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View Full Version : all new ships in and running ...



bunkerratt
07-04-2006, 06:04 PM
finally have all the ships ..i installed them manualy each one ..took a little while ..but it was worth the effort ..they started showing up right away ..in convoys and task forces..so now i have about 24 new things to go sink.. http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

Whermacht02
07-05-2006, 12:05 PM
Hey bunkerrat!! Is there like a tool to modify the roster file?? The one that determines how the random groups of ships appear on the game??? Becuase I took a look at that file (in the campaigns folder) and that thing is HUGEEEE!!!

bunkerratt
07-05-2006, 12:16 PM
that's a file i don't go messing about with...sorry...i just take what it hands out ...i'm happy with having many new ships to find..i'm shure someone might know how to monkey around with it ..but i don't ... http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Goosen83
07-05-2006, 12:31 PM
How the... did you make them appear in convoys and task forces? I see the new freighters sailing alone and once in a twoship 'convoy' but nothing else than that.

ILikePortillos
07-05-2006, 01:15 PM
You wouldn't happen to have any screenshots of these bad boys, would you?

bunkerratt
07-05-2006, 01:28 PM
i have some posted in a few posts back titled some other ships ..also you can see a few over at the community creatives section ..look for carotios post up twords the top he has a few screenies .. http://forums.ubi.com/images/smilies/25.gif

TheRealWulfmann
07-05-2006, 05:52 PM
The RND.mis file is huge nearly 5MB and it is only short text lines.
It can be edited by just clicking it open.
The first thing to remember is to make a back up copy before you edit anything in that.
One type of ship that can be edited fairly easy is the cargo ships. Because there are many available including some new ones you can simple eliminate the entire class line.
Below notice the two ships in a convoy unit #6 has no class name only a type, the cargo designation 102. That means any 102 type may appear varying each time this convoy spawns in the game, CS, KLS, KSQ, KSS or add on ones like the KGN etc.
Notice unit #7 is a KSS which means this will always spawn as a KSS.
if we remove that line, the whole line; that will then also vary each time.

[RndGroup 66.RndUnit 6]
Type=102
Origin=British
Side=0
CargoExt=2
CargoInt=0
CfgDate=19390201
No=3
Escort=false
SpawnProbability=100
CrewRating=2

[RndGroup 66.RndUnit 7]
Class=KSS
Type=102
Origin=British
Side=0
CargoExt=2
CargoInt=0
CfgDate=19390201
No=2
Escort=false
SpawnProbability=100
CrewRating=2

So, if you open the RND.mis file scroll all the way to the bottom click edit, scroll down and click "find" that will open a "find" window. Now type in the blank space; 102 then change the little thing that is marked Direction "down" to the one marked "up" (The direction you search) and click "find next". It will take you to a 102 or cargo ship. Remove about one in every 5 or 6 "Class=kXX" lines and all of those ships will vary each time they spawn.
That means any new cargo ship that is added to the game will automatically be available to spawn without you doing anything more.

The convoys are RND group numbers 60-118. By scrolling through those you can easily increase the number of escorts just by changing the number.
Notice unit #12. I simply changed the No=1 to No=2 as below which means 2 DDs will spawn every time.
I would suggest another easy improvement by making all escorts a crew rating of 3. They are way too lame in the beginning and with only DC and not even throwers they are not that hard even as veterans.

But, remember, make a copy of your RND so if you screw up you can delete your botched one and start over. It is fun and it is one of the best ways to improve the whole game and the above ideas are easy but do much to enhance the game play

[RndGroup 66.RndUnit 12]
Type=4
Origin=British
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390201
No=1
Escort=true
SpawnProbability=100
CrewRating=3

[RndGroup 66.RndUnit 12]
Type=4
Origin=British
Side=0
CargoExt=-1
CargoInt=-1
CfgDate=19390201
No=2
Escort=true
SpawnProbability=100
CrewRating=3

Wulfmann

bunkerratt
07-06-2006, 02:37 AM
wulf ok i see where your at ..now my question is ..change both rnd files {campaign/campaigns} and should any 102 type be altered if the spawn rate is less than 100% http://forums.ubi.com/images/smilies/blink.gif also ..without dropping the class line can you change the class line ..say kss to rc?..on so on?..i know this sounds stupid but i have never gone about working with this file..thanks .. http://forums.ubi.com/images/smilies/35.gif

bunkerratt
07-06-2006, 10:34 AM
bump

TheRealWulfmann
07-06-2006, 11:57 AM
You can certainly change the class to another class if you choose as long as it is a proper 102 type. My point was eliminating the line on some so they vary each time you play. I do this for convoys as well so their make up changes. Just not the first unit, I leave that alone (not sure if it matters but ship number one should be only one unit).
Both Rnd.mis files?
There is one RND in the campaign/campaign folders. There is also a SCR (scripted) and the LND.mis (for land objects)
The SCR is definite. That is each ship must not only be named to a class but named to a particular unit in that class.
Unless you are sure you are changing something correctly that can be more trouble than the RND.
If you switched a KSS#12 to a KLS#12 it could CTD because there is already a KLS#12 somewhere else in the SCR. Random (RND) is not specific like the SCR.
For the SCR it is better to open the mission editor and add something there because the game will default it to an unused ship of that type.
Wulfmann

Whermacht02
07-06-2006, 02:39 PM
Thnx for the info Wulfman. I knew it was possible to edit the file by simply open it. But it is a little difficult to do so. I mean, those are 5 megs of ASCII lines... That means a lot of characters. But your explanation was good. I will definitely do some work on it