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Old 06-02-11, 01:19 PM   #1396
LGN1
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Hi h.sie,

sounds great I will look whether I can find some additional messages.

There is just one thing I don't understand. It is the statement:

'If none of the above conditions is true: You get one of 8 random BDU-responses.'

I think one of the conditions must be true. Either I have sunk something or I haven't sunk anything or I sunk something neutral. What else could be

So, my question is: If I have sunk an enemy ship and my fuel and damage is fine, do I always get congratulations from the BDU? I think this would be quite annoying because getting congratulations more than once for the same thing would be boring.

Anyway, I think this is great work that allows player to mod a more variable radio traffic! Thanks a lot!

Cheers, LGN1
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Old 06-02-11, 02:53 PM   #1397
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@LGN1: Ok, my fault - inexact explaination.

Lets assume you sunk 20000t and send a status report. For that you get a congratulation once.

Now lets assume you send a second status report but didn't sink any ship in the meantime. The fix prevents from a second congratulation for the same tonnage (the next step for a new congratulation is 30000t).

If now hull integrity, diesel and torpedoes are okay, a randomly chosen ear-candy message will be sent.

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Last edited by h.sie; 06-02-11 at 03:11 PM.
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Old 06-02-11, 06:39 PM   #1398
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@LGN1: The algorithm for BDU responses to status report is as follows:

If ((Hull Integrity < 50%) OR (Fuel < 33%) OR (Torpedoes <= 4)) THEN
  • with a chance of 50% a "Return to base" - Message is sent.


Otherwise:

If (Tonnage sunk < 0) THEN:
  • with a chance of 75%: a warning ("sink no neutrals") is sent.
  • with a chance of 25%: one of 8 random ear-candy messages is sent

If (Tonnage sunk = 0) THEN:
  • with a chance of 50%: one of 4 random motivation messages (e.g. be more aggressive) is sent
  • with a chance of 50%: one of 8 random ear-candy messages is sent

If ((Tonnage sunk > 0) AND No_Congratulation_so_far) THEN:
  • with a chance of 75%: a congratulation according to tonnage is sent
  • with a chance of 25%: one of 8 random ear-candy messages is sent
ELSE: one of 8 random ear-candy messages is sent
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Last edited by h.sie; 06-03-11 at 03:11 AM.
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Old 06-02-11, 11:52 PM   #1399
LGN1
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Excellent, h.sie!

Just one thing I noticed: the 'return home' message because of torpedoes might be problematic for the type II and XXIII which have only a few torpedoes.

Cheers, LGN1
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Old 06-03-11, 03:08 AM   #1400
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@LGN1: Thanks. I forgot about that point. I cannot differ between a Type XXI and a XXIII from code perspective in an easy way, since the XXIII is a XXI from code view, so I think I use the test for torpedoes only for types VII and IX (which are the most important ones).
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Old 06-03-11, 03:28 AM   #1401
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Hi mate,

Yes, thank you, for some reason better known to its self it worked when I tried it again with v15f and, although I'll probably never get to experience many of the new features as I don't actually play the game, the mod is excellent!.

Kind regards

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Old 06-03-11, 09:30 AM   #1402
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I (hopefully) had a good idea: To program a certain chance (5% to 10%?) that a status report coudn't be received (completely) by the BDU. That would cause the BDU to response with "Transmission error, please repeat last status report!" or similar.

Arguments pro/contra this idea?
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Old 06-03-11, 10:08 AM   #1403
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10 % - 5 % x 4 ~7 # $ %^&*

Quote:
Originally Posted by h.sie View Post
I (hopefully) had a good idea: To program a certain chance (5% to 10%?) that a status report coudn't be received (completely) by the BDU. That would cause the BDU to response with "Transmission error, please repeat last status report!" or similar.

Arguments pro/contra this idea?
Don't complicate your life. . .

...but if you like...
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Old 06-03-11, 04:49 PM   #1404
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H.sie,any chance to make the view instantly move when you move to new view.What I mean is that right now say you Rclick into the command room and now have to move cursor around to find a spot that doesn't highlight/then press Lmouse and you now have control of the view.Seems backwards to me....when I click to look thru the binos I do not want to then have to click the Lmouse to move the view around....and then when I R,mouse out I have to then make sure I am not highlighting anything and then have to press Lmouse.
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Old 06-04-11, 03:08 AM   #1405
h.sie
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@Wolfstriked: Sorry to say, but I wuldn't even know how to start modding that. Graphical stuff is very hard for me in Assembler. Maybe Interior-Modders like DivingDuck can help?
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Old 06-04-11, 03:35 AM   #1406
h.sie
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Now I need some suggestions for:

1) Some random Motivation messages like "be more aggressive".

2) Some random "ear-candy" messages that suits to almost all situations.

Thanks!

If there are many ideas, it would be very easy to expand the random "ear-candy" messages to ,say, 16 instead of currrently 8.
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Last edited by h.sie; 06-04-11 at 04:20 AM.
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Old 06-04-11, 05:35 AM   #1407
Hitman
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Are the messages stored in an external file, or is there still a need to edit one own's SH3 text files to add them?
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Old 06-04-11, 05:46 AM   #1408
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You have to edit en_menu.txt or de_menu.txt

It's no big deal - you only have to append h.sie's messages to the end of file...

Have a look into 'Supplement to V15F3 (JSGME).7z'...
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Old 06-04-11, 07:50 AM   #1409
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yup, all messages will be in en_menu.txt, so that everybody can change them to fit personal taste.
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Old 06-04-11, 08:31 AM   #1410
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edit: nvm.

Last edited by Kaleun Cook; 06-04-11 at 11:38 AM.
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