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Old 11-29-08, 04:07 PM   #178
peabody
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Join Date: Jan 2008
Location: New York State, USA
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Quote:
Originally Posted by tater
Care to update this end of the thread with the details?

Missions, etc added to the campaign?

One possible thought would be to make all the patrol objectives (which is a huge amount of work), and simply work them in on top of RSRD, without messing with RSRD itself (make sure you read lurker's readme before touching any campaign files or you'd accidentally break it (really)).

This would give you the traffic, and if you felt you needed to add any traffic, you can simply make a new layer that you throw on top, along with an extended campaign.cfg.

Otherwise you'll be faced with the stock game bizzaro world of mass merchant shipping to Midway, Midway as the shipping hub of the Pacific, all kinds of odd traffic in the western Pacific that doesn't belong there, etc.

This would be a relatively quick way to quickly get a good IJN campaign together that would only require working on the patrol related stuff, without having to build traffic. If you need to, you can add a new layer of IJN Submarine Base Traffic as well, so that the specific harbors you use are more dolled up than others.
Thanks for the suggestion Tater, but I have most of the traffic done. I still have some to add and some to delete that is 'not where it belongs'. Kwajalein was used as a sub base and we added it and then realized Allied ships are sailing right through the harbor. So I guess I could write a mission to just shoot from the pier.

It is taking bit longer due to Real Life. So not as far along as I want to be. And we ran into a few problems finding things in the German side, I had been working on the US/Japanese side but Keltos' subs are German so we switched it over.
And we spend some time fixing bugs that took a while to find. I spent a bit more time then I should have on some experiments that didn't pan out. And a lot of time learning how to mod. I knew nothing when I started. Lots of files I still don't understand.
But the most amount of time is testing. We actually have to play a campaign to see if the traffic is too much, too little. And making sure the bases show up when they are suppose to and disapper when they are suppose to. So the learning how to do it and then testing has taken a while. And when things don't happen the way I think they should I have to figure out why. Not excuses just an explanation of why it is not released yet.

As for the patrol objectives, I can write one in no time, adding it to the text files and making sure the dates are right so it is where the traffic is takes the time.

And now knowing the amount of time and files involved, I would not even consider using Lurkers hard work. As I said at the start, we are beginners so at the first release it is certainly not going to be up to the 'super mod' standard but it will certainly be as good as the game you paid for. And we will add to it as we find mistakes and better ideas.

I again thank you for the suggestion, we are open to any ideas or comments, good or bad. We welcome it. We will not get into 'debates' over it but we certainly want to hear new ideas. We will consider every idea and make a decision on what effect it will have, how much work involved and how much benifit from that work.

Peabody
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