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Old 06-21-07, 01:59 PM   #31
leovampire
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Default Hey Redwine have a question

Is it possable to break down the Zone file into several groups like the planes so you can create differn't effects for differen't types of ships?

For example there are the BB class the CV class CA's and CL's then DD's right plus there is the TK's for tankers and CG for the cargo ships then have a common one for the rest.

I am experimenting with that idea! Would you like to see what I mean in a Zone file I made for an example?
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Old 06-22-07, 09:03 AM   #32
Redwine
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Quote:
Originally Posted by leovampire
Is it possable to break down the Zone file into several groups like the planes so you can create differn't effects for differen't types of ships?

For example there are the BB class the CV class CA's and CL's then DD's right plus there is the TK's for tankers and CG for the cargo ships then have a common one for the rest.

I am experimenting with that idea! Would you like to see what I mean in a Zone file I made for an example?
Not sure... may be hard coded... :hmm::hmm::hmm:
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Old 06-22-07, 01:15 PM   #33
leovampire
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Default Okay question

In the zone's files you worked on for the ships does it list the zones in there or just the armor stuff? unfortunatly I can't read them. I tryed in a Hex editor but since my stroke when I look at that stuff I get a headach in a half and zone out. If it is something in normal writing I can handle it and figure it out.
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Old 06-22-07, 02:39 PM   #34
Redwine
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Quote:
Originally Posted by leovampire
In the zone's files you worked on for the ships does it list the zones in there or just the armor stuff? unfortunatly I can't read them. I tryed in a Hex editor but since my stroke when I look at that stuff I get a headach in a half and zone out. If it is something in normal writing I can handle it and figure it out.
Armor is into the hexe files... you can change from there.

It is just at the end of the file, and near the hitpoints.

You only need to replace the present numbers for those corresponding for the new value.
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Old 06-22-07, 04:05 PM   #35
Redwine
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Hi Leo....

You need to have an Hexe Editor at first...

Then you can open the .zon file you want to tweak.

Look for the ArmorLevel words....

Let one point after the "L" of level, and read the number...

like here....



The number is :

00 00 aa 42

Then you must to open a Hexe to decimal conversor... and put the number in inverse order maintaining the pairs.

42 aa 00 00

like this...



As you can see, the conversor give you the value for 42 aa 00 00 is corresponding to 85, it is the ArmorLevel for the Fuso BB.

Now imagine you want to rise up it to 90 instead 85.

Then you must to open a Decimal to Hexe Conversor and enter the value you want... in this case 90.

And convert it to hexe...

Like this...



As you can see... the hexe value corresponding for 90 is :

42 b4 00 00

Now...

You must to enter the new number into the Fuso .zon file... but another time into inverse order, but by pairs...

It means, 42 b4 00 00 must be entered as :

00 00 b4 42

You go to the Hexeditor and simply change the numbers...

like this...



Then... save the file.... and thats all.

You rised up the Fuso Armor Level from 85 up to 90....
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Old 06-22-07, 04:14 PM   #36
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@ Leo :

Received your new files and it sound amazing...

I will try to test them as soon as posible.

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Old 06-22-07, 04:16 PM   #37
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Quote:
Originally Posted by leovampire
since my stroke when I look at that stuff I get a headach in a half and zone out. If it is something in normal writing I can handle it and figure it out.
Respect for you sir, hats off
I your sig I see you learned to live with disabilities and humour.

Respect...
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Old 06-23-07, 01:54 PM   #38
leovampire
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Default Redwine

the way I am doing it you can set the armor and the hit points from the zone's file and ya I know I need to do a lot of tweeking there yet as yes the destroyers and a few other war ships are harder to sink. I also think in conjunction with your zon files on the ships in your mod it made them stronger as well. I am going to test it with the original zon files and see what happens.

And yep Bando I always have a sence of humor because how else can I live with the health problems LOL! But this is the first time I have tryed to moding in a game it isn't easy but it's fun making me think more than I usualy do.
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Old 06-23-07, 03:57 PM   #39
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Go for it man, so far, so good
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Old 06-23-07, 11:13 PM   #40
leovampire
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Default Okay I have a Hex editor that converts

The Hex files to tex then back to the original form again to make it easier to make changes but in the zon files for the ships and planes it says it gets the info from the ZONE's file in the Data folder section of the game and that all hit points and armor is handled there. So what was happening is when you changed the Armor settings in the zon files of the ships it was quadroopling the armor from the ZONE's file. Almost every aspect of the Ships sinking time, flod time, armor, hit points and more is handled in the ZONE's file from what I read. I hope that helps you out Redwine.

