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Old 03-31-10, 08:13 PM   #1
h.sie
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Default [REL: Sergbutos Wolfpack Mod V2 Reloaded]

Wolfpack Mod V2 from Sergbuto - Reloaded.

The problem was, that Sergbuto build his mod based on Stock SH3 Library files. This leads to file conflicts with modern Supermods like GWX, because they use different Library files.

So I took all relevant data from Sergbutos Library files Shells.dat, Shells.sim
and Shells.zon and put this data into separate files Shells2.dat, Shells2.sim
and Shells2.zon. So there are no more file conflicts. This seems to work well.

The only thing that has to be done now is scripting the Submerged VIIA UBoats into Single Missions and Campaign Files. Examples for that can be found in NYGM, WAC and LSH Supermods.

This Mod contains 2 Test Missions.
1) Wolfpack1: Wolfpack Attack on escorted Convoy
2) Wolfpack2: Wolfpack Attack on non-escorted Convoy

I like that.

Some threads with info about this mod:

http://www.subsim.com/radioroom/showthread.php?t=84480
http://www.subsim.com/radioroom/showthread.php?t=85169
http://www.subsim.com/radioroom/showthread.php?t=94400
http://www.subsim.com/radioroom/showthread.php?t=126909
http://www.subsim.com/radioroom/showthread.php?t=160939

h.sie
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Last edited by h.sie; 04-01-10 at 02:36 AM.
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Old 04-01-10, 12:11 AM   #2
makman94
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Quote:
Originally Posted by h.sie View Post
Wolfpack Mod V2 from Sergbuto - Reloaded.

The problem was, that Sergbuto build his mod based on Stock SH3 Library files. This leads to file conflicts with modern Supermods like GWX, because they use different Library files.

So I took all relevant data from Sergbutos Library files Shells.dat, Shells.sim
and Shells.zon and put this data into separate files Shells2.dat, Shells2.sim
and Shells2.zon. So there are no more file conflicts. This seems to work well.

The only thing that has to be done now is scripting the Submerged VIIA UBoats into Single Missions and Campaign Files. Examples for that can be found in NYGM, WAC and LSH Supermods.

This Mod contains 2 Test Missions.
1) Wolfpack1: Wolfpack Attack on escorted Convoy
2) Wolfpack2: Wolfpack Attack on non-escorted Convoy

I like that.

h.sie
thank you for that H.Sie !
haven't test it yet but ,as you say,it work ok ...right?
so Sergbuto's mod 'puts' wolfpacks in the game ? and if so ...i am wondering...why all this time people are complaining that wolfpacks are 'missing' from the game ?
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Old 04-01-10, 02:16 AM   #3
nemo7
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Καλημέρα Μάνο και καλό Πάσχα. Συγχαρητήρια για το εξαιρετικό M.E.P 3.0.

This mod is for a "virtual wolfpack" mission. That is to say, it gives you the sense of a wolfpack but it's not operational; you are not a member of any wolfpack. It is pretty immersive though. Nice job h.sie. As always.
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Last edited by nemo7; 04-01-10 at 02:44 AM.
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Old 04-01-10, 02:30 AM   #4
Huskalar
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This is even better. Thank you very much, h.sie.
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Old 04-01-10, 02:43 AM   #5
h.sie
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Hi makman, yes it works in principle, if the U-Boots are scripted correctly (!!!) into the campaign. NYGM, WAC and LSH already have this mod included. GWX has surfaced UBoot Wolfpacks. The AI-UBoots in this mod are not very intelligent, they shoot some virtual torpedos, they are always on periscope depth, they cannot dive or evade and so on. But in my optinion that does not matter, because in the player's position you don't see that. you only see a battle at the horizon: destroyers shooting and depthcharging, ships exploding and sinking. play one of the single-missions and attack the convoy and see what happens.

In NYGM the german AI-Uboots are assigned to some of the allied convoys in the RND layer. they do nothing until the convoy comes into the visual range of the players UBoot. then they start to attack.

For my private use of GWX, I'll replace 75% or maybe all surfaced AI-Uboots in the RND layer with the submerged Type VIIA that is included in this mod, and I think that's done in a hour.....
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Last edited by h.sie; 04-01-10 at 03:02 AM.
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Old 04-01-10, 04:51 AM   #6
verte
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Quote:
Originally Posted by h.sie View Post
For my private use of GWX, I'll replace 75% or maybe all surfaced AI-Uboots in the RND layer with the submerged Type VIIA that is included in this mod, and I think that's done in a hour.....
Thanks for the updated mod. If you cannot release a modified GWX campaign, could you point some instructions how to modify it?
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