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Old 12-29-14, 08:42 AM   #1
fitzcarraldo
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No luck. With the latest version (I didn´t test the previous), the game don´t start. Appears an "error" message in a little window. Only I use the basic files, deleted the environment, campaign, roster, etc.

Regards.

Fitzcarraldo
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Old 12-29-14, 02:57 PM   #2
NGT
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Why to delete the 90 % of the mod ?

Quote:
Originally Posted by fitzcarraldo View Post
No luck. With the latest version (I didn´t test the previous), the game don´t start. Appears an "error" message in a little window. Only I use the basic files, deleted the environment, campaign, roster, etc.

Regards.

Fitzcarraldo
I don't know why is around the idea that all this mod is "not necessary" except the .ini and .act files.

Which AI U-boots the mod will use? How is possible to have Wolfpacks without AI U-boots?

The AI U-boots are located inside SEA folder. Maybe we have not the habit to see submarines inside Sea folder, but the modder did it this way.

And, of course, the AI U-boots must belongs to Germany, so, the Roster folder is necessary too. . .

The AI Sensors are vital too, because without the values inside AI Sensors the Wolfpack will non find you (maybe).

The Campaigns files are vital too. H.sie, in his own Wolfpacks, have additions inside Campaings files, necessary to spawn the AI U-boots.

Perhaps Camera.dat is necessary to be able to see this AI U-boots (this is pure speculation...)

The visual range is 20.000 meters inside AI Sensors.dat. This means 20 km environment....

@ Backer : You didn't forgot, maybe, the Scene.dat file? This file is present inside !Wolfpacksv0.9H_en_0920.rar but is not present now.

There is no statement from the modder that this mod is ready for GWX or NYGM or WAC or...

For me, is obvious that this mod is done for unmodded SH3.

Yes, I know the answer of the author in #10, but he says "You can merge they in your GWX campaign, . . . " and is obvious that the man have more difficulties in English than me

And, maybe the most important: in this Wolfpack mod you are assisted from surface ships also. Not only U-boots. So, don't tell me that the other files are not necessary.

As far as concern me, I must adapt this mod to my personal mod-soup in base of NYGM or WAC 4.1 and this operation is not easy...

The deal, and the challenge, is exactly the fact that surface ships come for help. If not, we have the h.sie option.

As player I use (with big pleasure) the ships from Yamatoforever (and Co.), VonDos etc. So, I like if some german battleships come to help me...

Even if is not so realistic. . .

Thank you very much for your attention. Please forgive the size of this post. . .

I wish to Fitzcarraldo and ALL the Subsimers Happy New Year !!!

NGT, from 300 meters deep. . .
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Old 12-29-14, 06:00 PM   #3
backer
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Quote:
Originally Posted by NGT View Post
I don't know why is around the idea that all this mod is "not necessary" except the .ini and .act files.

Which AI U-boots the mod will use? How is possible to have Wolfpacks without AI U-boots?

The AI U-boots are located inside SEA folder. Maybe we have not the habit to see submarines inside Sea folder, but the modder did it this way.

And, of course, the AI U-boots must belongs to Germany, so, the Roster folder is necessary too. . .

The AI Sensors are vital too, because without the values inside AI Sensors the Wolfpack will non find you (maybe).

The Campaigns files are vital too. H.sie, in his own Wolfpacks, have additions inside Campaings files, necessary to spawn the AI U-boots.

Perhaps Camera.dat is necessary to be able to see this AI U-boots (this is pure speculation...)

The visual range is 20.000 meters inside AI Sensors.dat. This means 20 km environment....

@ Backer : You didn't forgot, maybe, the Scene.dat file? This file is present inside !Wolfpacksv0.9H_en_0920.rar but is not present now.

There is no statement from the modder that this mod is ready for GWX or NYGM or WAC or...

For me, is obvious that this mod is done for unmodded SH3.

Yes, I know the answer of the author in #10, but he says "You can merge they in your GWX campaign, . . . " and is obvious that the man have more difficulties in English than me

And, maybe the most important: in this Wolfpack mod you are assisted from surface ships also. Not only U-boots. So, don't tell me that the other files are not necessary.

As far as concern me, I must adapt this mod to my personal mod-soup in base of NYGM or WAC 4.1 and this operation is not easy...

The deal, and the challenge, is exactly the fact that surface ships come for help. If not, we have the h.sie option.

As player I use (with big pleasure) the ships from Yamatoforever (and Co.), VonDos etc. So, I like if some german battleships come to help me...

Even if is not so realistic. . .

Thank you very much for your attention. Please forgive the size of this post. . .

I wish to Fitzcarraldo and ALL the Subsimers Happy New Year !!!

NGT, from 300 meters deep. . .
This MOD is real AI submarine unit, and real torpedo, not speculation.

data folder list:
Campaigns : define real AI submarine unit's routes, and real torpedo boat/DD's routes.
Cfg : other supported configurations.
Env : environment configuration, in the process of testing can see farther, is not required.
Library : the high expansion periscope, is not required.
Menu : my MOD logo.
Roster and Sea : new AI unit's nationality and other data, very important.
SingleMissions : in campaigns mode, by sending status report, can receive the command instructions, get new tasks, and update the mission objectives.this is the task of storing place.

WolfPack.act : The new game engine for driving AI submarines unit and Wolfpack,very important.
Wolf.ini : The new game engine configuration file,very important.
update.exe : The new game engine auto update program.

I'm not test in other MOD, and GWX. only for unmodded SH3 1.4. but I can support players try in other MOD.
Happy New Year.

Last edited by backer; 12-29-14 at 06:25 PM.
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Old 12-29-14, 08:16 PM   #4
fitzcarraldo
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When I have problems with AI ships in sea/roster folders I have a CTD when loading Campaigns. But the problem I have isn't a CTD: It is a non starting game. You start the game and appears an error message. Maybe the problem is the "update.exe" file ( I didn't apply it).

Backer: update.exe modifies the SH3.exe? If yes there will be a compatibility issue for all the users of Hsie patch.

Thanks and all the best for the new year!

Fitzcarraldo
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Old 12-30-14, 11:45 PM   #5
backer
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Quote:
Originally Posted by fitzcarraldo View Post
When I have problems with AI ships in sea/roster folders I have a CTD when loading Campaigns. But the problem I have isn't a CTD: It is a non starting game. You start the game and appears an error message. Maybe the problem is the "update.exe" file ( I didn't apply it).

Backer: update.exe modifies the SH3.exe? If yes there will be a compatibility issue for all the users of Hsie patch.

Thanks and all the best for the new year!

Fitzcarraldo
I used hard-cord in memory, didn't modify any files. The ‘update.exe’ is an auto update program for my mod, you just should run SH3.exe. I’m not sure if it is compatibility with Hsie patch. You can try my mod in original game (v1.4), then tell me which function you wish to improve or increase.

PS:What is CTD?

Last edited by backer; 12-31-14 at 12:34 AM.
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Old 02-08-15, 10:01 PM   #6
evan82
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radar

Crash To Desktop. This always happend's, when You don't know, what You do with Your SH3 [files]. So peoples are careful here.
PS; or [system files?]
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Old 02-09-15, 04:25 PM   #7
Fahnenbohn
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Hello !

Does this mod modify SH3 hardcode ?
And does AI U-Boat send real torpedoes ?
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Old 02-17-15, 11:17 AM   #8
backer
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Quote:
Originally Posted by evan82 View Post
Crash To Desktop. This always happend's, when You don't know, what You do with Your SH3 [files]. So peoples are careful here.
PS; or [system files?]
What is your version? are you loaded other MOD?
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