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Newbie Editor - submarines

Posted: Fri Feb 05, 2021 11:46 am
by mussey
I'm so out of league on using the Editor but willing to step in...

If I were to create more submarines, will the AI automatically assign them, or do I need to create scripts in AI Data?

I am toying with the idea of creating an Axis submarine force to permanently patrol the hexes immediately before the Cape Town entry locations to attack convoys going to and fro Cape Town and Columbo.

RE: Newbie Editor - submarines

Posted: Fri Feb 05, 2021 1:38 pm
by jmolyson
Doenitz did not set patrols in these areas until sufficient long-range Type IX (Monsun) boats were available AND patrols off North and South American coasts and North Atlantic were unproductive. During the "Happy Times" patrols in the Atlantic were more productive until Allied antisubmarine countermeasures inflicted sufficient casualties. Also note that Penang would be the base of choice for these patrols by U-boats.

Not sure about the Japanese, commerce raiding was a secondary mission to supporting the fleet. After the Allied counterattack resupply of isolated garrisons were also a priority.

I have never been happy with the air-delivered antisubmarine weapons in the game or the way attacks are managed by the game engine. As I remember the stock game doesn't include depth bombs, you have to build them in the Editor. As I remember the depth of the submarine is not addressed either. I could be wrong, this is just what I remember from online discussions and the continuing mantra "this is a game not a simulation".

RE: Newbie Editor - submarines

Posted: Fri Feb 05, 2021 11:34 pm
by Evoken
As far i as know AI uses submarines without additional scripting but if you want them to patrol specific places then you gotta do it manually by creating task force and entering patrol grids
Image
you can find this place in task force tab of the editor at top right

RE: Newbie Editor - submarines

Posted: Sat Feb 06, 2021 7:56 am
by mussey
ORIGINAL: Evoken

As far i as know AI uses submarines without additional scripting but if you want them to patrol specific places then you gotta do it manually by creating task force and entering patrol grids
Image
you can find this place in task force tab of the editor at top right

That's the answer I was looking for. I scoured the Editor AI Data for any submarine scripting and found none, so assumed this was the case. Thanks!

RE: Newbie Editor - submarines

Posted: Fri Mar 05, 2021 2:35 pm
by Cavalry Corp
My mod has a hypothetical M Gruppe added including small base forces/ HQ as historical for them. Long range U Boats and later some XX1 class boats are modded (similar to I201 class Japanese but better ). More U Boats and a few Italians operated in Indian Ocean than realised and the allies have too easy ride there - not in my mod.
also added a couple of U Boat aces just to see how it plays out.

RE: Newbie Editor - submarines

Posted: Fri Mar 05, 2021 2:38 pm
by Cavalry Corp
A lot of Guys here have helped me out and I have learnt tons - I will help if I can