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Old 03-07-15, 04:39 PM   #1
les green01
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I did figure out how to use the same name in campaign so I wouldn't have to type it over again everytime I start a new one and change the start date and sub avaibilty date
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Old 03-07-15, 05:38 PM   #2
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I did figure out how to use the same name in campaign so I wouldn't have to type it over again everytime I start a new one and change the start date and sub avaibilty date
Details?
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Old 03-07-15, 08:11 PM   #3
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Oh yes please. This is exactly one of the reasons I started the group. So we can share our breakthroughs while modding the game.
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Old 03-07-15, 08:30 PM   #4
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Default How to Changing Default Captains name:

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Originally Posted by les green01
I did figure out how to use the same name in campaign so I wouldn't have to type it over again everytime I start a new one
Details?
In the US Pacific Careers, edit menu.txt (near) line 134 as shown below with a text editor, NOT Word. Use something like Notepad.

It typically says, "John Doe" (or some other name if a mod) for the Captain Name:

Approximate Line #:

133=Career lost!

;default name for the player starting a career
134=A. Anker;John Doe
135=Bernard Von Unfall

My name will be, Rank A. Anker ---> i.e. ---> LCDR A. Anker

Menu.txt is found in your main game installation folder, then:
\Data\Menu\Menu.txt

The semi-colon after my name and before, "John Doe" above reminds me what it said, and prevents "John Doe" from being displayed.

Important:
If you are running a mod that alters menu.txt you should disable the mod with JSGME first, then make the edit before enabling the mod again.

I don't play the U-Boat side, however the procedure may be the same.

Find out what the default Captain name is and do a search in menu.txt for that name and make the edit following the procedure similar to that described above.

Happy Hunting!
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Old 03-07-15, 10:11 PM   #5
les green01
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yep as Aanker say and the U-boats is same
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Old 03-24-15, 11:21 PM   #6
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has anyone figure out how to place nets and mines in the harbors
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Old 03-24-15, 11:30 PM   #7
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What steps do you need to do to add a AI gun and get it to work in game? Never mind I figured out my problem, was a barrel name in the sim file DOH!

Last edited by leadtail; 03-26-15 at 10:52 AM.
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Old 03-26-15, 06:25 PM   #8
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You just Need to figure the depth of the port you want to mine, then set the depth of the mines according to that at around -1 to -15.

A minefield Needs a waypoint to start (is only a waypoint if Memory serves) and the next Point is the actual field placed. As it is a circle calculate the area covered and set the mine-density. Note that this is in meters!

One Point: high density slows the game down.

greetings

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Old 05-03-15, 03:01 PM   #9
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has anyone figure out how to place nets and mines in the harbors
I created my own modded version of RSRD for TMO. I did make most ports that contain capital ships almost impossible to get into, adding mines, subnets, many more shore guns, numerous fishing boats that will report u and some extra elite sub killers...

I also went and edited the crew ratings to add more vet and even numerous elites, taking the time to place elite status for many merchants and most capital ships, it does seem to impact how they respond.

When I quit, I was correcting the special missions and adding more in and now that I'm playing again, I may finish that part.

However, since I touch so many files, it was just silly to run RSRD and my mod, so all you need is my updated version. What issues that would cause with orginal modder, lurker and he's never around, not sure.
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Old 05-03-15, 03:03 PM   #10
avers
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Originally Posted by Armistead View Post
I created my own modded version of RSRD for TMO. I did make most ports that contain capital ships almost impossible to get into, adding mines, subnets, many more shore guns, numerous fishing boats that will report u and some extra elite sub killers...

I also went and edited the crew ratings to add more vet and even numerous elites, taking the time to place elite status for many merchants and most capital ships, it does seem to impact how they respond.

When I quit, I was correcting the special missions and adding more in and now that I'm playing again, I may finish that part.

However, since I touch so many files, it was just silly to run RSRD and my mod, so all you need is my updated version. What issues that would cause with orginal modder, lurker and he's never around, not sure.
Hey Armistead!, I haven't heard from you in a long time. Your playing again? What happened?
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Old 05-06-15, 09:17 PM   #11
avers
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Quote:
Originally Posted by Armistead View Post
I created my own modded version of RSRD for TMO. I did make most ports that contain capital ships almost impossible to get into, adding mines, subnets, many more shore guns, numerous fishing boats that will report u and some extra elite sub killers...

I also went and edited the crew ratings to add more vet and even numerous elites, taking the time to place elite status for many merchants and most capital ships, it does seem to impact how they respond.

When I quit, I was correcting the special missions and adding more in and now that I'm playing again, I may finish that part.

However, since I touch so many files, it was just silly to run RSRD and my mod, so all you need is my updated version. What issues that would cause with orginal modder, lurker and he's never around, not sure.
Hi Armistead, I actually always wanted to do what you did. So can u go into more detail about how you added more mines and nets and made the ship responses harder?
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