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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#196 | |
Samurai Navy
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Thanks! ![]()
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#197 |
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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It's in.
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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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#198 | |
Engineer
![]() Join Date: Apr 2005
Location: Southwestern Ohio
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#199 |
Über Mom
![]() Join Date: May 2005
Location: Jerusalem, Israel
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Jason, could you please update the thread's opening post and inform people that the recent WinRAR versions handle 7Z files seamlessly.
WinRAR can be downloaded from http://www.rarlabs.com/. |
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#200 | |
Samurai Navy
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#201 | ||
Über Mom
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Location: Jerusalem, Israel
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#202 | |
Samurai Navy
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To each his own, though. I updated the OP accordingly. ![]()
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#203 |
Samurai Navy
![]() Join Date: Mar 2002
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Bump for latest version of UnRealUboat, which includes additional fixes for the MapUpdates reversion. (Still missing icons for aircraft, but that only effects you if you're running with God's Eye on.)
Everything else is the same as for UnRealUBoat 1.42. ![]()
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#204 |
Engineer
![]() Join Date: Apr 2005
Location: Southwestern Ohio
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I think that from your UnReal mod, I would like to insert the original Campaign_SCR file, so as to avoid friendly ships in port when navigating out of port. But will replacing that file change any other aspect of the RuB 1.43 game? Anything else in RuB 1.43's Campaign_SCR different from the original -- other than these friendly harbor units? thanks in advance.
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#205 | |
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
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I don't know if any of the harbor traffic stuff is in Ops yet. I found some of the mine fields to be somewhat in my way, though, so I'll probably continue to trash it, even at the expense of the Ops SCR stuff. Personal preference I guess. ![]()
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#206 | |
Silent Hunter
![]() Join Date: Mar 2005
Location: Germany
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#207 |
Watch
![]() Join Date: Apr 2005
Location: Indianapolis, IN USA
Posts: 20
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Jason,
Can the unrealboat be used with the 8k visibility workaround and/or Rubuni’s mods? Just like you, I have my own version of the "right" setup. I would start with the 1.4b stock version. Add Beerys mod. Use your mod to "subtract" from beerys mod. Add the 20k visibility mod. Add Rubini's harbor traffic mod. Add CCIP's camera and 30 second gun mods. Add back the orange marker. Are you aware of any inherent conflicts in doing this? |
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#208 |
Commander
![]() Join Date: Apr 2005
Posts: 459
Downloads: 41
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forgive me for what may be a dumb question, but is your RND file the same one used in the Ops mod? ie by installing the new version of improved convoys, will we lose anything the ops mod has given us?
Plus, thanks very much to you and the other mods for your efforts -- we all know it's a lot of work -- it's appreciated ![]() |
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#209 |
Navy Seal
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At the present moment, the current Improved Convoys IS the Ops RND file
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#210 | |
Samurai Navy
![]() Join Date: Mar 2002
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Since I only modify the RND layer itself and add modify some existing nations rosters (and add functional C Class DD), you should be able to install newer versions of IC over RuB1.43 without any problems. ![]()
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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