Post by propbeanie on Jun 18, 2018 3:13:07 GMT
OK, this is my bailiwick... There have been quite a few more edits to the files, trying to "tune" the layers for FotRSU. Each iteration brings new "light" to issues in other areas of the Campaign. It's always trying when we change Type= or Class= lines in the Campaign, but it does also help in letting a person "see" aspects of the Campaign from another angle, which helps in the long run. What we've attempted to do is turn the incidence of a "convoy" being escorted early in the war down quite a bit. We've also made most of the convoys smaller, including the possibility of "Singles" in the convoy layer. The Merchants have had similar treatment, though without the possibility of any escort, but just the percentages of Single Ship encounters should go up, while convoys of more than 2 or 3 ships should decrease dramatically, until 1943 and later. We've also further reduced the amount of traffic generated early and late in the war, with a ramping up, and a ramping down and the Empire expands and contracts with the war. While this isn't RSRDC, our intention is to get a Dynamic Campaign that attempts to more accurately reflects real life during WW2.
The initial release of v0.71 did show a few shortcomings of earlier attempts, in that airplanes were quite numerous, and very persistent. We are reasonably sure that the v0.72 will calm them down considerably. In the process of trouble-shooting the issue, we discovered that the "Lifeguard" missions run - constantly - in the game. This is NOT cool, but not fixed just yet. I am wanting to use "triggers" to set the spawning of planes and survivors, but only during certain time periods. This will require more research. I do like reading, but this almost has a "deadline" feel to it... yuck... Anyway, also discovered was the sad state of the "Battle" files. We hadn't bothered with them, but we are now. Those will be "repaired" in chronological order, but we will be skipping the Pearl Harbor Attack one, except for their withdrawal route...
This leads into another aspect that will most likely be an add-on mod, especially for testing purposes. My intention is to have a player able to start the war at sea off of Wake Island or Midway Atoll, as the US did have submarines doing simulated war patrols there at the beginning of hostilities. They were Pearl Harbor boats, and would return to Pearl at the conclusion of the mission. We've already begun to try and restrict submarine availability at the bases, and be more "accurate" with the availability dates. We also want to add the possibility of transfer to the forward bases later in the war, but don't want to "force" people to transfer to them. We would also end up with Alaska on the regular part of the CareerStart menu, but that of course, takes the ice-crusted boat picture out of the start of that... there must be another way... Then there's the clothing... sheesh...
We also want to alter Pearl Harbor a bit more, maybe incorporate the Sub Base as it was, which would entail ~LOTS~ of "dredging" the harbor with Terrain Extractor. This is not the easiest tool to use, since once you start, you have to finish what you are doing, so pre-planning is tantamount to success. I have folders and folders of files, pretty files... Along with that, have you ever noticed how the wrecks in SH4 never go away? The California, Oklahoma, West Virginia just stay there, and the Arizona never changes? We figured-out a way to make things a little more interesting, but this may well be an add-in mod later. In the meantime, any suggestions are always welcome, such as what Faith suggested in making the Shinsu Maru a Type=109 Rare Transport...
The initial release of v0.71 did show a few shortcomings of earlier attempts, in that airplanes were quite numerous, and very persistent. We are reasonably sure that the v0.72 will calm them down considerably. In the process of trouble-shooting the issue, we discovered that the "Lifeguard" missions run - constantly - in the game. This is NOT cool, but not fixed just yet. I am wanting to use "triggers" to set the spawning of planes and survivors, but only during certain time periods. This will require more research. I do like reading, but this almost has a "deadline" feel to it... yuck... Anyway, also discovered was the sad state of the "Battle" files. We hadn't bothered with them, but we are now. Those will be "repaired" in chronological order, but we will be skipping the Pearl Harbor Attack one, except for their withdrawal route...
This leads into another aspect that will most likely be an add-on mod, especially for testing purposes. My intention is to have a player able to start the war at sea off of Wake Island or Midway Atoll, as the US did have submarines doing simulated war patrols there at the beginning of hostilities. They were Pearl Harbor boats, and would return to Pearl at the conclusion of the mission. We've already begun to try and restrict submarine availability at the bases, and be more "accurate" with the availability dates. We also want to add the possibility of transfer to the forward bases later in the war, but don't want to "force" people to transfer to them. We would also end up with Alaska on the regular part of the CareerStart menu, but that of course, takes the ice-crusted boat picture out of the start of that... there must be another way... Then there's the clothing... sheesh...
We also want to alter Pearl Harbor a bit more, maybe incorporate the Sub Base as it was, which would entail ~LOTS~ of "dredging" the harbor with Terrain Extractor. This is not the easiest tool to use, since once you start, you have to finish what you are doing, so pre-planning is tantamount to success. I have folders and folders of files, pretty files... Along with that, have you ever noticed how the wrecks in SH4 never go away? The California, Oklahoma, West Virginia just stay there, and the Arizona never changes? We figured-out a way to make things a little more interesting, but this may well be an add-in mod later. In the meantime, any suggestions are always welcome, such as what Faith suggested in making the Shinsu Maru a Type=109 Rare Transport...