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Old 09-05-10, 04:28 PM   #691
eon850aye
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Quote:
Originally Posted by BowfinSS287 View Post
hello TheDarkWraith

I'm aware you have run into a bug while trying to improve the AI
i have been loading older version of your mod,looking for the most
difficult and playable version. i think it might be version .17, what do
you think?......i wish you the best of luck in fixing this game bug
your AI mod will make or break this game.
I agree, it was either 16 or 17, detroyers were a right b**** to evade, I miss that.
I'm sure he'll figure it out
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Old 09-05-10, 04:31 PM   #692
TheDarkWraith
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Quote:
Originally Posted by eon850aye View Post
I agree, it was either 16 or 17, detroyers were a right b**** to evade, I miss that.
I'm sure he'll figure it out
I don't play the game so tell me what's wrong with v0.0.22. Are ships stopping all the time? Are they not chasing you? Are they not seeking you out? Is it a single unit problem/HK group problem/and or convoy problem?
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Old 09-05-10, 05:49 PM   #693
eon850aye
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Quote:
Originally Posted by TheDarkWraith View Post
I don't play the game so tell me what's wrong with v0.0.22. Are ships stopping all the time? Are they not chasing you? Are they not seeking you out? Is it a single unit problem/HK group problem/and or convoy problem?
Will get back to you about that tomorrow, just about to call it a night.
Would I be better off testing in the campaign or in a historical mission, or is there another single mission I could download?
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Old 09-05-10, 06:04 PM   #694
TheDarkWraith
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Originally Posted by eon850aye View Post
Will get back to you about that tomorrow, just about to call it a night.
Would I be better off testing in the campaign or in a historical mission, or is there another single mission I could download?
I'm about to release v0.0.23. I added another role to the tactics - protect convoy. The guard convoy role is now only allowed to assign a maximum of 2 escorts to it. All the rest get assigned to Protect convoy. Guard convoy is the one where the escorts are not allowed to break convoy formation unless the contact is spotted inside the convoy. It is also the one where the escorts will stop with the convoy leader if it stops.

Protect convoy allows the escort to operate independently when the contact is less than an assigned distance. If the contact is > the assigned distance then it will remain with the convoy following the leader.
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Old 09-05-10, 06:24 PM   #695
eon850aye
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Quote:
Originally Posted by TheDarkWraith View Post
The guard convoy role is now only allowed to assign a maximum of 2 escorts to it. All the rest get assigned to Protect convoy. Guard convoy is the one where the escorts are not allowed to break convoy formation unless the contact is spotted inside the convoy. It is also the one where the escorts will stop with the convoy leader if it stops.
Ah okay, this is one thing I had noticed. I came across a medium sized convoy of 9-12 merchants, surrounded by 8-10 destroyers, "no way i'm getting in there" I thought, so decided to attack from outside, managed to slip 2 eels between 2 of the detroyers, hit a tanker at tail end of convoy, which slowed, rest of convoy carried on with escort who stayed in formation.
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Old 09-05-10, 06:27 PM   #696
BowfinSS287
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that's great....looking forward to its release

right now I'm using files from .14 and .22 together
its working but i think .23 sounds better
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Old 09-05-10, 06:28 PM   #697
Abd_von_Mumit
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Is it your mod that's responsible for 2 destroyers from a HK group that kept running backwards for a few hours when hunting me? And if so - what would be the benefit of backwards for them?
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Old 09-05-10, 07:20 PM   #698
TheDarkWraith
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v0.0.23 released. See post #1 for details

Let me know if the escorts are 'back to normal' now or not
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Old 09-05-10, 08:32 PM   #699
BowfinSS287
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will test this out tomorrow and post.....fingers crossed

thanks again for all your hard work
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Old 09-06-10, 05:56 AM   #700
eon850aye
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Quote:
Originally Posted by TheDarkWraith View Post
v0.0.23 released. See post #1 for details
Thanks, will take a look.

Also, just had a butchers at the changelog, and noticed this:
v0.0.17 - added the ability to set difficulty level by adjusting values in \data\Scripts\AI\init.aix. There are difficulty level settings for merchants and non-merchants.....don't know how I missed this
Was wondering, do I have to make changes to this, & what are the default settings? ie easy, medium, hard.
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Old 09-06-10, 06:07 AM   #701
Abd_von_Mumit
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Quote:
Originally Posted by eon850aye View Post
Was wondering, do I have to make changes to this, & what are the default settings? ie easy, medium, hard.
Just had a look into that file and it seems it's all maxed out there, tou could only make things easier for you.
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Long, hard, wet and full of seamen. My precious.
SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
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Old 09-06-10, 06:20 AM   #702
eon850aye
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Quote:
Originally Posted by eon850aye View Post
Would I be better off testing in the campaign or in a historical mission, or is there another single mission I could download?
@TDW...sorry, just found your single mission test scenarios

Quote:
Originally Posted by Abd_von_Mumit View Post
Just had a look into that file and it seems it's all maxed out there, tou could only make things easier for you.
Damn, was hoping to make it harder (keep your sexual innuendos to yourselves)
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Old 09-06-10, 06:26 AM   #703
Abd_von_Mumit
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Quote:
Originally Posted by eon850aye View Post
Damn, was hoping to make it harder (keep your sexual innuendos to yourselves)
I said "easier", not "softer".
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Long, hard, wet and full of seamen. My precious.
SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
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Old 09-06-10, 07:53 AM   #704
PL_Andrev
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Originally Posted by TheDarkWraith View Post
v0.0.23 released. See post #1 for details
Is it still unknown the reason why the convoy's escort cannot detect a submerged uboat at multiplayer mode?
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Old 09-06-10, 08:41 AM   #705
Zedi
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I also start to think about returning to an earlier version. I thik there is already to much thinks added to the mod and that makes it to not work as intended.

Just tested the latest version on the HanSolo's funnel test mission where is a carrier with 4 escorts. The carrier speed drooped from 17knts to 1 in the second the first torpedo hit. I was very disappointed to see that happens. Also the escort were just circling around for a while then they left the crime scene except one that seemed to be stuck in a looping mode.. she was just circling next the carrier and not responded to any other threat, not even when I maxed the engines and got back at scope depth.

The old versions were just perfect. Between 15 and 17 were released the finest versions, any chance to make them available again? :P
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