UBOAT
Career Campaign & Character Progression
30 Comments
Tristan 1 Apr @ 6:53pm 
this is def headed on the right track! We need a change to campaign data files and gameplay to add more weight and realism to uboat. I always hate comparing it to sh3 but it COULD be the best uboat sim out there if it took a lot of realism from sh3s gameplay
cato 1 Feb @ 10:53am 
I started a type IID campaign with patch 7 But I don't see any of the campaign changes so I'm thinking no it isn't.

There's not to many campaigns mods like this about so its a shame.
Urban79 31 Jan @ 8:18pm 
Is this mod working with patch 23?
cato 26 Jan @ 2:04am 
The U19 campaign start (Sep 1st) which is meant to be a IID career isn't working as the campaign starts with the IIA.

I've got a handful of other mods installed but nothing that affects the campaign system and I have this mod last on my mod list as I assume this would write over anything else anyway.

Is anyone else having this issue?
StickmanGamingFB 24 Jan @ 6:35pm 
Is this broken for anyone else when i select a mission. It wont allow me to select one
Delphic Oracle  [author] 8 Oct, 2024 @ 7:51pm 
@Marshal Poppins I have been a bit behind on keeping the patch compatibility up to date, but no content changes have occurred for a week or more as I have recently undergone some oral surgery.

@sheeps I will look into some solutions to get explosives supplied more broadly, thank you for noticing this and passing it along.
sheeps 5 Oct, 2024 @ 9:42am 
Only a few of the ports, Wilhelmshaven really, stock explosives. The requirement for the Pyrotechnic skill to require explosives necessitates more ports able to stock it.
Marshall Poppins 22 Sep, 2024 @ 9:30pm 
Anyone had issues with this mod working since the last update? Game says there will be issues so I haven't tried continuing, only to find out it's a problem later.
Sir Digby 9 Sep, 2024 @ 9:20am 
@Eridano It was Historical weight adjust, but I had an issue with Extended Ship Names too with another mod conflict. The common theme was that both of these mods were only listed compatible with 2022.1 so I'd suggest you go through all your mods and disable any that are not listed as 2024.1 compatible. Start a new save too. I found my upgrade issue didn't show on the default U4 type II start until I'd completed the first patrol, then the upgrade cogs vanished, but on this mods U19 Type II start they never appeared to start with.
Eridano2013 9 Sep, 2024 @ 12:30am 
@Sir Digby
sorry for the off topic, i would like to ask Sir Digby which mod gave him problems, because i have his same problem. thanks.
Delphic Oracle  [author] 8 Sep, 2024 @ 5:28pm 
@Sir Digby, no worries at all. It prompted me to get my development branch aligned with current release state anyways so you shook me out of some procrastination :9.
Sir Digby 8 Sep, 2024 @ 2:17pm 
@Delphic Oracle Apologies, I had some time today to dig back through my mods and found one that wasn't specifically listed as compatible with full release, removed it and now everything is fine. Sorry if I wasted your time, I should know better after years of SH3 modding.
Delphic Oracle  [author] 8 Sep, 2024 @ 1:43pm 
@Sir Digby, unfortunately I am unable to reproduce the error you describe. The 3 new campaign boats all have selection positions for upgrades, list of options are shown, etc. Please let me know if you experience any other issues.

@Towelie, thank you for notifying me of this issue, I will have it corrected shortly!
Towelie 7 Sep, 2024 @ 1:43am 
typo in sandbox.xlsx, Operation Weserubung, missing a ] at the end of "Engineer Perk - Torpedo Crisis Veteran [BlankSkill" making it so you cant get the skill
Sir Digby 5 Sep, 2024 @ 1:34pm 
Don't know if it's your mod or a conflict with my many other mods but I was unable to upgrade the Type 2 U19 that your mod adds, doesn't even have an option for an emblem or skin, the cog icons don't show. Default U4 Type 2 is fine.
Delphic Oracle  [author] 28 Aug, 2024 @ 1:53am 
Apologies for the repeated broken updates upon adding the new mission campaigns. I have a whole testing branch. I repeatedly ran several missions of the series as I dialed in some coordinates.

