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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 |
Navy Seal
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![]() ![]() I think you're over-reacting, he's not insulting you. The "sigh" is probably a sign that you can't please everyone with your text format, of all things, ironically ![]() I actually had as much trouble as you reading them, so I didn't really look into them in detail, aside from the stuff Jason posted on the forums. |
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#137 | ||||
Samurai Navy
![]() Join Date: Mar 2002
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Game balancing in a delicate act. Even moreso when you don't have access to the original development team. The designations have little to do with reality, but rather how effectively the game can use any given units equipment and resources to attack you. While I agree in the actual war it's unlikely there were many veteran crews at the start of the war, if any, the word has a different meaning when used in SH3 convoy escort. For example, if we found all escorts in '39 to engage each other and not the player unless at least ranked elite, I'd rank them all elite and shrug off the skill designation as being unreasonable for the era. If there are any veterans in convoys that start in '39, it's because they run through the end of 1940 or 1941 and I didn't want half the war to be a cakewalk for these convoys. I am working within the existing convoy definitions the game shipped with, since redefining them all by hand would take forever. Quote:
I can only pick the number, spawn probability, class, and skill level. Because it's tedious to do that much work by hand, I further simplified the available options at the expensive of flexibility. For escort skill, I merely specify the percentage I wish to be of each level of skill. Those percentages are then multiplied against the total number of escorts and the resultant distributed randomly. So, at present, I can change the distribution such that only one ship will be veteran, but I cannot pick which class that will be or make it the leader. (The former is possible with some rewriting of my code, the latter is not possible due to SH3 limitations.) Quote:
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I'll have to look at all the definitions and their start and end dates and rework them accordingly.
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#138 | |
Samurai Navy
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I can view the text fine under Windows, but only with Wordpad. It hadn't occurred to me that others would have encountered few enough, if any, documents that only viewed properly in Wordpad to instinctively use Wordpad or Word to view the document instead of Notepad. That's entirely my own fault. In the future I can run the text through a UNIX <-> DOS end of line conversion so the documents will look normal in editors under Windows that aren't UNIX competent. But, seriously, if you open it using Wordpad, presently, it will render completely readable. ![]() I guess that means no one's read the README either... ![]() Good thing I've been posting the README, for each release, in the OP of this thread. ![]()
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#139 |
Samurai Navy
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Okay, I give.
In the interests of speedy development I was picking escort competence based on a percentage multiplier. It's easier, since I don't need to make sure my number of escorts matches the quantity of each type of competence I want. For example, presently I can define 4 escorts and I don't need to ensure that I have competent set to, say, 4. It's less error prone to say 100%, which is similar to just expressing "however many, make them all skilled as competent". Obviously that's somewhat imprecise though. When you're dealing with so few escorts, it's hard to get the percentage just right if you're trying to balance. So I have a speedy mess. With convoy proportions it made more sense to do things that way, since you have like 10-50 ships, so saying 20% are medium makes sense. With 4 escorts saying 50% are veteran is messier, since rounding errors will influence it more greatly. I'll change it so I can express crew ratings as a simple integer instead and just make sure the numbers always add up. Then I can specify 1 elite, for example, instead of 12% elite, without hoping 12% doesn't round up to 2 escorts when I wanted only 1. In otherwords, I'll make it a value I can explicitly specify instead of implicitly through a proportion. Maybe I'll set it up so I can specify crew rating for each class of ship.
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#140 |
Samurai Navy
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Sorry if I gave anyone an attitude.
This whole Seawolves thing seems to have at least some of us annoyed a bit. ![]()
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#141 |
Navy Seal
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Heh, don't worry, I know how you feel... but I'm actually a bit excited about the Seawolves thing now
![]() I think you're giving yourself a bit too much headache over the escort skill settings, since these are really very abstract values that you can't find any real historical data on - just rough approximations. Unless someone does a huge study on SHIII escort effectiveness and compares them to the real historical stats, we'll never know exactly how the skills should be distributed. The bottom line is that you're pretty much on the right track with the elites, and the rest is not as huge as you might thing. Two competent-newbie escorts are more dangerous than a single veteran, anyway - so the numbers theoretically matter more. |
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#142 | |
Samurai Navy
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I'm about 33% (heh) done. Perhaps in an hour I'll have all the convoys redone in my configuration file using the new configuration syntax. Next time I'm picking a Perl configuration language that's less verbose or more flexible! ![]()
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#143 |
Samurai Navy
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Okay, done. Now it's time to test it out.
I also nerfed all the elite HKs. Any elites are now veterans, with others left at whatever their original values where. (I think most HKs were nearly all elite and veteran anyway.) I fixed the reporting engine to discard trawlers when generating skill statistics, since it skews it and the crew rating of a trawler is mostly irrelevant anyway. I'll start converting the inventory and README into DOS format before publishing, so it's effortlessly readable on a Windows system. ![]() If it plays okay I'll kick out a new release tonight.
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#144 | |
Admiral
![]() Join Date: Nov 2004
Location: Silver Spring, MD, USA (but still a Yorkshireman at heart - tha can allus tell a Yorkshireman...)
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"More mysterious. Yeah. I'll just try to think, 'Where the hell's the whiskey?'" - Bob Harris, Lost in Translation. "Anyrooad up, ah'll si thi" - Missen. |
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#145 |
Silent Hunter
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Location: At periscope depth in Lake Geneva
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I love this thread, very educational.
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#146 |
Admiral
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Location: Michigan, USA
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It is very easy to get around the formatting issues in Notepad. Simply open up the documents in WordPad, click the little save icon, and open in Notepad. You now have a properly formatted version for Windows to use in Notepad. It's like magic! :rotfl:
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#147 | |
A-ganger
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#148 | |
Samurai Navy
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In either case, nothing blew up, so it seemed release ready. The latest link is in the OP, along with what should be a Windows readable inventory and README. ![]()
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#149 |
Commander
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FYI, working with the latest release. Sept.-Oct. '40. 30 days at sea no convoy reports yet. I thought you had upped the probability for the later half of '40?
On my current patrol, I just picked up a big convoy, I think it's OB. I'm closing in, but no reports yet. |
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#150 | |
Samurai Navy
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I think it's at ~ 2% in 1940, which would be something like 10 report and 20 spawn. At that rate they'll be pretty rare. Later it's at 0.8% and you'll essentially never find them. Nice sig. ![]()
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