Sea Power - Create Your Own Missions

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  • Опубликовано: 14 ноя 2024
  • Ready to create your own missions in Sea Power: Naval Combat in the Missile Age? Dive into the Mission Editor to craft scenarios from intense skirmishes to full-scale naval battles. Command NATO or Warsaw Pact forces in custom-made engagements and put your strategy to the test.
    Now available on Steam store.steampow...

Комментарии • 4

  • @bh-2198
    @bh-2198 19 часов назад +13

    To place units on land you need to see the 3D terrain. A switch from map mode to 3D mode would be extremely helpful.

  • @MasterZelgadis
    @MasterZelgadis 10 часов назад

    To extend the list @Trakkar provided:
    - No Time on waypoint for groups
    - You can't make groups attack specific units/groups
    - basically no triggered events except from Teleporting units (most times destroys them after teleporting), switching sides or displaying text messages
    - No waypoint loops for example for racetrack patterns or continous looping, you have to place a ton of waypoints to make them patrol between virtually two waypoints
    - Placement of buildings is a chore, especially the PT Boat Base, which is submerged, when you place it near the water
    - All the things you mention, like setting fuel states, actually CAN'T be done via the editor, you have to edit the ini files themselves, but there is no overview, which parameters can be used, you have to basically hope that in one of the premade missions you find the parameters you need
    - Launching aircraft from the flight deck in the editor doesn't completely work. Yes, the units are in the air, and are deducted from the hangar, but in game the units aren't connected to the airfield/carrier any more. So RTB doesn't work, rebase doesn't work, and if you end the mission and delete the aircraft group, it gets added to the hangar twice (see bugs I reported on Discord)
    - Yes, it seems you CAN do a lot with ini files and background info files, but no one tells us HOW to do it
    I really can't imagine, that the devs used the same mission editor to create the premade missions. This is so full of bugs and missing features. Plus there are Trigger Actions in the ini files, that you simply can't generate with the editor. Also the line comments have to be placed there manually.
    Maybe the editor would be of a much higher quality, if the devs actually used it.

  • @Alpha-Omega-rn1ih
    @Alpha-Omega-rn1ih 12 часов назад

    This game has an fantastic atmosphere

  • @Trakkar
    @Trakkar 10 часов назад +2

    Hi!
    The Editor needs a ton of work. I've fiddled around with it but unfortunately, it doesn't do as much as I would love to.
    Via the Editor / Triggers you can't do the following:
    - You can't spawn units
    - You can't tell an Airfield to launch Airplanes
    - You can't tell an Aircraft Carrier to launch Airplanes
    - You can't set Rules of Engagement / Height / Depth / Speed to specific Waypoints
    So for example, I want to have an enemy Airfield (which I place via the Ground Units Group Menu), that launches Fighters at a certain Point in Time / Position of my units to intercept my units.
    That Group shall fly low and slow to "pretend" to be a civilian Airplane until Waypoint 3 then they go to their "cruise altitute" and increase speed to go into an attack position of my units.
    This described "basic" scenario is currently not doable in the editor.
    With the current editor, I can set an enemy Group of Planes and give them Waypoints, which they tend to ignore as soon as they "see" my units and then engage them.
    Which I could work with, IF I would be able to spawn in later groups of enemy planes, which I can't.
    I would love to create whole campaign missions, but without (in my honest opinion) "basic" functionality of the editor, I can't.