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#1 |
Stowaway
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Well, devs have announced this in the upcoming 1.3 patch:
"The Group AI should always choose a new commander when the current one gets killed, instead of waiting for the currently assigned one and having all ships circle around". This is the problem we all had when attacking convoys/TF... Can we find the solution before the patch? Group leader / Commander is set in the campaign files (.mis) Example: ![]() And this is how it looks in the .mis file: … [RndGroup 1] GroupName=41a_Jap_TaskForce_001 Category=0 CommandEntry=0 ![]() Long=16796400.000000 Lat=4272200.000000 Height=0.000000 DelayMin=60 DelayMinInterv=30240 SpawnProbability=65 RandStartRadius=0.000000 ReportPosMin=1440 ReportPosProbability=85 Heading=223.733994 Speed=11.000000 ColumnsNo=3 Spacing=800 DeleteOnLastWaypoint=true CurrentInstanceID=0 GameEntryDate=19420201 GameEntryTime=0 GameExitDate=19420228 GameExitTime=0 MaxInst=10000 MaxUnitsCreated=100 DockedShip=false NextWP=0 [RndGroup 1.RndUnit 1] Class=BBIse Type=11 Origin=Japan Side=0 CargoExt=-1 CargoInt=-1 CfgDate=19411201 No=2 Escort=false SpawnProbability=100 CrewRating=4 By setting CommandEntry=0, RndGroup 1.RndUnit 1 is choosen as leader. If only we could make it CommandEntry=0; CommandEntry=1; CommandEntry=2... :hmm: |
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#2 |
Samurai Navy
![]() Join Date: Feb 2007
Location: Pretty close to the big german cruiser Blücher in Norway
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Interesting.. Wonder if the game can read semicolon so that more command entry units could be assigned to that group... Have you tried it? I'm not sure if I understood it... You're saying that escort behavior could be related to this? Do you mean that the DD's are circling or all ships?
My biggest concern is the destroyers which just stops and doesn't do anything
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#3 | |
Stowaway
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I presume that means that every unit in the group follows the group leader (set as CommandEntry=xy). If the leader unit is sunk, disabled or slows to 1kts, all other ships (including escort destroyers...) will still follow him. I have not (yet) tried to play with it... I'm waiting for some help from more experienced modders ![]() |
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#4 |
Samurai Navy
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Ok, i see... I'll try and post back soon!
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#5 |
Samurai Navy
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Since the groups will appear randomly it will probably take a lot of time testing this. I have modified all convoy groups and will try to play now to see if there is any difference!
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#6 |
Samurai Navy
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Looks like Cargo ships usually are the group leader for 41 convoys file... So in order to test my changed file I'll have to try to sink one of the cargos... :hmm:
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#7 | |
Samurai Navy
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Ok!
Tested by adding these lines in all of the random groups for 41. campaign.. Quote:
When hitting the first merchant everything seemed normal. after hitting another ship with my second torpedo, the game crashed to desktop. I guess I must have hit the group leader. Appearently the game didn't know how to read multiple command entry lines... I'll try some more... ![]()
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#8 | |
Samurai Navy
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![]() Quote:
Still no luck. I got to play longer now. I saw that when hitting several ships the destroyers acted like they normally do. stop up and act passive... no change here.. If someone has some advice here, I might try - or I'll wait for the 1.3 patch with all the AI fixes! Really look forward to that...
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#9 |
Seasoned Skipper
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What happens when you have multiple leaders..
ie the first entry is 3 x GenericCargo Leader set to "3 x GenericCargo"... Then if you kill one, the others are "probably" "maybe" still leaders.. convoy continues.. |
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#10 |
Grey Wolf
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Yeah I saw that comment and mulled it about today. I am not so sure about the fallen leader theory.
I have seen that kind of behavior practically every time. I target only one ship per approach, full spread. Seems too much of an unbelievable co-incidence that I pick the leader every time. Not saying it has no effect, just that I think there is more to the story. FWIW. As usual when I'm in guess mode, I'm happy to be wrong. |
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#11 |
Ace of the Deep
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Just wondering, what happens if the command entry is disabled thus: ;CommandEntry=0
Would that make a difference...I mean all captains respond to the threat?? |
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#12 |
Samurai Navy
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Haven't tried that one. leaving for the weekend... I can test on monday, but if anyone else would like to try.. please post your findings here
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#13 | |
Seasoned Skipper
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But I am sure I have hit non-leaders and seen bad AI. |
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#14 |
Samurai Navy
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:hmm:
Maybe leave it to the devs then...
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![]() My SH4 releases compatible with SH4 1.5 and earlier: Kakemann and ATR-42's Silent Hunter 4 Music FIX Kakemann and Lurker_hlb3 Destroyer sensors and radar FIX Tutorial: How to add new music tracks to SH4 |
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#15 |
Stowaway
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could someone see how does CommandEntry= look in .mis files in SH3?
If it is the same as in SH4, I guess it's hard-coded... P.S. Appreciate the effort, kakemann. ![]() |
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