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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Do you want a more powerful editor with Silent Hunter IV? | |||
Yup. |
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46 | 68.66% |
Nope. |
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2 | 2.99% |
I use the editor, but it's the same to me. |
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1 | 1.49% |
I don't use the mission editor. |
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18 | 26.87% |
Voters: 67. You may not vote on this poll |
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#1 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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The SHIV Mission Editor Wish-List
![]() ![]() This unofficial thread is to give the developers ideas on how to make the mission editor for Silent Hunter IV. It also has a poll that'll let you vote for or against a more advanced editor.I, for one, would like more features for the Silent Hunter IV editor, even if it makes the editor slightly less user-friendly. Yesterday I made a fictional "midnight patrol" scenario set in Sognefjorden, Norway (that very long fjord that starts in -I think- AF 87). The Germans had set up a naval supply base in the fjord, and you, with your Type II-D boat, were to patrol the fjord, reporting and intercepting enemies threatening the supply base. Early in the mission, a flight of British fighter-bombers fly into the fjord, low and fast, and discover and attack the supply base (and you, should you be on the surface ![]() Just two problems:
I'd like more triggers and effects for the editor, as well as the ability to set initial fuel level, ammunition, damage, crew, flooding, etc. of objects, and to customize their actions (give them specific tasks such as "attack this" or ram that) and primary and secondary targets ("attack first the HMS London, then any merchant ships, and then go to and escort CommerceRaider#67"). S-K
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Last edited by Safe-Keeper; 07-29-06 at 12:16 PM. Reason: Fixed text color |
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#2 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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7 for, 0 against, 1 who doesn't care? I didn't see that one coming (I was expecting more people to be against a more advanced editor).
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#3 |
Officer
![]() Join Date: Aug 2004
Location: Aussie
Posts: 249
Downloads: 30
Uploads: 0
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I voted for, I may not be able to use it to its maximum potential but that doesn't mean I don't recognize that in the right hands we could end up with some top line missions
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You take it easy... and have a nice day ![]() |
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#4 | |
The Old Man
![]() Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
Uploads: 0
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"Some ships are designed to sink… others require our assistance." ![]() |
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#5 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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There will be one. Ubisoft would be mad not to include one.
It'd be interesting to be able to over-ride the nation/time/alliance limits in Silent Hunter IV and have an advanced plane be available before it should be. In Silent Hunter III, you have to stick to reality when it comes to introduction dates (no Bismarck in September '39), allegiances (you can't have the Germans scrap it out with the Romanians if you want to), and so on. |
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#6 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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I'd like the option to set the stance (such as "Cautious", "Aggressive", "Retreat from hostilities", "Reconnaisance/Stealth", "Shore Bombardment" (object prioritizes shore targets over naval targets), "Rescue/Recovery" (hospital ships and sea-planes rescue sailors, tugs bring in crippled ships, and so on), and "Special" (unit-dependant. Mine-layers lay mine fields, fishing boats fish, and so on)) of objects.
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#7 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,803
Downloads: 11
Uploads: 0
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I would like some tools to make importing new units in to he game easier.:hmm:
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#8 | |
The Old Man
![]() Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
Uploads: 0
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"Some ships are designed to sink… others require our assistance." ![]() |
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#9 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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In general, there should be more official modding tools for the game. And an SDK:p.
Another very nice feature would be to disable the Scripted, Random, and/or Land Layer for certain single-player missions. The layer system is really useful as you don't have to fill the seas with ships and planes for every mission, but also exceedingly annoying when your mission fills up with unwanted units.
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#10 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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More ideas:
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#11 |
Chief
![]() Join Date: Mar 2006
Posts: 328
Downloads: 18
Uploads: 0
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Mm, I voted against it, but now change my mind. It doesn't matter to me. The SH3 mission editor is powerful enough for me.
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#12 |
Chief of the Boat
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I don't use the mission editor...but appreciate its usefulness for those that do use it...ya never know I might get to use it myself one day
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#13 |
Sparky
![]() Join Date: Dec 2003
Location: Glasgow, Scotland
Posts: 155
Downloads: 65
Uploads: 0
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i think they should take a leaf out of Boheimian Interactive Studios (BIS) book and make one like OFP really easy but can be advanced aswell.
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#14 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
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I'd like the option to narrow down objectives and random object generation even more than I currently can.
For example, let's say that I want to make a mission where you are to infiltrate a harbour and sink three specific cargo ships (as they carry a specific important cargo or whatever). In Silent Hunter III, I can't do that - the closest thing I can get is say "Sink three Small Merchants" or "Sink so and so many tonnes of merchant shipping", neither of which are really narrow enough. It'd be nice if I could designate entities to "special groups", so that for example, the aforementioned target ships in the harbour belonged to "Special Group 1" and the objective was to sink "100% of Special Group 1". Other options that'd be nice to have would be "ships in zone x", "Ships with so and so much damage", "ships that are out of depth charges", and so on.
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#15 |
Navy Seal
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Some improvement would be nice.
What I would really like to see, though, is more the campaign engine improvements themselves. I think most of the things you mention as additions are engine improvements more so than ones for the editor... |
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