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Old 07-30-15, 09:23 AM   #5641
gap
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Originally Posted by Trevally. View Post
I wish I had mad grouptypedef common with all campaign - it is not

...

Just had a quick look and I think there may be 3 or 4 grouptypedef files within ohii. This will now result in more work for any repair/update, unless that update is a simple text edit.
Thank you for your answers Trevally. Out of curiosity, what is the advantage of having one grouptypedef shared by all the campaigns, other than having to deal with just one file rather than with as many files as the campaigns we have in game? As I was speculating in my previous post, looking through the files I noticed there is no way to change convoys composition, armament, crew ratings, departure/destination ports, etc. by date, So, I thought, having different copies of grouptypedef for each campaign would make provision for those changes to happen from a campaign to the next one. Is there any other method to do the same by having just one grouptypedef? I have noticed that you have split some convoys in 2 or more grouptypes (e.g. convoy AS1_, AS2_, AS3_ etc.). Is that another method to ensure the needed convoy changes throughot the whole campaign?

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I feel this is a great idea and should be done even if the issue is fixed with grouptypedef. Simple case of firing of a message (red) for each event in the defside.
Yes, definitely. As I said I could prepare a draft of the needed campaign messages, but I would like a native english speaker with a basic knowledge of the military terminology to write the final messages. Or at least to make bring the final corrections and /our touch-ups to my texts.

For a quick fix I was thinking about:
- making Free Nations to

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Originally Posted by Trevally. View Post
Due to the grouptypedef not being common, I also think any fix should be done campaign by campaign within the 3 to 4 version of said file - or just campaign by campaign.

Here all we need is a list of campaign dates
a list of problem nations within each timeframe

This would allow a simple switch nation to British (largest roster) etc
I need to have a closer look into your files before I can say more than I already said, but as I noted before the easiest or most effective solution may vary nation by nation, depending on the sequence of its diplomatic switchings and its involvement in the war.

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Hi Gabriel
Hi again John

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It was so long ago I can't remember and no longer had SH5 installed.
I am due to upgrade mt broadband to superfast 40mbs in 2 weeks and will reinstall then
Can't wait for that

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From looking at the files I think the when 2 units have a 50% spawn chance - it is either both or none on the toss of a coin
Makes sense
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Old 07-30-15, 10:26 AM   #5642
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Thank you for your answers Trevally. Out of curiosity, what is the advantage of having one grouptypedef shared by all the campaigns, other than having to deal with just one file rather than with as many files as the campaigns we have in game? As I was speculating in my previous post, looking through the files I noticed there is no way to change convoys composition, armament, crew ratings, departure/destination ports, etc. by date, So, I thought, having different copies of grouptypedef for each campaign would make provision for those changes to happen from a campaign to the next one. Is there any other method to do the same by having just one grouptypedef? I have noticed that you have split some convoys in 2 or more grouptypes (e.g. convoy AS1_, AS2_, AS3_ etc.). Is that another method to ensure the needed convoy changes throughot the whole campaign?
The convoy system was set up as you have noticed. In the grouptypedef we have convoy:-

AS1_ (early war - no camo - few escorts - poor crew)
AS2_ a bit better
AS3_ a bit better
AS4_ mid war - some camo - more escorts - av crew)

and by the end you have:-
AS7_ late war - very strong escort - vet crew)

The next stage is to ensure that the correct convoy rating is used in the correct time scale within the campaign.
This is done by the use of the Gen_Node (port layer?)
This gen node has all the info for convoy types (as1 or as2 etc) and then a date restriction.

So it is a combination of those two controlling files that ensures that the convoy system matches the war effect as described above.

This gen node files are common to all campaigns and use the date control to ensure everything is correct. If you open it you will see convoys setups being called by name.

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Old 07-30-15, 10:41 AM   #5643
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Originally Posted by Trevally. View Post
The convoy system was set up as you have noticed. In the grouptypedef we have convoy:-

AS1_ (early war - no camo - few escorts - poor crew)
AS2_ a bit better
AS3_ a bit better
AS4_ mid war - some camo - more escorts - av crew)

and by the end you have:-
AS7_ late war - very strong escort - vet crew)
Amazing
Have you also had a look at how convoys composition changed over the years (average number of merchants, flag states, number and types of escorts, etc.)?
Moreover, I have noticed that there are settings for sensors and armaments (early, mid and late). Does it mean that dates set in eqp and sns files don't work, likewise dates for camo schemes set in ship's cfg files?

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Originally Posted by Trevally. View Post
The next stage is to ensure that the correct convoy rating is used in the correct time scale within the campaign.
This is done by the use of the Gen_Node (port layer?)
This gen node has all the info for convoy types (as1 or as2 etc) and then a date restriction.

