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Old 04-15-10, 08:37 PM   #16
ddrgn
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Quote:
Originally Posted by t0maz View Post
I see now.
I hope they will fix DD's levels in campaign or their AI with next patch..
Will try to do more test when there will be compatible version of mod.
Should by fun then
Thanks for your feedback.

I should have those vids up soon.
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Old 04-19-10, 01:48 PM   #17
ddrgn
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Some video of this mod:

I intended to make three videos also comparing The Uboat Hunter Killer mod.

I decided to show the improvement over stock with my mod only. So only two vids here actually although I state there is three in the videos.

Vanilla (No mods):



Feared Hunters installed:



Audio is kind of crappy, sorry about that.
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Old 04-20-10, 12:47 PM   #18
A101THB
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Thank you for these vids !

They show accurately the effect of your Mod and you did a great job.

When I followed your explanations that during the campaign we will only be confrontated with poor and novice DD's i was very disapointed. I understand UBI's strategy that they wanted to "open" this game also to newbies but I also totally agree to your statement that the newbie-factor is very small for sub sims.

Finally, I only hope that the difficulty for the campaign will be more flexible in the upcoming updates and I can't expect to be DC'ed from veteran DD's together with your Mod
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Old 04-20-10, 01:07 PM   #19
Bilge_Rat
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very nice videos ddrgn, what changes did you make to the DC settings? I'm curious.
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Old 04-20-10, 01:19 PM   #20
ddrgn
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Originally Posted by Bilge_Rat View Post
very nice videos ddrgn, what changes did you make to the DC settings? I'm curious.
Hi Bilge Rat,

After a long time getting the damage to be survivable to us and also not deadly enough to damage themselves or other DD's took awhile. So I played with a lot of different configurations to get it right, realistic or not.

MinEF = 125, the minimum hit points the ammo is worth
MaxEF = 250, the maximum hit points the ammo is worth
Min Radius = 0, the minimum radius of splash damage, the ammo takes all hit points until this distance
Max Radius = 25, the maximum radius of splash damage, the ammo takes all hit points until this distance

Now after looking at the changes you would think 1 good charge would do it, but after testing, it takes just about what you see in the video to sink you.
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Old 04-20-10, 01:29 PM   #21
ddrgn
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Quote:
Originally Posted by A101THB View Post
Thank you for these vids !

They show accurately the effect of your Mod and you did a great job.

When I followed your explanations that during the campaign we will only be confrontated with poor and novice DD's i was very disapointed. I understand UBI's strategy that they wanted to "open" this game also to newbies but I also totally agree to your statement that the newbie-factor is very small for sub sims.

Finally, I only hope that the difficulty for the campaign will be more flexible in the upcoming updates and I can't expect to be DC'ed from veteran DD's together with your Mod
Thank you. I am certainly waiting for a TMO style campaign to begin my war patrols ;]
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Old 04-20-10, 01:57 PM   #22
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Quote:
Originally Posted by ddrgn View Post
Hi Bilge Rat,

After a long time getting the damage to be survivable to us and also not deadly enough to damage themselves or other DD's took awhile. So I played with a lot of different configurations to get it right, realistic or not.

MinEF = 125, the minimum hit points the ammo is worth
MaxEF = 250, the maximum hit points the ammo is worth
Min Radius = 0, the minimum radius of splash damage, the ammo takes all hit points until this distance
Max Radius = 25, the maximum radius of splash damage, the ammo takes all hit points until this distance

Now after looking at the changes you would think 1 good charge would do it, but after testing, it takes just about what you see in the video to sink you.
those pack quite a punch, I will give them a try.
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Old 04-20-10, 02:29 PM   #23
ddrgn
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Check this pic out here:



Looks like when you add a node with a patrol group you have the options of adding either ELITE patrol craft, destroyer or escort carriers. Below that there are Super Battleships and Super Carriers.

In the pic the patrol craft is added as a normal non elite unit, could have been added as ELITE.

If someone had the time they to go through all the nodes (which will take years) you could have all "Elite" and "Super" units in the game. Couple that with a damage mod and your good to go.

Last edited by ddrgn; 04-20-10 at 02:43 PM.
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Old 04-20-10, 03:47 PM   #24
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In the meantime while waiting for an "ELITE" campaign. Try one of my single mission convoy maps, all units are ELITE.

Me and my wolfpack have had great success. For example 3 boats raided Dover one night and only 2 came back.

Also when we started playing in early March we we're sinking 150,000 tons each. Just ridiculous,. Now we are lucky to get 20,000 tons each out of a 50 ship convoy. We got the DD's on us like flies on **** now ;]
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Old 04-20-10, 04:23 PM   #25
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Quote:
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Me and my wolfpack have had great success. For example 3 boats raided Dover one night and only 2 came back.
That's a previously unknown meaning of the phrase "great success"!
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Old 04-20-10, 04:25 PM   #26
ddrgn
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Quote:
Originally Posted by kylania View Post
That's a previously unknown meaning of the phrase "great success"!
It certainly is ;]
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Old 04-20-10, 05:16 PM   #27
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Actually there's no need to mess with the nodes. The convoys and taskforces are groups (under campaign/edit groups) .. there you see a grp then with edit you can see what is in the grp. Most say generic ***** because then the game picks a random ship from that ship type. Going through the grp files all the escorts are set to competent.

It'd be real easy to change the quality of the escorts in the campaign files because the grps are all the same in all of them. Change one grouptypedefs.cfg and copy it to all the other campaigns.
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Old 04-20-10, 05:31 PM   #28
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Quote:
Originally Posted by wamphyri View Post
Actually there's no need to mess with the nodes. The convoys and taskforces are groups (under campaign/edit groups) .. there you see a grp then with edit you can see what is in the grp. Most say generic ***** because then the game picks a random ship from that ship type. Going through the grp files all the escorts are set to competent.

It'd be real easy to change the quality of the escorts in the campaign files because the grps are all the same in all of them. Change one grouptypedefs.cfg and copy it to all the other campaigns.
Awesome, that would be much better indeed... Thanks, this could be how to place a set of balls on the campaign.

There it is too and all set to poor on the one group I look at it. This has to be why the DD's suck so badly.

Ahhh and its super easy to change too.....
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Old 04-27-10, 10:05 PM   #29
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Updated to 2.1

I can say from hours of game play in single player and multiplayer that the balance found in this mod seems to work really well. We expect damage and we are forced below a lot more by the DD's.

When my pack started playing, first week the game was out, we would commonly take out 100,000 plus tons of shipping versus a 50 ship convoy, EACH!

Now we are lucky to get 15-20k tons and 1 or 2 of us never make it back. Quite successful for the purpose of this mod.

Enjoy!
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Old 04-28-10, 06:57 AM   #30
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I was wondering, has anyone made any headway into changing the default veterancy levels of the DD's as of yet? - The reason I ask is that a) if anyone has done it... is it about on here anywhere and b) how difficult is it to do, i'm no scripting wizard, but am more than willing to put a few hours into making some changes as long as its not massively difficult to do - I too want a campaign where theres the fear of dying every now and them. All the mods help tremendously, however I think until we're able to change the DD vet levels then we're stuck with stupid escorts permenantly!

Why oh why didnt Ubi put in an option for AI difficulty - I can appreciate that they aimed towards new subsim players. And for that reason I can understand why they need to make the default campaign easier. Nothing is more frustrating to a new player than being killed every 5 minutes. It's just sad that the old hat subsimmers seem to have been forgotten.

Anyway, let me know any way I can be of assistance!

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