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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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When new types are introduced, are the total torpedos always equal?
Say there are 40 in the list (I never counted), would there be 20/20 Mk10/Mk14 early war, then when Mk 23 is out 10/10/10? Curious. The system they have is seriously broken, seems like it's unfinished. The entire point of renown buying torps should be to mimic the profound shortages early war, right? |
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#2 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Toronto, Canada
Posts: 127
Downloads: 46
Uploads: 0
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That's what I'm thinking, Tater: either full stock or nothing at all. It may be just a matter of poking around the files, or it could be hardcoded.
To limit the number of available torpedoes that can be taken on, it may be an option to limit the number of slots in the actual submarine files, say instead of 24 slots, only twelve; something date-based with a randomizer. A last-ditch type of thing. |
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#3 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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It'd suck if it was hard-coded.
That's a possible work around, but perhaps not worth it. An alternative would be to hugely increase the cost of torpedos in renown based on date... Such that ALL cost enough that you can only afford to buy a limited number. Obviously this would only work in an RFB type situation where 50k+ patrols are not the norm. Of course the only players wanting such a mod are they types already playing RFB, lol. Can a specific mission result or trigger change the chances of getting a certain mission for your next patrol? tater |
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#4 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Toronto, Canada
Posts: 127
Downloads: 46
Uploads: 0
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I'm not too sure about triggers at the moment, but I know you can change your patrol objective manually by looking at the PatrolObjective file in UPCData\UPCCampaignData, and changing the "PlayerCurrentObjective=ID..." in your saved game.
I like your idea about the increased renown to simulate the shortages. I think that would be the most effective way to go about this, and it should just be a matter of creating more IntervalOptions in the Ammunition.upc ![]() |
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#5 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I just did that (made a mod changing renown cost). It works as expected.
The number of torpedos available is the next issue. It puts an equal number of each type. I made the cutie available in 1941, and sure enough, there was the cutie in the list. It alternated mk14, mk10, cutie, mk14, mk10, cutie, and so forth. Hard to count the total since it moves 4 down with each turn, no page down. I wonder where you would add a new torpedo type instead of altering an existing one... One thought for early war, which would look crappy but work: Add in a late war torpedo for that date, but at HUGE cost. Impossible cost. 10,000 renown, 20,000 renown, whatever. Adding one would make the list 1/3 mk14, 1/3 mk10, and 1/3 impossible to buy. That would force you to take some old mk 10s. I also noticed something by accident. I set up the interval options, and typoed a date. I used "6" for june instead of "06" on the mk14. NO mk14s were available. Wonder if you could use that. On the S-boats, you don't see the mk14s, right? Wonder if the array at port is linked to the boat type... |
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