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Old 07-26-11, 11:38 PM   #1
THE_MASK
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Quote:
Originally Posted by cobalt View Post
What about the campaign? Have you guys tried to fiddle with making getting rid of the ridiculousness?
They fixed it .

http://www.subsim.com/radioroom/showthread.php?t=182964
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Old 07-27-11, 04:29 PM   #2
cobalt
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I like what open horizons has done to make the campaign more realistic, but im talking about completely wiping out the mission system of kill x tons..etc and re introduce the patrol system from sh3. I'd imagine that has been a problem for you guys to do.
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Old 07-27-11, 04:36 PM   #3
THE_MASK
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I have always had an option before leaving port weather i want to go on patrol without choosing a mission or not .
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Old 07-27-11, 05:04 PM   #4
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Doesnt it not progress the campaign along if you dont complete the missions though?
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Old 07-27-11, 05:12 PM   #5
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Doesnt it not progress the campaign along if you dont complete the missions though?
I dunno , i am only up to oct 25th 1939 .
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Old 07-28-11, 02:09 AM   #6
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Im kinda tired to explain over and over again how the campaign works in SH5. Is not anymore the lonely wolf style we had so far in the previous versions. So is not that you get a grid for patrol and then pray for a ship to pass the grid.

The new system is based mostly on a strategical warfare. Bdu will point out some important areas where you will have to make trouble and help the general strategy over the battle of Atlantic. In stock campaign you were also required to hunt warships, which was just plain stupid. To send a single sub to hunt down several carriers, BB's and so on is just crazy. Not to mention that you have no idea where those ships can be.

So this part was fixed in the campaign mod. No more mandatory warship hunt.. but if you encounter one, try your luck. Also, if you dont care much about the war, skip the campaign missions. Go out and set up your own hunt areas, the campaign will still continue. The difference is that Bdu will put you on the noobs list and will not send you in Operation Drumbeat.

Problems with the campaign mod... the imported ships and units. So far the campaign mod is in public beta test and people reports a LOT of trouble and crash caused by these new units. Mines, ships, dolphins.. all these units are trouble makers so far. Is why in the final release of the mod we will remove all these extra units and make them available only as optional mods.

Sadly, this game is really hard to mod. Out of box is already a unstable game.. mod it and will become a nightmare. Never in my life saw such a unstable game and also such a big resource sucker. And the main problem in fixing/moding the game is the lack of tools and know hows. Less or no help from devs, absolutely none from lame ubi.. maybe the worst game company in the video game history.
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Old 07-28-11, 07:16 AM   #7
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I guess am surprised to hear this game is so hard to mod. I thought when the game was released the devs played up the fact this game was supposed to be really easy to mod. And didn't they even mention that in the interview they did with Neal? Dunno, can't remember.

But wasn't that one of its selling points when it came out or am I remembering that wrong?
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