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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Here the SCR without minefields&subnets/friendly airpatrol for NYGM and Vanilla (It's the same for the 3 versions, I just forgotten to put it on the file structure for NYGM and Vanilla).:
http://rapidshare.de/files/16754229/...gn_SCR.7z.html It's also on first post. ![]() Cheers, Rubini |
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#2 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
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Thanks, Rubini! I appreciate it!
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#3 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
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I just downloaded the vanilla campaign, and I have a question about the roster. Why do such small countries as Slovakia and Albania have such a variety of large ships? I'm not complaining - it's just that I wouldn't have expected Albania to have 13,000 GRT Transports.
![]() I would like to know where to find information on the type of merchant rosters which nations had in WWII. I've looked at UBoat.net. but that site only has merchants which were sunk, and does not provide a completely accurate representation. |
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#4 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
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AG124,
Well, I just put the Roster folder as it is from GW for compatibility issues. But I don't used 90% of them on the Campaign files. I think that you can ask Kpt. Lehmann. I just "write" the campaign files, I think that he or Marhkimov works on spefic roster folder modifications for GW...anyway, good question.. :hmm: Rubini. |
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#5 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Well, did you add any 'generic' entries? :hmm: If you did, then that is good because extra ships can be added to each roster. I am planning on using this campaign when I start playing the game again (next month
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#6 |
Stowaway
Posts: n/a
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BINGO
LND Layer is now a GO. It was as you suspected Rubini, No vsmallairbaseGB. Found it, installed it and up she came no probs. ![]() Thx again. ![]() |
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#7 |
Navy Dude
![]() Join Date: Mar 2005
Posts: 174
Downloads: 385
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is there any chance this could be hosted at real u-boat, the extended version is. cant download from rapidshare.thanks in advance
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#8 | |
GWX Project Director
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However, a little note here.... you can put ships in the roster of different nations all day long... but will never see them in-game until they are scripted (as I understand it even the RND layer works this way.) You can still see them in the museum though. |
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#9 | |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
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#10 | ||
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
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I don't use _any_ generic entries in my RND. Unless someone had insane amounts of free time, it's all still based on my IC mod. So, no, those ships won't show up in the campaign. Someone certainly can modify things to add random types, though.
__________________
X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#11 | ||
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
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A generic entry in Rubinis merged Campaign.RND file:
Quote:
Quote:
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#12 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
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Hehe, too slow...
So it is possible to remove the class entry? Nice... |
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#13 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
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It would seem to be. :hmm: After my term of university is over, I might be willing to join a project to convert a campaign file to about 90% generic entries. I don't have time right now though.
Can you use generic entries in convoys as well. If you could, they would have to be used with a number of specific entries to make the convoy look alright though. |
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#14 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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AG124,
jasonb885, Gammel, Thanks for the feedback. First of all I should like to say that i don't modified anything on RND entries. I just add some (few) new traffic and adjust some spawn probabilities for some "empty" areas (also only a few) as described on the readme. Also the RND for UC is the RND from NYGM plus these new (few)addtions/modifications. And that GW team and I will make (in truth we already start the work) a detailed revision of the roster folder of the GW mod and UC. So, it's a solved issue and this not really affect the gameplay as it is now anyway. ![]() Rubini |
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#15 | |
GWX Project Director
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Thanks for the clarification there Rubini sir. ![]() |
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