Bullwinkle58 -> RE: Question for Erik or the Moderators (3/4/2010 6:13:33 PM)
|
quote:
quote:
ORIGINAL: ChickenOfTheSea Here is the post from Osterhaut that apparently nobody read (despite the fact that it was the start of two threads). This post contains links. If you follow the first link it will take you to submarine tube modifications for all the stock campaign game scenarios. The new code you are referring to is gone, removed, and any discussion about is irrelevant and it never worked with any current mods anyway. This is mod material and it is not appropriate to badger Matrix about unofficial (non-Matrix) mods. Except--again--the code IS in the final Patch 3 and the Patch 3 notes, bare of any other explanation, mod links, doesn't-work-with wording, or the rest. I'm unsure from context what you mean by "the new code you are referring to." I'm talking about the code which is in final Patch 3. If that's different than the code talked about, hinted at, stomped-off-in-a-huff-about on the mod sub-forum, as well as here, in the main forum, fine. I don't care about that code. quote:
just fyi. quote: Patch-3 Beta is now available. There are a few things in it that are not listed because they apply to mod scenarios only, and because the capability will not be ported to the database of “official” scenarios. Special code implements the submarine split-tube model, such that submarines will fire different numbers of torpedoes at different types of target ships; i.e., a sub may shoot 1 or 2 torpedoes at a merchie target, but flush all tubes at a CV. Please note, this code does NOT affect the “official” database scenarios, they WILL act normally. This ONLY works with specially modified scenarios. Again, cool, but this referred to beta code, in that time slice where an actual moderator posted that "undocumented features will be removed", which the average reader could conclude included the torpedo code. Again, fine. Then it shows up in the final patch with no extra help as to how to use it. Even Osterhaut's explanation presumes the reader has an understanding that AE is archetecturally made up of a free-standing database, and a code base that interacts with it. I sort of get that, but a newbie might not. To him it's just a game which launches when he clicks the shortcut. quote:
If you play stock and wish to try this out, the sub-tube modifications, along with installation instructions, may be found here. http://www.matrixgames.com/forums/tm.asp?m=2347573&mpage=1? The latest Da Babes modification was specially adapted to utilize this, and other enhancements. Da Babes, along with installation instructions, may be found here. http://www.matrixgames.com/forums/tm.asp?m=2373258&mpage=1? And yet, I've been sent to JuanG's mods, even by Juan himself in PM, not Da Babes. My understanding of Da Babes is it does myriad things to the base game besides adding torpedo code. (I'm being intentionally dense to make my point about how opaque this can be to a newbie.) The torpedo code, by being in Patch 3, becomes Official Martrix Policy, not a mod. Yet, it only works in mods not supported or officially recognized by Matrix. A weird situation IMO. I'm not trying to pick a fight or be a jerk here, guys. I want all of this stuff to work, and work well. I want newbies and less-than-power-players to stay involved, tell their friends, and have Matrix sell a pant-load of copies. All so I can someday play WITP2 of course.[:)] If everyone else thinks things are hunky-dory, fine. I can shut up and play my game. I'm just asking questions here.
|
|
|
|