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Old 08-06-07, 02:48 AM   #346
NefariousKoel
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Looking forward to it Duci.
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Old 08-07-07, 03:15 AM   #347
alexoscar
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Waiting for the 1.5 update to test this pack.

Thank you very much Ducimus!
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Old 08-07-07, 10:50 AM   #348
FAdmiral
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Ducimus, I am getting some feedback on editor created missions/patrols
not working with TM mod. I created 3 of them and the guys say they
won't work with your mod. The stock missions/patrols work fine and if they
remove TM, the editor missions/patrols work fine again too. I don't know
why TM and the editor are not compatible. Could patch 1.3 have something
to do with it?

JIM
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Old 08-07-07, 10:57 AM   #349
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No, it's because I changed the subchaser and minesweeper "types."

In the stock game they are type=0 for the subchaser, and typer=5 for the minesweeper. Type=5 will not act like an escort even though the No13 unit has DCs, etc. Changing the MS to a type 0, 1, 2, 3, or 4 will make it act as an escort. Changing both to type=1 allows them to be pulled on a "generic corvette" type within missions.

Ducimus, if you want, I can try pack up a new version with those 2 units "BP cloned" to type=1 instead.
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Old 08-07-07, 12:12 PM   #350
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Nah its ok, cause this is the final version, or at least, im not making another revision for a long time. That and ive already merged in the 0.75 files, and i dont feel like going back and undoing it.
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Old 08-07-07, 12:49 PM   #351
FAdmiral
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OK, if its that simple, let the players do it themselves. Just give them a
step by step explanation on what they should do to make the change....

JIM
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Old 08-07-07, 02:10 PM   #352
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Tmaru 1.5 will signal my departure from modding. I just don't time and patience for it anymore. So, if anyone wants to take Tmaru and use it as a basis for their own works, go for it. Pacific aces folks, Der teddy bar, whoevers intrested in the pacific theater and fleet boats, be my guest after 1.5.
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Old 08-07-07, 07:22 PM   #353
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Is there a trick in keeping the torp doors open..?

Sometimes when I think I've opened them.. they're closed?
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Old 08-07-07, 08:24 PM   #354
donut
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Quote:
Originally Posted by BooBooLovesAll
Is there a trick in keeping the torp doors open..?

Sometimes when I think I've opened them.. they're closed?
If you dive to 100 ft. or more they close auto. hope this helps
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Old 08-07-07, 08:27 PM   #355
Ducimus
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bug in old version of Tmaru that was corrected in version 1.4
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Old 08-07-07, 08:39 PM   #356
BooBooLovesAll
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Quote:
Originally Posted by Ducimus
bug in old version of Tmaru that was corrected in version 1.4
Shame on me for not upgrading...:hmm:
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Old 08-08-07, 01:33 AM   #357
FooFighters
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Hi Ducimus,

Did you change the mission tonnage in TM1.5 ?
How much do you need now ?

Foo
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Old 08-08-07, 06:34 AM   #358
switch.dota
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I think it will be 2000 tons in 1.5. In 1.4 it's still 10k.

EDIT: Quoting Ducimus:
Quote:
// reduced sink mission tonnage requiremnts from 10,000 to 2,000
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Old 08-08-07, 06:45 AM   #359
Tobus
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How does TM1.4 behave on the count of damage and sinking mechanics opposed to Natural Sinking Mechanics mod? JGSME says they are incombinable, so I guess they both have similar performance?
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Old 08-08-07, 07:18 AM   #360
FooFighters
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Quote:
Originally Posted by switch.dota
I think it will be 2000 tons in 1.5. In 1.4 it's still 10k.

EDIT: Quoting Ducimus:
Quote:
// reduced sink mission tonnage requiremnts from 10,000 to 2,000
read first, post later :p
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