Herman Hum wrote:Minesweeping in Harpoon is very poorly handled. The mine weapons originally put in the game do not work so work-around solutions were implemented. They are far from perfect and are simply making the best of a bad situation.
Firstly, the mines in the PlayersDB and CasoDB were simulated as 'immobile miniature-subs'. They were not intended to be equivalent to 1 sub = 1 mine because the lethal radius of the sub/mine was 1nm. Therefore, they were meant to simulate a small area with mines. The mine-sweeping tools were intentionally made to run slowly and have long re-load times to simulate the amount of time necessary to cleanse an area. Otherwise, a player can move along at very high speed and sweep quickly. The "firing rate" and re-load times for the mine-sweeping launchers is currently set for about 60mins. Even though the game may show that they are re-loaded, they require the full 64 mins or so before you are allowed to re-engage. This was my rough estimate on how long it would take to clear a 3.14nm area represented by the mine/sub.
If you do not agree with my assumptions and estimates, you can always modify the CasoDB with faster firing times and re-load rates. The engine on the sweep gear was set for 1kt speed to simulate the 1 hr it would take from firing to reach the weapon. This is all an awkward work-around simulation, but it is the best we have for Harpoon. Mine-sweeping is supposed to be a long arduous process and this was the thinking behind the arrangement.
Files can be added to this forum by first placing the *.SCN file within a *.ZIP file.
aotino wrote:When you say re-load times, is that what's called the ROF in the editor? I noticed that the mine sweeping equipment have ROF's of -60 in the magazines. Does that mean it takes the 60 minutes you talked about to reload? What does the ROF signify in the mounts? They're set to -128. Finally, where is the place where speed is determined for the weapons? I have no mines in any of my finished scenarios now, so would it affect the way they play now if I amended that one thing as you suggested in the dB?
Herman Hum wrote:aotino wrote:When you say re-load times, is that what's called the ROF in the editor? I noticed that the mine sweeping equipment have ROF's of -60 in the magazines. Does that mean it takes the 60 minutes you talked about to reload? What does the ROF signify in the mounts? They're set to -128. Finally, where is the place where speed is determined for the weapons? I have no mines in any of my finished scenarios now, so would it affect the way they play now if I amended that one thing as you suggested in the dB?
There is a RoF for the mount and one for the WeaponRecord. Usually, they are the same, but sometimes they differ. When they differ, the longer time is usually applicable.
Negative numbers denote increments of 30 seconds. So, -128 = 64 minutes. Positive numbers are for seconds.
Since you have not used any mines in your previous scenarios, any changes you make in your database are unlikely to affect them.
The speed for the weapon is assigned to the #1368 Mine Disposal Gear engine component.
Herman Hum wrote:I don't know which editor program you are using. I will show both the Reimer Editor and the [in-game] H3Editor.
Herman Hum wrote:If you modify the CasoDB, it will definitely cause a compatibility issue with previously released scenarios because the newly released database will have a different Signature.bin file. However, this should not be a problem as all your scenarios are re-built with the Scenario Editor prior to release in order to ensure that they match the Signature.bin file for your current database version.
Your users should never encounter loading problems like this:
Celebes Sea Slam
Herman Hum wrote:When ANW was released, it had a new (ridiculous) feature called the Signature function. Every database has a unique identification Signature.BIN file associated with it. This file is generated when you export the database from the Reimer database editor or when you select the Save Data Annexes command from the H3 In-Game Editor. If you change a single letter or value in your database, another Signature.BIN file must be generated as the old one will no longer function with the modified values.
Every scenario made with ANW and HUE remembers the Signature.BIN file from the database when it was created. This means that the scenario can only be played with that specific database. When you modify the database, you generate a new (different) Signature.BIN file for it. The scenario cannot be played with the new (modified) database because it is looking for the former (original) Signature.BIN file.
The scenario can be re-set to work with the new Signature.BIN file and modified database. The way to do this is to open the file with the Scenario Editor and simply re-save it. This will re-synchronize the scenario with the new Signature.BIN file and can now be played with the newly modified database. Therefore, after you modify your database and generate a new Signature.BIN file, open each of the five previouslIy released scenarios in the Scenario Editor with the new database. Then, re-save them and they will now function as before, but with the newly modified database.
In short, it is not a big problem to ensure your five previously released scenarios work with your revised database. This cockamamie signature function is just a ridiculous creation from AGSI and simply complicates things while not solving any underlying problems. AGSI are the true village idiots in this instance. And, it is unbelievably buggy in the HUE 3.10 version.
aotino wrote:If I do this, would I re-release the five previous scenarios with the modified dB after updating them?
Herman Hum wrote:aotino wrote:If I do this, would I re-release the five previous scenarios with the modified dB after updating them?
After you modify your database, update your scenarios by re-opening/re-saving them with the new database. Then, post the newly modified database and the associated scenarios to this thread so that they can be added to the Library installation file for release.
aotino wrote:I made the amendments to the dB, and saved all scenarios built under the Caso dB. For purposes of the way I'd like my games played, I changed all ROF to -10, or 5 minutes according to your calculation rate. I gave all mine-sweeping weapons' propulsions a 10nm speed. I altered some of the weapons effective ranges, while keeping others the same. The results are thus - I re-tried the Mine Sweeping Test Scenario I built, and everything looked good. The weapons I released worked with the new ranges, and all ran at the prescribed 10nm/hr. The problems started once again where I attempted to reload the launchers from the magazines. When I transferred the weapon from the magazine, it showed up right away in the launcher. However, even after 5 minutes, they did not become available to use in the weapons launch window. I retraced all my amendments to the WEAPONS RECORDS and MOUNTS in the dB Editor, and all looked good with the ROF's.
aotino wrote:However I did some further checking in the Editor and would like to know if they also need to be amended to make this work. In the EDIT>LOADOUTS I noticed two entries that seemed relevant - MCM EODTeam with a READY TIME of 240min, and an MCM Mine Clearance [Mechanical] with a READY TIME of 240min. Do these need to be changed, and how? Secondly, I looked into the EDIT>MAGAZINES and noticed several entries in two groups. The first group had a number of items that were headed with MCM RVP's (Mk5 PAP 104, Sea Eagle, Pinguin etc) with ROF's of -60, and the second group of Mine Clearance Gear with ROF's of -20. You didn't mention the magazines or loadouts as things to edit, so I was wondering if these need to be amended as well?
aotino wrote:Lastly, even after launching the first weapons and having them track perfectly to the targets, not one of them destroyed a mine. I think I need these weapons to be pretty much 100% effective, if possible in my scenarios. Is that possible, and how do I make that happen
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