf
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#11 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Yep and I tried to make my mods compatible with most major mods out there.
UHS of course is not compatible with any mod that changes anything with the playable submarine. I am pretty sure UHS is a nice stand alone package for that though.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#12 |
Gunner
![]() Join Date: Mar 2010
Location: Brighton, UK
Posts: 91
Downloads: 127
Uploads: 0
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#13 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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LOL like Kylania said before its a strange way to rank success ;]
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#14 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Tried it in arctic convoy campaign and there is a visible difference, but the AI is still retarded and I don't think this can be moded anymore. I tried every mod that improve the AI, but the only effect is that they get more aggressive not smarter.
Last night I got a convoy with 6 merchants and 5 escorts. Usually I start my attack from the middle of convoy and after I unload all my torps, I dive and reload. All 5 escorts rushed at max speed to my location and camped it for almost an hour. Was such a mess because the merchants had to avoid them so they backed up and tried to zig-zag the mad escorts.. tons of DC's all over.. a complete chaos. In the meantime I slipped away at 150m then got to periscope deepth and had some popcorn and lol's watching the show... the whole horizon and convoy was covered with DC splashes ![]() Your mod is working good and it's really great, but the AI is still dumb and I have my doubts that any mod can fix it, this is just a bad behavior and tactic scripting in the stock game. First of all, having all 5 escorts engaging a single sub with full force and hate is wrong. Maybe few km away there is a wofpack waiting, so deploying all the escort ships in hunting a single sub and leave the convoy unescorted is a very bad tactic. They camp for hours the last spot where they saw the sub and none of them has enough "brain" to start thinking.. what if the sub have engines and he will move away. Also, seems like there is no way to detect me under 150m even if I run at normal speed. This is very different situation compared to SH3 where the escort was damn smart, my nightmare was the lonely and silent escort ship who was waiting me to surface or come to periscope depth after the convoy has left, then try to ram me and dropping millions of DC's at my location.. crash dive was the most used command by me in SH3. Anyway, I like this mod very much. At least watching the AI behavior is very entertaining and breaks the boredom of "fire &refit" play style when playing campaigns. And your U-boat Historical Specifications mod is just awesome, it's a "must have" one!! Thank you very much, I really appreciate all your mods and work, makes SH5 more enjoyable ![]() |
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#15 |
Stowaway
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I downloaded and tried this last night. Started a new patrol, took a leasurely cruise up to the north west of England, when I was met by a large convoy protected by a circle of DD's!
Four or Five of them broke off their escort duties to come for me, and after 2 hours of depth charging managed to creep away, and then had to limp home due to extreme damage! Best and most tense patrol I've ever had!!! Credit to you ddrgn! ![]() |
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