So it is a combination of those two controlling files that ensures that the convoy system matches the war effect as described above.

This gen node files are common to all campaigns and use the date control to ensure everything is correct. If you open it you will see convoys setups being called by name.

I was sure those settings were found in each campaign's convoys.mis files...
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Old 07-30-15, 10:53 AM   #5644
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Quote:
Originally Posted by gap View Post
Amazing
Have you also had a look at how convoys composition changed over the years (average number of merchants, flag states, number and types of escorts, etc.)?
Moreover, I have noticed that there are settings for sensors and armaments (early, mid and late). Does it mean that dates set in eqp and sns files don't work, likewise dates for camo schemes set in ship's cfg files?
Here I am not sure - I think that perhaps both have an effect of what the end result is. This I feel also is why single missions can play out different from campaigns (less control over dates of when things were available)


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I was sure those settings were found in each campaign's convoys.mis files...
Yes - that is the one indeed
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Old 07-30-15, 02:29 PM   #5645
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Here I am not sure - I think that perhaps both have an effect of what the end result is. This I feel also is why single missions can play out different from campaigns (less control over dates of when things were available)
I was hoping another answer...
It would make much more sense to me if armaments and sensors had four possible flags. Something like:

-1 = set by date using eqp/sns file date settings
0 = force early
1 = force mid
2 = force late
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Old 07-30-15, 07:05 PM   #5646
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Am I missing something . Don't sink neutral ships , or is that not good enough ?
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Old 07-31-15, 03:34 AM   #5647
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Am I missing something . Don't sink neutral ships , or is that not good enough ?
Q: weren't Greek, Panamian, US, etc. ships common uboat targets while they were neutral?
Ar: yes, they were
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Old 08-03-15, 04:11 AM   #5648
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nice
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Old 08-03-15, 06:40 AM   #5649
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A Warm Welcome Back > t0msk
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Old 08-12-15, 06:19 PM   #5650
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Hi mates:

An easy question but a difficult - I think - answer:

I would to eliminate some traffic in ports and harbors. I see trawlers crashing and exploding without reason (except the game simulates drunk masters) in Kiel; X-Men "X" uboats in Lorient; Destroyers crashing and crashing with the coast; and the Bogue Class Escort carrier simulating the Graf Zeppelin...

Is there some way to delete ships from ports with Mission Editor without provocking a campaign caotic situation in OHII?

I´m using this mod as included in TWoS.

Many thanks and best regards!

Fitzcarraldo
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Old 08-12-15, 06:52 PM   #5651
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Hi fitz

Adding sobers OH2.5 Kiel Lite mod v4 SH5 to TWOS a recommendation from Vecko will reduce the port traffic and stopped me getting a ctd in Kiel.

The first thing you notice with this mod is the 2 patrol boats guarding the Memel exit are no longer there.

May help a little?

Peter
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Old 08-12-15, 07:12 PM   #5652
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Quote:
Originally Posted by THEBERBSTER View Post
Hi fitz

Adding sobers OH2.5 Kiel Lite mod v4 SH5 to TWOS a recommendation from Vecko will reduce the port traffic and stopped me getting a ctd in Kiel.

The first thing you notice with this mod is the 2 patrol boats guarding the Memel exit are no longer there.

May help a little?

Peter
Many thanks! I'll try it. My problem isn't PC power. Simply I can't command my boat with KM officer coldness seeing those Marvel's X Men U boats in Lorient. In my tests attacking friendly ships in Kiel (my masochist way to test CTDs) I see some of the torpedoed friendly freighters levitating as if Magneto were present in the port. And no CTDs! But the ships received the eels and started to levitate some 20 or 30 mts over the water

Best regards.

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Old 08-13-15, 09:28 AM   #5653
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Do anyone else spot an airplane every 5 minute? I dont realy get the chance to speed up when i'm traveling long distances cause of all the planes that pop up like crazy
(nvm, started a new game and now everything seems like it should be)

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Old 08-13-15, 09:37 AM   #5654
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matpol98! & TOmsk! a tad belatedly.
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Old 08-13-15, 09:55 AM   #5655
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Hi fitz

It is a known fact that sinking ships in harbours causes a game upset and is not recommended.

This was clearly shown in one of Shaefer's recent YouTube videos when he attacked shipping in Stornoway harbour with similar results that you mention.

Sinking neutrals ships in TWOS or in any real campaign situation will seriously hamper your U-boat upgrades and you will get negative points in the Campaign you are in.

Peter
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