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#1 |
Sonar Guy
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How are follow-up assignments chosen? There's obviously a geographic component but are there a large number of potential assignments or is it relatively fixed?
I ask because a patrol I was particularly enjoying has a corrupted Save. Using replay, the game works fine if I go back a couple of days, but I lose a very interesting assignment: "Crossroads" covering traffic from Guam/Saipan and Truk to Rabaul as well as a third route. Twice now though, when I restart, I get a third tour of the Carolines. Any informed guesses on the probability of getting that assignment again? |
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#2 |
CTD - it's not just a job
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The Stock game is relatively "fixed", but still usually has at least 3 missions for each assignment category. Some have as many as seven each in stock (for Patrol, and Sink type missions, plus maybe SpecOps). If you look at the Flotillas.upc file, which is text based, you will see each "Command" (Pearl, Fremantle, Brisbane, etc.) has boat "definitions". Each of those boats has a set of mission assignment "codes", such as Empire Waters, Solomons, etc. These can be restricted by date, such as the Empire Waters lasts the whole game, and Solomons start in April 1942, and generally end in early 1943. Other "codes" might be active after 1943, and last the whole war. When you come back from patrol, the game "rolls a dice", or random number, and picks from the available mission "codes". Say it chooses "Empire Waters". The game then goes into the PatrolObjectives.cfg file, and finds the "codes" (AllMatch) lines that are the same, and then rolls the dice again to choose from the pool of available missions with the "Empire Waters" code. It then check to see if you've run that mission already. If you have, then it runs the random number again, and picks a different "Empire Waters" coded mission. Really random, but modders can really restrict by date, and 'tighten' things up a bit with special missions for special time frames...
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"...and bollocks to the naysayers" - Jimbuna |
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