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Old 07-30-07, 08:28 AM   #256
Rockin Robbins
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Default Early detection

My goal in transit is never to be seen. No fighting airplanes. No looking at airplanes except on radar. No attacking lone destroyers (unless I'm really busy trying to shorten my life like last time! ).

My goal on approach is to be detected first by the explosions caused when a nice spread of torpedoes hits the largest merchant available. THEN it's showtime.

I'm a chicken when there's no upside. I'll risk my life for a big payoff only. I made a deal with my crew that we don't commence any attack where we don't have a 50% chance of survival. (Don't tell them, but I have to estimate 75% before I commit to an attack. Dead sailors can't win wars. You're sworn to secrecy.)
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Old 07-30-07, 10:56 AM   #257
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Has anyone confirmed whether this mod conflicts with Oakgroove's instrumentation mod? I see in the readme for TM some references to Oakgroove but I'm not sure if this is something done earlier or taken from his latest offering.

Thanks
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Old 07-30-07, 11:38 AM   #258
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Quote:
Originally Posted by scrapser
Has anyone confirmed whether this mod conflicts with Oakgroove's instrumentation mod? I see in the readme for TM some references to Oakgroove but I'm not sure if this is something done earlier or taken from his latest offering.

Thanks
It includes it. Although i altered it a little. I resized it from 2048 X 2048 to 1024 X 1024. Looks just as good, but requires less overhead from your system.
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Old 07-30-07, 11:57 AM   #259
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Just added traffic to Attu and Kiska, as well as routes along the Kurils.

I'll try and get 0.73 out the door this evening will all the new stuff.

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Old 07-30-07, 12:19 PM   #260
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Quote:
Originally Posted by tater
Just added traffic to Attu and Kiska, as well as routes along the Kurils.

I'll try and get 0.73 out the door this evening will all the new stuff.

tater
Thank you for this
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Old 07-30-07, 01:54 PM   #261
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Im still scripting sea trials. Its kinda complex. Way things are working, i think ill have a total of 3 missions, and then send your ass packing to pearl.
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Old 07-30-07, 07:05 PM   #262
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I have a small amount of traffic between Paramushiro and Attu/Kiska in the current version. I have no scripted stuff added for the invasion, that'll take a little research, then I can add it to the Battle of Midway layer.

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Old 07-30-07, 09:57 PM   #263
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I believe you are confusing AI and detecting ability.

Making the DDs use better tactics, and cooperate together better would be improving the AI. Simply making it easer to detect you, dose not effect how they chase you around.


Quote:
Originally Posted by Ducimus
RE: ahead 1/3rd,

You know you can manually set your speed to 1 kt, or even 0 kts and still have a rotation on your screws to keep forward momentum. I get the impression not everyone realizes this.

RE: for those who want the harder AI.
You want current settings or just a *tad* toned down? If i town them down, all i'll be doing is changing the max elevation on the sonar to a shallower elevation.

RE: sink missions,
yes i know, ill be changing those to 2,000 tons instead of the default 10,000.
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Old 07-30-07, 10:26 PM   #264
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You are confusing what is possible to mod, and what is not.

AI behavior is a combination of hard coded stuff that is a black box to us, some cfg settings that are specifically behavior modifications (time to remain looking before they break off, etc---very few of these), and detections as it informs AI "decision making."

The AI behavior is very much driven by the arbitrary set up of the detection parameters. Sure, the down angle of a sonar might be a fact we could possibly research, or even the connection between surface area and detection probability, but the "sensitivity" setting? It's made up. Many of the setting are for tweaking the AI since thei behaviors are hard coded to react a certain way to certain stimuli. The detection rules define the stimuli. It's our only way to mod the AI behavior.

tater

Last edited by tater; 07-30-07 at 10:50 PM.
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Old 07-30-07, 10:46 PM   #265
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What tater said.

When talking about the AI, its easier to just refer to it as "the AI" instead of "hardcoded routines we can't alter". That said, Detection is acutally a big part of the AI. Now what the game decides after its detected the player is out of a modders control - but how accuratly the game prosocutes the player is.
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Old 07-31-07, 12:31 PM   #266
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What exactly gets changed in the flotillas and patrol objectives files, BTW?

I am messing with mine, and I wouldn't want to be propagating the stock problem to new missions.

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Old 07-31-07, 01:47 PM   #267
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Quote:
Originally Posted by tater
What exactly gets changed in the flotillas and patrol objectives files, BTW?

I am messing with mine, and I wouldn't want to be propagating the stock problem to new missions.

tater
If your referring to my WIP.

I enabled the dutch harbor flotilla, and gave it, two patrol missions. The variety where you have to be in the vacinity for 24 hours. The two areas are Attu, and Kiska, i made the allowable area you can poke around in, and still be considered in your patrol area fairly large. I made sure this flotilla has both S boat types available, and each currently only has two objectives, patrol attu, or patrol kiska. I didnt get over elaborate because i was pressing on to my "other" baby (no, not bungo pete).


I've then enabled Two additional flotillas. These are the new construction flotillas.
On starts in 15Feb42 and will disband around 5 or 6/42. This is gato new construction. The other starts in 15Jan43, and will disband around 4 or 5/43. This is the Balao new construction. In both cases, when the flotilla disbands, your transfered to pearl harbor. Its my intent to have you at sea, inroute to pearl as the flotilla disbands, rather then some auto transport and WHAM, there you are in pearl.

They have three purposes:

1.) to give the player the opportunity (and excuse) to get a gato or balao earlier then they normally could.

2.) To teach/instruct a few finer points that might resolve common complaints.

3.) To add some character/flavor to the game.


All normal flotilla are literally untouched aside from changes that were already published in Tmaru 1.4



As so far ive gotten two Sea trial missions scripted. I have one more to do, and im going to call it good. This one however, i think im going to create a new DE. Since DE's aren't being used aside from bungo pete (whos placed specifically in one spot), ive decided the best bet for mod compatiblity is to make him a DE since your using frigates and not DE's. This new unit, is going to be another version of a minesweeper, but hes being stripped down for a specific purpose, and will give no tonnage nor renown.


What im going to name him is a surpise, and what its intent is... well.... for the 3rd sea trial im going to set up a mission where this practice target zig zags back in forth varying his speed and AOB. Think of a shooting gallery where the duck tries to make himself hard to hit. The player at a stationary location then practices his targeting and tries to sink him.

After this portion is complete, the next portion is where ill be taking this same unit (who will be equiped with only one rear dropping DC rack), and use him to Depth charge the player, who must submerge, and make it pass the minesweeper. Its my hope to get this unit to drop a few depth charges on the player to "pop the DC cherry" so to speak.

After that sea trials are complete, and the player will be sent to pearl harbor.
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Old 07-31-07, 02:31 PM   #268
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Ehh.. nevermind that last bit about my target ship being a DE, yah hes still a DE, but i made him his own country. Has no chance to spawn in the normal campaign at all. heheheheh.
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Old 07-31-07, 02:35 PM   #269
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Sorry, I was thinking of the repeat mission mod.

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Old 07-31-07, 04:10 PM   #270
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*groan* Yeah i suppose ill have to update that as well. No biggie, just a couple of copy n pastes of new data blocks.
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