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Old 01-24-08, 11:31 AM   #1
nik112
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quest about gwx 2.0 and ships

my fellow kaleuns
long time ago i had made the same quest but the answers were negative. So am asking again with gwx2 and upcoming upgrade if its possible to "dissapear" some ships such as
NKSS NKSQ etc..and replace them with others

cheers
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Old 01-24-08, 12:06 PM   #2
bigboywooly
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Yep of course its possible

How do you mean replace ?
With a new unit ?
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Old 01-24-08, 01:28 PM   #3
nik112
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Hi bbw
my first thought was to change the ship id from 102 to ....but i dont know if i had ctd because campaign files use those ships.
secontly i thought to rename all the contents of the folder to xxkss.dat and replace them with ex m35b. dat and (m35.dat) was renamed to kss.dat. so in my sea folder would exist the nkss but with other ships data and at the game appearing the empire freighter as coastal merchant.

ps the ship names that was mentioned its for example
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Old 01-24-08, 02:30 PM   #4
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Easiest way is to take another ship
Say the NKSCS_Taihosan from SH4 released somewhere in these forums

Rename that folder AND all its contents as the NKSQ folder is names INCLUDING the classname in the cfg
Make yourself a JSGME package and enable
Now all Coastal mercs you see will be different
Always remember to try use a similar sized ship or docked ones may have a problem
Same or faster speed too - dont use a slower one or will CTD when the game tries to render the ship at a speed higher that it can go

Try this

http://www.mediafire.com/?9tymmnndd0o

JSGME ready
Will give you an idea of what to do
Replaces the NKSQ with the ship named above
Apologies to whoever converted the NKSCS_Taihosan from SH4
Cant remember where this one came from - probably Trainer or Molke
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Old 01-24-08, 04:01 PM   #5
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:rotfl:

I see 3 ppl have D\L already
Is untested by me I must admit as busy with 2.1 etc
Let me know what you think
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Old 01-24-08, 07:10 PM   #6
nik112
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bbw
ok i ll try it tommorow. by the way i want to ask if the renamed ship ex taihosan can be at the game or must got it out?
thanks a lot pal
cheers!!!
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Old 01-24-08, 11:36 PM   #7
bigboywooly
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Well I cloned that copy after renaming so should be ok
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Old 01-25-08, 05:31 PM   #8
nik112
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The nksq its ok. i tried another but i took ctd. then i made a research at my libary and found the folllowing text that i had copied from a thread


Any Merchant In Any Convoy
You can do new ships appear in convoys by deleting the line of the class=.... of the RND file. It is a little bit timming procedure (30mins) but very secure! In the ubi-SH3 forum we have analized it two or three times and everybody is pleased with the result! Personaly I have removed the C2 (KLS)-small merchants(KSS)-tramp steamers (KSQ ). Use the function Replace-With of the Edit MENU by openning the RND file with wordpad. e.g. Replace: class=KSQ
With : (BLANK).


This will empty all the class=KSQ lines from the file and everytime the game code loads that part, the choise will be generic according to the designation of the type. E.g type=102 (merchant) any merchant is available. If you do it with liners (103) any liner will be available.

This procedure is garantied!


I insist!
Guys I don't want to be boring but I would really suggest for anyone who is intrested in to follow the procedure that I described. You will notice the difference directly to the first convoy you will intercept, even in GWX. You will see many types of merchants that you have installed! In 2-3 convoys you will have met all of them!

Phoenix be careful! Dont do it manualy. Use the menu Replace-With of the "Edit". The "With" box live it blank!This will replace the entire 2nd raw which designates the class, with a completley empty one. For the game code that empty line does not exist and jumps to the third line which designates the type exactly as the original generic ships of the game in which the line of the type is 2nd instead of 3rd with no class line at all! The Replace-With function will help you do it once and for all for every class that you choose, thus not having to do it manually searching all the RND file for KSSs, KLSs etc

its this possible?

regards
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Old 01-25-08, 05:48 PM   #9
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The GWX RND is as generic as I can make it already

example 1939 - 1941 OB convoy

[RndGroup 159.RndUnit 2]
Class=KSS < named unit as Greece is still neutral so will show lit ship in convoy otherwise
Type=102
Origin=Greece
Side=0
CargoExt=6
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=100
CrewRating=3

[RndGroup 159.RndUnit 3]
Type=102 < Generic entry
Origin=British
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=6
Escort=false
SpawnProbability=100
CrewRating=2

[RndGroup 159.RndUnit 4]
Type=102
Origin=British
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=9
Escort=false
SpawnProbability=50
CrewRating=2

[RndGroup 159.RndUnit 5]
Type=101
Origin=British
Side=0
CargoExt=-1
CargoInt=0
CfgDate=19390801
No=3
Escort=false
SpawnProbability=100
CrewRating=3

[RndGroup 159.RndUnit 6]
Type=101
Origin=British
Side=0
CargoExt=-1
CargoInt=2
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 159.RndUnit 7]
Type=102
Origin=Canadian
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=3

[RndGroup 159.RndUnit 8]
Type=102
Origin=Canadian
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=100
CrewRating=3

[RndGroup 159.RndUnit 9]
Type=102
Origin=Australian
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=100
CrewRating=2

[RndGroup 159.RndUnit 10]
Type=102
Origin=Australian
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=2

[RndGroup 159.RndUnit 11]
Class=KSS < Norway neutral when these convoys start so again a named entry or lit ships can show
Type=102
Origin=Norway
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=2

1942 convoy - ALL generic entries as all at war now

[RndGroup 160.RndUnit 4]
Type=102
Origin=Norway
Side=0
CargoExt=4
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=2

[RndGroup 160.RndUnit 5]
Type=102
Origin=Norway
Side=0
CargoExt=4
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=2

[RndGroup 160.RndUnit 6]
Type=101
Origin=Norway
Side=0
CargoExt=-1
CargoInt=2
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=2

[RndGroup 160.RndUnit 7]
Type=101
Origin=Netherland
Side=0
CargoExt=-1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=2

[RndGroup 160.RndUnit 8]
Type=102
Origin=Netherland
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=100
CrewRating=2

[RndGroup 160.RndUnit 9]
Type=101
Origin=British
Side=0
CargoExt=-1
CargoInt=2
CfgDate=19390801
No=2
Escort=false
SpawnProbability=100
CrewRating=2

[RndGroup 160.RndUnit 10]
Type=102
Origin=British
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=5
Escort=false
SpawnProbability=100
CrewRating=2

[RndGroup 160.RndUnit 11]
Type=102
Origin=British
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=2

[RndGroup 160.RndUnit 12]
Type=102
Origin=British
Side=0
CargoExt=1
CargoInt=0
CfgDate=19390801
No=1
Escort=false
SpawnProbability=50
CrewRating=2

The ONLY times named classes are used is to prevent lit ships showing in convoys OR esp in the Black Sea where named units are used to keep the ship sizes down

There is nothing to stop you removing all the class names from the RND but you will run the risk of showing lit ships in convoys
Didnt happen and not right
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