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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Mar 2007
Posts: 13
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Somethings very wrang...
I have Sunk 4 times the amount of Hiryu Class carriers the Japanese ever buildt???? lol how is this possible.. I have sunk Carriers that dosnt exist looooooooooooooooool - what is this...?? |
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#2 |
Swabbie
![]() Join Date: Mar 2007
Posts: 13
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NOT GOOD
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#3 |
Samurai Navy
![]() Join Date: Apr 2005
Posts: 579
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This is technically not a bug. It's just how the dynamic campaign scripting works. SH3 did the same thing. Basically, the campaign script file will have a spawn point for a ship, convoy, or task force. It has a random chance of appearing every so often. When it does appear, each ship in the group has a chance of appearing and a list of possible types it could be. Because of this, it's quite possible for there to be an infinite number of Yamato class battleships or Hiryu class carriers over the course of the war. The game doesn't keep track of how many are in existance at any given moment, nor does it subtract the number sunk from the historical total.
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We, the unwilling, led by the unknowing, are doing the impossible for the ungrateful. We have done so much, for so long, with so little, that we are now qualified to do anything with nothing. |
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#4 |
Swabbie
![]() Join Date: Mar 2007
Posts: 13
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Well so much for being a simulation.
Here i sit with a huge list and photos of Japanese ships, and write them off one by one, and thay arnt evan sunk, after i sink them!!! |
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#5 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
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Thems the haps, bub. It happened in SH3 as well and Quillian nailed it in his explanation.
Not such a big deal, really. ![]()
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#6 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
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But, I'd like to point out, that the Hiryu won't appear after it was sunk "in real life". And, its supposed to stand in for other early war classes that were not modelled.
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#7 |
Swabbie
![]() Join Date: Mar 2007
Posts: 13
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Its sad.
I see here, i have sunk TWISE the amount of total Carriers Japan had intill March 1941. Thay just semes to have some form for UNLIMITED Storage of Carriers. Not to mantion, that a singel sub isnt supose to be able to faind ALL the Japanese Carriers... Way to many and way to easy to faind them.. ![]() ![]() ![]() |
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#8 | |
Canadian Wolf
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#9 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
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I don't think they model sanitary tank blowing either. False marketing at its finest, SH4 is really a game you should be putting quarters in. Blast you Ubisoft Romania!
PD |
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#10 | |
Ensign
![]() Join Date: Mar 2007
Posts: 228
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#11 |
A-ganger
![]() Join Date: May 2005
Location: navis longa
Posts: 73
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Cool down. It's obvious that the campaign has to have some kind of scripting. It would be nice if a function deleted a sunken ship from the campaign layer. But it doesn't. That's not a bug nor a big mistake. Perhaps a moddder can give us this feature sooner or later. If not, SHIV is still a lot of fun IF you want it to be.
The world isn't perfekt, this game isn't. Chill.
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#12 | |
Born to Run Silent
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#13 | |
Watch
![]() Join Date: Aug 2006
Posts: 20
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#14 |
Born to Run Silent
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High Command, please don't interpret my response as criticizing you, mate. Playing SH4 as a game is perfectly fine, I'm just pointing out, with the game out a mere 3 weeks, the only way a guy could sink 4 carriers is by playing with the realism settings turned down.
![]() ![]() cheers Neal |
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#15 |
Torpedoman
![]() Join Date: Mar 2007
Posts: 119
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The main problem is that most people toss around the phrase "dynamic campaign" a bit freely. What they mean is an "unscripted campaign" in many cases. True dynamic campaigns are fairly rare and hugely complicated to pull off. I'm a big fan of games like Rowan's Battle of Britain, the best example of a dynamic campaign with a truly wargame-like strategic element, and Falcon 4 which had some very complex modelling of the interaction between air and ground assets to change the complexion of a battle. This stuff can be immersive as hell when done properly.
On the other hand you can have true dynamic campaigns along the lines of Enemy Engaged which are just so simplifed that a player can see the wires pretty easily and start pulling them himself - "Oh, let's stop tanks 'spawning' so we'll blow up the tank factory" stuff. That sort of defeats the purpose of a dynamic campaign in a sim. You shouldn't personally be winning wars but rather feel like you're immersed in a war effort involving hundreds if not thousands of other units. Having cause and effect displayed, if usually a minor effect, gives a player an incremental and cumulative sense of accomplishment. Sometimes the most immersive campaigns aren't even dynamic at all but "randomized." The most highly praised "dynamic" campaign in recent memory wasn't one of the more complex efforts but that of Red Baron 3D. And it, like the campaigns in SH3 and SH4, was randomized to simulate the feeling of a dynamic campaign but without getting bogged down in the often technical weeds. The best way to keep a player from getting in the mindset of 'beating the war singlehanded' to experiencing a simulation is to keep the resolution of the war out of his hands. Focus on missions and the emergent properties of a good randomization effort. It's too soon for me to judge how successful SH4 is. I need to get it to stop crashing long enough to really indulge. But from what I've experienced so far it's growing on me even over SH3 GWX. The interaction via mission reporting/assigning at sea and war updates from HQ is wonderful. Just wish they could limit FOX reports to nearby units, task forces and convoys to keep the clutter down. |
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