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Old 07-25-07, 12:46 AM   #151
Ducimus
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Weee, ok finally cleaned up the original post a little bit more.
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Old 07-25-07, 01:09 AM   #152
Archie
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First up, salute to you Ducimus, fantastic mod. My problem is when I am on the initial load screen it stops and an error code pops up in the background that says something like "gun 4 dds missing" and "tbt_1024 tga missing" I can alt tab out and click ok and it proceeds as normal, is this only me? I haven't altered anything in the stock game, just the mods thru JSGME. Also a couple of CTD's in v1.4 (ran 1.3 et al no problems at all) during an early S-Boat campaign outta Manila. Any thoughts much appreciated!
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Old 07-25-07, 01:19 AM   #153
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Quote:
Originally Posted by Archie
First up, salute to you Ducimus, fantastic mod. My problem is when I am on the initial load screen it stops and an error code pops up in the background that says something like "gun 4 dds missing" and "tbt_1024 tga missing" I can alt tab out and click ok and it proceeds as normal, is this only me? I haven't altered anything in the stock game, just the mods thru JSGME. Also a couple of CTD's in v1.4 (ran 1.3 et al no problems at all) during an early S-Boat campaign outta Manila. Any thoughts much appreciated!
Sounds like youve been running a mod that alters guns, and another that alters graphics, and had something funky going on when disabeling mods. This is acutally a mistake ive made once or twice, but i can't tell you how to reproduce said mistake. Suffice to say, you probably removed a mod before you disabeled it or somethign like that. If you tell JSGME to restore a file that isnt there, it will do just that... or something like that. You'll have to excuse me its late.

My suggestioned would be to recheck your mod directory, make sure you dont have those files residing in the /mod/backup directory somewhere. If not, try and find the mod that had those files in it, and just drop them in place in the main SH3 data files if those files are genuinly missing. Its either that, or reinstall SH4.
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Old 07-25-07, 01:44 AM   #154
CaptainKobuk
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The MOD set i'm using is not too bad. It took a lot of fiddling to perfect it so i'll wait and see the results of TM 1.4 before swapping MODS. Your enemy AI is always the main attraction and it's packed well with this version and looking great.

One of the MODS i've installed already has Jap detroyers using side-throwing racks for tossing cans. Scared the heck out of me as i was doing my usual tricks to throw off the DD's at high speed and nail them broadside as they swing around for another pass.

Overall i liked the sound of your ideas. It should be scarry as heck to duel with DD's.

I think elite DD crews is enough of a boost. With the side-throwers that's a plenty dangerous combo. I prefer Jap detection ability to offer some natural amount of imperfections. The ability to sneak around is what's fun about the game. I think even a SeaKing helicopter today has to make a slight guess as to where to drop a can on a target. It's all a balancing act to MOD this aspect of the game.

The best tack to take is always to simulate what really happened in WWII and at the various stages of technology in the war. By 1944 the Allies over in the Atlantic pretty well could clean up on any German U-boats if they got a good ping on them. I don't know what the Japs had by then. But they've always been good at building electronic gadgets.
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Old 07-25-07, 02:00 AM   #155
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CRAP! just realized that 1.4 is up! cheers man...and I wish it was Friday :p
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Old 07-25-07, 03:14 AM   #156
Delusory
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Have been waitting for this realese, now I can go and sink some ships
Thx Ducimus for this mod, I really like your work
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Old 07-25-07, 03:54 AM   #157
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Downloading, thanks Ducimus
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Old 07-25-07, 04:34 AM   #158
ryanwigginton
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Great work. Thanks Decimus.
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Old 07-25-07, 05:31 AM   #159
sneekyzeke
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OMG, Thank You!
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Old 07-25-07, 07:56 AM   #160
ReallyDedPoet
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Excellent, like the additional stuff you have added


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Old 07-25-07, 09:09 AM   #161
Horst Mikaelis
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Beautiful!!!!!!

One small point: would it be possible to add an "attack map" icon to the "attack periscope" set? Or is that set already at its max?

I am much impresssed, and appreciative.

Thanks!

Horst
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Old 07-25-07, 09:24 AM   #162
AirborneTD
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Horst, excellent point. I would love to be able to go to the attack map from the scope. Great MOD!!!
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Old 07-25-07, 10:09 AM   #163
sneekyzeke
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Hey, folks, you're probably all pretty busy working or playing this mod, but I have a quick question. Right before I updated to TM 1.4 I had surface and air radar from day one. How do I restore this to where I start a campaign with both radars, even from dec 8 1941? Thanx in advance, Zeke
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Old 07-25-07, 11:35 AM   #164
Axlwolf
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My preferred mod...updated
Mmmm... i need to know...has the "Too long battery recharge" bug of the S-class fixed in this update?I've read the readme,but i can't find any info
Thanks
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Old 07-25-07, 11:57 AM   #165
Ducimus
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Quote:
Originally Posted by AirborneTD
Horst, excellent point. I would love to be able to go to the attack map from the scope. Great MOD!!!

F3 and F6

Quote:
Originally Posted by Axlwolf
My preferred mod...updated
Mmmm... i need to know...has the "Too long battery recharge" bug of the S-class fixed in this update?I've read the readme,but i can't find any info
Thanks

I looked at it, but couldnt make any headway on it. Its on a back burner and not part of 1.4
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