Yet somehow managed to repeatedly break the format and syntax somewhere in the final switch from development to release.
Delphic Oracle  [author] 24 Aug, 2024 @ 12:45pm 
@Wilhelm Some changes are universal across all difficulties, such as the broad reductions in budget, reputation, xp, and many of the active discipline buffs.

Where possible, normal has received adjustments to discipline balance balance to address the crew/officer size differences and the sell prices were lowered to reduce cheesing the cargo for income. Hard difficulty received a slight increase in natural discipline drain, a slightly less generous adjustment for crew/officer size, and harsher drains during stress states. Economically price burden was reduced slightly (but in far less proportion to the reward reductions) and the sell rates reduced even further.

TL;DR there are differences, but they are quite subtle on normal aside from the universal changes.
Wilhelm 24 Aug, 2024 @ 6:17am 
should this be played on hard or normal economic difficulty? are all values adjusted accordingly to this mod?
PegLegNavTTV 21 Aug, 2024 @ 2:16pm 
I'm so sorry I auto assumed because of how common the updates breaking mods are that that was the problem. The only other mod I have is the extended inventory slots! I'll give it a go without the slots and check in from there!
Delphic Oracle  [author] 21 Aug, 2024 @ 8:50am 
@PegLegNavTTV I have a save that started in Patch 9 still going and can start new campaigns in Patch 10 and don't notice any immediate issues.

Are you experiencing a problem with any particular mod feature? I can only fix what I'm aware of.

If it is simply the 'outdated' flag, that does not actually determine if the mod functions properly or not. I simply did not want to publish another update 10 hours later with no actual change to any content.
PegLegNavTTV 20 Aug, 2024 @ 2:52pm 
Updated less than 10 hours after this mod got updated..... just to brake the mod.... again! Not asking you to rush or redo it just bi*ching about how little time I got to enjoy your hard work.
Delphic Oracle  [author] 19 Aug, 2024 @ 9:03pm 
@Wilhelm While I wish it were otherwise, that is not possible.

All of these modifications are datasheet changes and require a new career start to take effect.
Wilhelm 19 Aug, 2024 @ 4:02pm 
can you add this to a running save?
Delphic Oracle  [author] 15 Aug, 2024 @ 3:28pm 
@Ampyr I appreciate your feedback as it will only improve things over time. I will consider what to do about the stacks as you say.

What you mention about the IIA pathing and issues with watch crews interfering with each other (I also note this on the IID with the watch and UZO both being manned at the same time) and as such these seem to be vanilla/base game issues. I have made no changes to the models, interiors, pathing logic, or any of the action points related to optics and spotting.
Ampyr 15 Aug, 2024 @ 8:16am 
The stack changes really make it op. I boarded a freighter, took as many spare parts as I could carry and returned to port to sell and get a nice 40k. Definitely needs to be rebalanced somehow, it's easy enough to get money so maybe severely reduce the value of sales or keep stacks of spare parts low? Love the other changes though, discipline in particular. I did have a few pathing glitches in the type IIA but they resolved themselves after waiting a few minutes. Also the crew seem to bug out if you try to have a full watch crew and full periscope crew. They will just repeatedly go up and down the ladders and no one will man the observation scope.
cwbandit207 15 Aug, 2024 @ 7:56am 
the torp maintenance times are too short i might as well run vanilla.
Gerfaut 14 Aug, 2024 @ 7:58am 
This mod seems complete and well thought-out, and well worth playing with. I'm going to give it a try!
Thahat 14 Aug, 2024 @ 7:11am 
seems interesting! will give this a shot :)
Delphic Oracle  [author] 14 Aug, 2024 @ 6:53am 
@Gerfaut I sadly did not anticipate that an update would remove all of my previous work. I am still working on how to properly format the description to reside inside the manifest file in the future. Thanks for the heads up!
Gerfaut 14 Aug, 2024 @ 1:17am 
This mod seems really interesting, but could you please give more details on the changes made? Thank you!