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Old 03-21-08, 04:08 AM   #1
suliman
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[REL] Task Force Fest 1.0 MOD

-What is this?
A small fix that greatly increases taskforces and taskforce-radio contacts on SH3 1.4b. It does not work with GWX or other supermods.

-Why?
After over twenty patrols and not one single TF i wanted to try them out. I was sick of sinking lone destroyers and C2.

-How do i install it?
Move your original Campaign_RND.mis to a safe location so you can rollback and place this one there instead (some reports say you cannot keep the original in the same folder even if you rename it) in folder "SilentHunterIII\data\Campaigns\Campaign". You must start a new career for it to take effect.

-But... this isnt a realism mod!
No not at all, and it doesnt try to be one. Its more of a training/action mod to learn to deal with TFs and do a lot of shooting (and dying damn those DD are dangerous when running in packs). There is already plenty of good realism mods out there.

-How does it work?
I use only origninal TFs, but change many of the "light cruiser only" TFs to include other ships. Most TFs now spans from 1940 to end 1944. I added mostly carriers, battlecruisers, heavy cruisers and some BB. The TFs are still fast and with lost of deadly DD trying to sink you after your initial burst of torpedoes.

-Where do i find TFs?
Just like in the orignal, around the british isles, gibraltar, outside Norway etc. It wont be a problem becouse the radiocontacts are so high, youll see approx location on the map eventually. This can also be used to learn the routes of TFs in the original game, as i have merely multiplied their density. I hang out a lot west of the british channel. Sunk a heavy cruiser and got away! Next game i sunk me a nice BB but then the DDs totally ripped me apart so i didnt get home with that nice tonnage... Carriers are also much more common then in stock SH3.

-Does this increase loading times?
Nope.

-Could you tweak it some more for me?
Nah, i will probably move on to other things, but just look at the file and compare it to the original, you'll see what its all about. If you have a problem ask here, although almost everyone on this forums are more experienced than me

Enjoy the Task force Fest, everyone is invited!
Erik Hellström, Sweden

5MB script-file: http://www.fileden.com/files/2007/9/...mpaign_RND.mis

Last edited by suliman; 03-21-08 at 09:10 AM.
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Old 03-21-08, 08:12 AM   #2
jpm1
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Sounds nice , dowloading
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Old 03-25-08, 07:46 AM   #3
suliman
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Damn, TFs are hard. But fun, there was way to much waiting in the original game for me.

Sunk a BB and got away, horray! But normally those DD kill me. They can always drop depth charges even if im at 100m depth and hit right on. And i shut down engine and put silent running on but they just ping me instead... Is that really fair? The only way to survive is sometimes to surface and let them crash into you and sink... It should be easier to escape when diving deep and silent.
E
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Old 03-25-08, 08:26 AM   #4
CapZap1970
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Suliman:
Great job!!!
Thank you very much, I will start making my trtaining against thos SOB's right now!!
CapZap
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Old 03-25-08, 09:07 AM   #5
CB..
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Well done!
from the point of view of the AI and destroyer capabilities agression etc etc..you might find this usefull..

http://www.ebort2.co.uk/files/AIFight2.zip


it's a small AI agression mod i made a while back to satisfy a few problems of my own with the gameplay etc...
it's by no means an easy option regarding the difficulty levels the escorts present BUT and here's the main issue...they get in attack you and then get back to escorting the convoys etc..so one mistake doesn't leave you stranded in yet another interminable 3 hour dc attack...(i simply DONT HAVE THE TIME!!! and it's a bit of a illusion any way IMO..)

here what happens is that even tho the AI is much tougher than stock..they can be fooled...and their weak spots can be exploited ..a DD detects you at say 5000 metres from the convoy..on one of his periodic sensor sweeps out to one side of the ships...zooms over attacks perhaps twice then heads at flank back to his escort position...meaning....you can happily follow him in at a reasonable rate of knots....your now in his blind spot..
anyway that's the sort of tactic you can employ with the mod..amoungst others best left to the individual to discover..find your own "picard maneuvers" to coin a phrase etc..that's what the twist is supposed to be about right?..get it wrong and your in for problems but if you survive then you haven't spent 3 hours wiggling about at 150 metres for no obvious benifit! (as stock there is NO picard maneuver again ,to coin a phrase..you can't lose the escorts..it only appears that way IMO)

anyhuw.i made this mod for those folks who realy enjoy the game BUT can't be doing with all the faffing about!
a game is a game is a game..it's meant to be individualy entertaining...and serves no other real purpose AFAIK!
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Last edited by CB..; 03-25-08 at 09:19 AM.
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Old 06-11-08, 09:18 PM   #6
roadhogg
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Ello Suliman,
Great mod and thank you, my only concern is that now i'm overrun by task forces and contact messages.

I gather you're not interested in tweaking it ( understandable since you can't please everyone with things like this) and have probably long since moved on to other things.

So my enquiry is this:

I'd like to mod the Task force generation settings and messages so that i see maybe one or two task forces per patrol, that way i may only be able to interept one every half dozen patrols or so, but when i do it will be a really special event.

So which edit program do i need to be able to alter the settings?
And which settings (command line values) would i need to edit please?

Thanks again for your work
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