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Old 04-30-06, 04:03 PM   #196
mikaelanderlund
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Quote:
Originally Posted by mikaelanderlund
Quote:
Originally Posted by GlobalExplorer
I still don't know if I get it.

If you have subs in the campaign layer they should appear, no matter what the name tag is. The name tag will be ignored and a new name will be created by Sh3Gen.

However, it is entirely possible that Sh3Gen doesn't work with the changes made by sergbutos mod, and that the subs are ignored. Maybe I have to look into that. The only snag is, I cannot download GW for a while, it's simply too big

If the structure of the sub/wolfpack entry in Campaign_RND / Campaign_SCR deviates from the standard, there might be all kinds of strange situations.

Sh3Gen is definitely designed to run with AI UBoats, so we should try to find whats going wrong here.

Can you send me some code from the Campaign layer where sergbuto adds the Uboats?
Sorry, I have already deleted it but I will send you my next GW 1.1 edited scr. fil including AI VIIa and AI VII-C/41 packs as soon as possible.

Mikael
Ok, I have now put four subs into my scr. layer, three VII41/C and one VIIa. Two of the four subs are visible on the map this time. Do you know why I am not able to see all of them? I would like to see all of my subs. Do you think that will be possible?

Mikael
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Old 04-30-06, 04:29 PM   #197
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Every info that Sh3Gen plots is randomized and is influenced by a number of factors:

- the Theater of Operations (North Sea much better intel than South Atlantic)

- the intel level for the Location, if its in a port

- the historic period ("The Happy Times" much better intel than "The End")

- the target type

- the target allegiance

- you setting for the intel level slider

This is all because I never wanted the info to be god-like and to simulate the phases of the war. It is hard to explain how I handle the changes in the overall situation but it's a very good system.

Seeing only 2 out of 4 subs is not unexpected, though of course you'd rather see all four. There are several layers of parameters at work on top of the spatial model. The system now is optimized for the right amount of targets, not necessarily for friendly units. Also don't forget I have balanced the parameters with IUB 1.02.

I think this will get better with the next versions which will be balanced for the newer mods.
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Old 04-30-06, 11:41 PM   #198
mikaelanderlund
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Quote:
Originally Posted by GlobalExplorer
Every info that Sh3Gen plots is randomized and is influenced by a number of factors:

- the Theater of Operations (North Sea much better intel than South Atlantic)

- the intel level for the Location, if its in a port

- the historic period ("The Happy Times" much better intel than "The End")

- the target type

- the target allegiance

- you setting for the intel level slider

This is all because I never wanted the info to be god-like and to simulate the phases of the war. It is hard to explain how I handle the changes in the overall situation but it's a very good system.

Seeing only 2 out of 4 subs is not unexpected, though of course you'd rather see all four. There are several layers of parameters at work on top of the spatial model. The system now is optimized for the right amount of targets, not necessarily for friendly units. Also don't forget I have balanced the parameters with IUB 1.02.

I think this will get better with the next versions which will be balanced for the newer mods.
Thanks for you info Do you think I can change just the "target type" parameter so all friendly subs will be visible on the map. Can you explain for me how to do that in your mod? Thanks!

Mikael
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Old 05-01-06, 02:20 AM   #199
GlobalExplorer
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This is to complicated to explain now, but I can help you solve your problem later.

But I can tell you where you find the parameters which influence the composition of intelligence:

Parameters for target types and other:

Code:
Sh3Gen/parameters.ini
Sh3Gen/parameters.ini.txt //contains some explanations
Intelligence levels for theaters and factions:

Code:
Sh3Gen/Database/Campaign/WWII_Atlantic/<Period>/*.theaters
Sh3Gen/Database/Campaign/WWII_Atlantic/<Period>/*.factions
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Old 05-01-06, 03:42 AM   #200
mikaelanderlund
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Quote:
Originally Posted by GlobalExplorer
This is to complicated to explain now, but I can help you solve your problem later.

But I can tell you where you find the parameters which influence the composition of intelligence:

Parameters for target types and other:

Code:
Sh3Gen/parameters.ini
Sh3Gen/parameters.ini.txt //contains some explanations
Intelligence levels for theaters and factions:

Code:
Sh3Gen/Database/Campaign/WWII_Atlantic/<Period>/*.theaters
Sh3Gen/Database/Campaign/WWII_Atlantic/<Period>/*.factions
Possible changes? German faction 1 and centralatlantic/northatlantic 1. What do you think?

