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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Torpedoman
![]() Join Date: Oct 2005
Location: Buenos Aires
Posts: 112
Downloads: 10
Uploads: 2
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![]() Quote:
It could also mean that in mods which affect the campaign length (such as mine), things could get weird in the long run, if the Soviets actually start running out of ships and subs.
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![]() = Longer Campaigns: Marathon Edition = 500-yard MAD range |
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#2 |
Seasoned Skipper
![]() Join Date: Jul 2007
Location: The Icy North
Posts: 693
Downloads: 189
Uploads: 0
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It was supposed to be like that, but this feature never made it into the campaign. I think we'll add back in a few missing features like that. After all, we had the vessel permadeath in Atlantic Fleet.
The Soviets didn't have persistent hull numbers like the USN has, so their ships tended to change numbers fairly frequently depending on which fleet or division they were assigned to at the time. So in game they draw from a pool of hull numbers for that particular class. |
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#3 |
Nub
![]() Join Date: Jun 2017
Location: Elizabethtown, KY
Posts: 2
Downloads: 6
Uploads: 0
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Thank you, Julhelm. It will certainly be nice to see some "missing features" implemented down the road. Cold Waters is fantastic, and seems to have even more potential than your previous projects.
I look forward to seeing what is in store for Cold Waters. |
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Tags |
hull numbers, settings |
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