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Old 04-22-20, 01:51 PM   #16
Aquelarrefox
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i saw a carrier in norway campaing in wac, so exaited i get very noise and even i set torpedoes i fail (a horrible storm), then destroyer serch me and was not a good end.
ccom have hd capital ships?

Hey installed ccom12 and i see why the ship roster is interesting, but I have a crash in first patrol serving in a convoy zone.... Also anenerve gui version seem have some issues but I don't believe they should make a crash
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Having a HARD TIME with CONSOLIDATE GRANMA MOD...

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Old 04-23-20, 10:16 AM   #17
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i look in campaing file and i found something even more interesting nygm have all ships generics while ccom have all defined.
i like much generic but its strange becouse at least gulf convoys should have 1/2 tankers forced, also this means you could not have benefits from mfm in ccom even a partial extension.
script files from nygm are so empty compared to any other mod.
CCom hae much content and wac scrpt is a explotion!
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Old 04-23-20, 10:42 AM   #18
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Quote:
Originally Posted by Aquelarrefox View Post
i look in campaing file and i found something even more interesting nygm have all ships generics while ccom have all defined.
i like much generic but its strange becouse at least gulf convoys should have 1/2 tankers forced, also this means you could not have benefits from mfm in ccom even a partial extension.
script files from nygm are so empty compared to any other mod.
CCom hae much content and wac scrpt is a explotion!



Look in NYGM's .rnd file. It is not generic. That's the one that generates vast majority of convoys, if not all. Also, you can have the MFM used with any non-generic file, you just have to make the file generic (easiest) or edit the non-generic file groups with the MFM ships desired (much more work).
To make a non-generic file generic, this is done by getting rid of the "Class" section of group in the file.
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Old 04-23-20, 11:43 AM   #19
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Do not use MFM with Ccom12!
In fact, do not use any other mods than the ones provided by download.
Except for ARB and its fix if you don’t like the Ahnenerbe one.
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Old 04-25-20, 05:32 AM   #20
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Do not use MFM with Ccom12!
In fact, do not use any other mods than the ones provided by download.
Except for ARB and its fix if you don’t like the Ahnenerbe one.
What happens if one tries to use MFM with Ccom ? Strange it wouldn't work.
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Old 04-25-20, 08:00 AM   #21
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What happens if one tries to use MFM with Ccom ? Strange it wouldn't work.
First, MFM ships are they present in Ccom12? I don’t know...
Second all Ccom12 ships have already been re-worked for best rendering. I think MFM is completely unnecessary...
Around 340 sea units in sea folder!
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Old 04-25-20, 10:14 AM   #22
Aquelarrefox
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Quote:
Originally Posted by Fifi View Post
First, MFM ships are they present in Ccom12? I don’t know...
Second all Ccom12 ships have already been re-worked for best rendering. I think MFM is completely unnecessary...
Around 340 sea units in sea folder!
wrong, but the files in random are set with few generics so ccom with ships mod will not have much new content.
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Old 04-25-20, 10:45 AM   #23
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Quote:
Originally Posted by Aquelarrefox View Post
wrong, but the files in random are set with few generics so ccom with ships mod will not have much new content.
Wrong, what is wrong?
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Old 04-25-20, 11:02 AM   #24
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Quote:
Originally Posted by Aquelarrefox View Post
wrong, but the files in random are set with few generics so ccom with ships mod will not have much new content.
One can always make a .rnd file generic to accept other ships if desired. Five second job.
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Old 04-30-20, 02:12 PM   #25
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Does gwx3 have neutral ships in random convoys? i dont remember, nygm not for sure, its mentioned in documentation.
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