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Old 05-02-11, 02:54 PM   #46
Zedi
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Speaking about weird escorts, see HX 79 ... they had a sub as escort

There are several HK groups patrolling, but to actually meet them is something based on luck. Is also very possible that none will notice these new convoys I added as the ocean is huge and they use very random routes. But if you will track the reports on map, that may help to track them down.

Anyway, this is hard. Worked almost all day and I managed to add only half from the list. I think this mod will take another month of hard work to get somewhere.
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Old 05-03-11, 12:16 AM   #47
jwilliams
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Quote:
Originally Posted by Zedi View Post
/snip/
Anyway, this is hard. Worked almost all day and I managed to add only half from the list. I think this mod will take another month of hard work to get somewhere.
Take as long as you need. There's no rush.
I would rather wait and have a very good modded campaign, than a rushed and unfinished one.
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Old 05-03-11, 04:57 AM   #48
randybandit
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I must say a huge thankyou to zedi and all the other modders that make SH5 a far better game to play than when it was released .
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Old 05-03-11, 05:32 AM   #49
SilentSnake
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Were these already hidden within the game files. Well you did a great job anyway, thanks.
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Old 05-03-11, 06:51 AM   #50
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I had a close look at the Mare Nostrum campaign and I must say .. its a brilliant campaign and very well done, but for a warship sim. There is almost no merchant traffic in the western and middle Mediterranean, no wonder that all we get is only capitals ships all over. And no wonder that the only 1 time I played this campaign, I had encountered absolutely not a single merchant on route to Malta, but warships. Its just crazy.

Im also pretty upset about the lack on information about the Mediterranean convoys. There is almost no description about them, like how many ships, escorts etc. Only their movement and date of departure. Mediterranean Sea was actually huge battlefield, but for the surface fleet.

So what I will do is to add some random merchant traffic and increase their spawn rate, mostly on the Gibraltar-Malta route and some on the Gibraltar - Alexandria route. I will change the hunt for capital ship objectives into patrol objectives and also add maybe some new ones. This should make this campaign a bit more fun to play as you will have plenty of opportunities to sink capital ships while waiting and hunting merchants nor raiding ports. There are also a lot of active enemy subs ...
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Old 05-06-11, 09:34 AM   #51
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Quote:
Originally Posted by Zedi View Post
Im also pretty upset about the lack on information about the Mediterranean convoys. There is almost no description about them, like how many ships, escorts etc. Only their movement and date of departure. Mediterranean Sea was actually huge battlefield, but for the surface fleet.
Mediterranean convoys were few and far between, Mare Nostrum didn´t allow the same freedom of movement as North Atlantic.

Zedi, if you want I can do a table with the information available in the usual sources .
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Old 05-06-11, 10:28 AM   #52
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I finished Mare Nostrum and replaced the hunt for capital ships missions with tonnage hunt and also added a new mission + increased the merchant traffic. But the rest is there, so there will be plenty of ocassions to meet heavy taskforces. If you think there is something more to add, Im listening.
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Old 05-06-11, 01:48 PM   #53
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Quote:
Originally Posted by Zedi View Post
I finished Mare Nostrum and replaced the hunt for capital ships missions with tonnage hunt and also added a new mission + increased the merchant traffic. But the rest is there, so there will be plenty of ocassions to meet heavy taskforces. If you think there is something more to add, Im listening.
Some convoys? Operation Pedestal or something similar like a few convoys to Malta around august/42? I really don´t know and what you did is already very good.
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Old 05-06-11, 02:06 PM   #54
Zedi
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MN end in 41. There was only 1 single merchant ship that had a route from Gibraltar toward east, the rest of the traffic was only heavy taskforces. Now there are plenty more merchants, convoys with war materials, oil, troops.. so enough to have a good hunt. But is still a hard campaign as an attack on a convoy may attract much more than the convoy escorts.

Malta area is the major point of interest, there is a new mission in the area and also the Luftwaffe raid the port almost on daily basis. Plus a lot traffic. And dolphins. And mines...
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Old 05-06-11, 02:11 PM   #55
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Forgot MN ends in 41.

Malta... for pete´s sake, those new campaigns will be SH5 patch 3.0!
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Old 05-07-11, 12:29 PM   #56
stoianm
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@ Santa zedi... can you put Whales:







and Sharks





in our campaign pls.... for instance i will prefer to add a lot of white sharks in the areas where MiTon and Gap wanted to make scuba diving... will be a big surprise

Last edited by stoianm; 05-07-11 at 01:57 PM.
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Old 05-08-11, 11:35 AM   #57
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Hooray for sharks! Looking good!
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Old 05-08-11, 04:02 PM   #58
Sepp von Ch.
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Nice videos.. but remains the question... When will it all be?
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Old 05-08-11, 04:08 PM   #59
stoianm
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Quote:
Originally Posted by Josef von Posorschitz View Post
Nice videos.. but remains the question... When will it all be?
They work in sh5... the movie that i made was done in sh5... zedi it is working allone to putt all these in campaigns... also he rework in same time all the campaigns.... so if will be more persons that can help him than soon... if not... than not so soon... anyway all of them will be in the new MO
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Old 05-08-11, 04:18 PM   #60
Sepp von Ch.
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But this mod with dolphins, sharks, mines, nets, icebergs etc. will be released too as a separate mod (not only not only as part of Magnum opus), right?
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