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Old 07-15-10, 09:44 AM   #151
PL_Andrev
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Quote:
Originally Posted by Piggy View Post
I ask because last night, (my first full night of actually enjoying SH5) I came across a convoy in the western approaches. This being my first real experince with a large convoy I was suprised to see about 8 or 9 destroyers protecting it. I was never able to get a shot off because their coverage was so good, even running at silent and 1knot.
Maybe I'm wrong, but the German uboats attacked convoys on the surface at night. When allies had radars on escorts (black may), attacks on convoys have become impossible.
Try to attack the night on surface.
This is no SH3, this is SH5...


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Old 07-15-10, 10:00 AM   #152
sergei
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Quote:
Originally Posted by Antar View Post
This is no SH3, this is SH5...
Hmmm.
Not sure what that is supposed to mean.
In SH3 all my attacks at night are on the surface.
(Until radar turns up!)

Last edited by sergei; 07-15-10 at 10:22 AM.
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Old 07-15-10, 11:30 AM   #153
Zedi
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Good luck with that on 100% realism ...
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Old 07-15-10, 11:55 AM   #154
sergei
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Yep, you're right magnum.
Playing at 100% realism it is a challenge and luck does play a major part in each attack.
Still, I've only been lit up a couple of times before the eels go boom.
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Old 07-15-10, 08:10 PM   #155
mobucks
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ugh i gotta re-buy this game... this all sounds awesome, and ive only read the last 4 posts.
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Old 07-15-10, 11:09 PM   #156
THE_MASK
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Maybe things would be diffrent at scapa flow if the game actually had mines and boom nets and barriers and block ships and better scripted shipping and barage balloons and gun defences .
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Old 07-15-10, 11:31 PM   #157
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Quote:
Originally Posted by sober View Post
Maybe things would be diffrent at scapa flow if the game actually had mines and boom nets and barriers and block ships and better scripted shipping and barage balloons and gun defences .
Yeah, coastal batteries, mines, and nets are my biggest complaints left about SH5.
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Old 07-16-10, 02:11 AM   #158
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v0.0.8 released. See post #1 for details

unknown contacts (surfaced and submerged) are now handled and Hunter-Killer groups are implemented. You have been warned..... I have yet to implement tactics for unknown air contacts.
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Old 07-16-10, 03:36 AM   #159
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
v0.0.8 released. See post #1 for details

unknown contacts (surfaced and submerged) are now handled and Hunter-Killer groups are implemented. You have been warned..... I have yet to implement tactics for unknown air contacts.
Great news!
Thank you, TDW!
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Old 07-16-10, 03:52 AM   #160
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Excellent!

Time to hunt and hide.
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Old 07-16-10, 05:59 AM   #161
SteelViking
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Complete AI re-script!? TDW, when do you even breath?(I already know you don't sleep or take breaks to eat)
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Old 07-16-10, 06:40 AM   #162
THE_MASK
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Quote:
Originally Posted by SteelViking View Post
Complete AI re-script!? TDW, when do you even breath?(I already know you don't sleep or take breaks to eat)
TDW doesnt need sleep . Sleep waits for TDW .
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Old 07-16-10, 07:20 AM   #163
panzerschutze12ss
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Chuck Norris gets TDW's coffee!!!
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Old 07-16-10, 07:40 AM   #164
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Amazing, SH5 is alive
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Old 07-16-10, 08:25 AM   #165
TheDarkWraith
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Is the AI 'too smart' at finding/locating unknown contacts? I'm really curious to know as there are other ways I can make them search.
How's the HK groups? They should pose a good challenge. With all the randomness now in the mod it should make you really start guessing/wondering what an enemy ship will do.
There's a little more work to be done on the ships AI and then I need to rewrite the sub AI. They aren't the brightest at finding/locating/firing currently. Whether it's an enemy AI sub or friendly AI sub I want to be scared when I see one at distance - especially when it submerges.
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