Mikael
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Old 05-01-06, 05:53 AM   #201
Tonnage_Ace
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Great mod, enjoy it a lot. I think you should take the logfile out for your next update, I never use it. Have one question: if I move the slider all the way to the right, will the information provided be 100% accurate, or will there simply be more info? Does the slider affect the accuracy of the information or the amount? Or both?
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Old 05-02-06, 10:46 AM   #202
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@mikaelanderlund: Theoretically, yes, setting these or other parameters to 1.0 should do the trick. But there might be unwanted results. If you fiddle with the parameters and find out new things, let me know! I am not even convinced that there aren't better setups than my defaults

@Tonnage_Ace: The slider only controls the amount of info, not the accuracy. Do you think there should be two sliders then?
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Old 05-03-06, 05:45 AM   #203
Tonnage_Ace
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Quote:
Originally Posted by GlobalExplorer
@mikaelanderlund: Theoretically, yes, setting these or other parameters to 1.0 should do the trick. But there might be unwanted results. If you fiddle with the parameters and find out new things, let me know! I am not even convinced that there aren't better setups than my defaults

@Tonnage_Ace: The slider only controls the amount of info, not the accuracy. Do you think there should be two sliders then?
If it's possible to make two sliders(amount of info, accuracy) you would offer what no other spy sat mod offers: a choice. I'm sure some people would like to have some, unrealistic fun and sink all the warships that come within 10km of them. I would play a couple patrols as described, but then of course, delete them from my career as they're just for fun. I say go for it if you can.
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Old 05-03-06, 07:15 AM   #204
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I agree 100% with Tonnage Ace.
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Old 05-07-06, 07:43 AM   #205
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Update 2006-05-06:

During the last two weeks, Sh3Gen 0.6 has been coming along nicely. I hope to have it out any time in the next weeks. It's going to be a pretty substantial update.

All that I am waiting for now is the completed standing orders data, which are also progressing well. Georg Unterberg is completing the german translation, and I am getting help from Boris, who is ace at translating german to english.

The new reliability slider will be in, as well as other options to customize the intelligence level. I have also made changes to generally improve the reliability of targets, as this was a major complaint.

Airbases will be in again.

The first release will require some people to beta test. I can't test with all up-to-date mods / addons right now.

GE
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Old 05-07-06, 05:52 PM   #206
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Quote:
Originally Posted by GlobalExplorer
Update 2006-05-06:

During the last two weeks, Sh3Gen 0.6 has been coming along nicely. I hope to have it out any time in the next weeks. It's going to be a pretty substantial update.

Airbases will be in again.
GE
Great news GE
Looking forward to it.
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Old 05-08-06, 08:36 PM   #207
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Stupid Steve comes late to the party!

I downloaded SH3Gen some time ago, and even installed it, but kept finding reasons to never use it.

Never again. Early this morning I ran it for the first time, and was happy enough when I went to my Captain's Log, but positively delighted when I looked at the map. I don't know what I was expecting, but it wasn't a whole lot of information written down by my 1WO based on a radio message or three.

Wonderful stuff! Anxiously anticipating 0.6.
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Old 05-09-06, 10:15 AM   #208
GlobalExplorer
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Quote:
Originally Posted by Sailor Steve
Stupid Steve comes late to the party!

I downloaded SH3Gen some time ago, and even installed it, but kept finding reasons to never use it.

Never again. Early this morning I ran it for the first time, and was happy enough when I went to my Captain's Log, but positively delighted when I looked at the map. I don't know what I was expecting, but it wasn't a whole lot of information written down by my 1WO based on a radio message or three.

Wonderful stuff! Anxiously anticipating 0.6.
I know one of the misunderstandings that lead some people to not use Sh3Gen is that they think its another Spysat mod, or in any way unrealistic. But my goal has always been to deliver a RPG-like feeling thats as realistic as possible.

My main inspiration for this concept were two key scenes of Das Boot, namely the sneaking into Vigo and the failed breakthrough at Gibraltar. I knew what was missing in SHIII was this certain "we have to go there but we must expect this" - feeling, the player sitting at the map and drawing a pencil line like Prochnow "..Da mĂĽssen wir durch!"

Balancing the amount and reliability of info has and always will be a big issue with Sh3Gen. I have just found that while Sh3Gen works fine with GW, I am not entirely happy with the balancing of information. Version 0.6 will already be more optimized for GW, but probably there will have to be another version entirely devoted to fine tuning of the parameters.

It looks like I am going to be able to offer an early release of 0.6 real soon!

GE
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Old 05-09-06, 12:53 PM   #209
Uber Gruber
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I'm going to try this, it sounds really cool.

Just one quick question though, if the map or marine inteligence says enemy warships are in XY quadrant.....will they actually be there in the game ?

Cheers...
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Old 05-09-06, 01:03 PM   #210
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i installed sh3gen before my last patrol and after leaving harbour ran the program which gave me a nice big list of intel

it said there was possibly the ark royal and 2 merchant cruisers at scapa which was nowhere near my patrol grid so decided to have a look anyway

after creeping into scapa found only a light cruiser which i sank and as i made my way out my comp froze

so restarted comp then sh3gen and started game only to find the intel at scapa was exactly the same except that this time the light cruiser was there too

needless to say i didnt bother to go to scapa this time - lol
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