Just to prove it to myself I gave a lifeboat a virtual engine room and fuel bunker in it's cfg file from a Destroyer set up I sent to you and then hit it with my deck gun and it exploaded and the fuel ignited like it was set up in the ZONE's file.
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Old 06-24-07, 06:54 AM   #41
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Does this mod make the Destroyers more aggressive?

I have a single mission where I enter an enemy harbor in very shallow water. The enemy destroyers are on me like white on rice, every time. They are all over me. I changed the mission to set the destroyer's skill level too poor, and they are still all over me.

So, I removed the mod, and now with the skill level set at poor, they don't approach me very close. I set them back to Competent skill level and now they only come close and 'sometimes' find me. It's much better without the mod.
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Old 06-24-07, 08:37 AM   #42
Redwine
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Quote:
Originally Posted by leovampire
The Hex files to tex then back to the original form again to make it easier to make changes but in the zon files for the ships and planes it says it gets the info from the ZONE's file in the Data folder section of the game and that all hit points and armor is handled there. So what was happening is when you changed the Armor settings in the zon files of the ships it was quadroopling the armor from the ZONE's file. Almost every aspect of the Ships sinking time, flod time, armor, hit points and more is handled in the ZONE's file from what I read. I hope that helps you out Redwine.

Just to prove it to myself I gave a lifeboat a virtual engine room and fuel bunker in it's cfg file from a Destroyer set up I sent to you and then hit it with my deck gun and it exploaded and the fuel ignited like it was set up in the ZONE's file.
I am not sure Leo... but you can be right, but i note some entries into zones files make non sense.

Dev. team was sadic with us into this game, you never can be sure where the game take data from, the files are full of SH III waste.

Any way, if you are right, changing any one or both the parameter must change, the impostant is the balance reached.

The important is the behaviour reached.

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Old 06-24-07, 08:42 AM   #43
Redwine
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Quote:
Originally Posted by Snacko
Does this mod make the Destroyers more aggressive?

I have a single mission where I enter an enemy harbor in very shallow water. The enemy destroyers are on me like white on rice, every time. They are all over me. I changed the mission to set the destroyer's skill level too poor, and they are still all over me.

So, I removed the mod, and now with the skill level set at poor, they don't approach me very close. I set them back to Competent skill level and now they only come close and 'sometimes' find me. It's much better without the mod.
No Snacko... the mod do not touch the DDs skill or detection capabilities.

No file related to that is touched.

And almost into my installation, 95% of the DDs are so dummy...

Into How many misssions you have this issue ?

Did you checked into campaign or single mission ?

Happen it into campaign ?

Single mission is a saved mission, be sure you do not use a saved mission to test, and into campaign too, do not use an auto saved mission.

Be sure to run almost a mission and back to port after install the mod, and then test the mod.

Or start up a new fresh campaign to test.

Waitiong for your feed back...
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Old 06-24-07, 10:03 AM   #44
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I am working on 1 single mission. And I have only tested it in that mission. It is not a saved game. I always start it new from the Single Missions screen.

After I removed the mod, the destroyers seemed to go back to normal. I'll put the mod back in after I get the mission finished, and tested so I know how it works normally. Then I can test it with this mod. It will be a few days...

Thanks for the quick response!
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Old 06-24-07, 01:23 PM   #45
leovampire
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Default snacko there is another way to adjust

The destroyers but it affects all of them even in convoys. You can use Ndrifter's Mini tweeker file on AI Sensors. Just make a copy of it first and adjust the copy then make it a mod that JSGME can install so you don't mess up the original game files. You can adjust all the differn't sensors. Go to the ship files and look at the SNS files with a word pad program and see what sensors those ships have then adjust them with the Mini tweeker. But remember it affects all ships that have them.

AI Sensors is located in Data/Library

You can also adjust the SIM file in Data/CFG for AI Detection

But without doing all of that if you just go to a stop when something gets close and sit quiet then start slow again after their back is to you you can sneak in it is just time consuming like it should be. A game or sim that is too easy is no fun at all.
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