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Shadow
07-05-17, 06:31 PM
Despite the existence of the comments section within each individual mod, I'm creating this thread to streamline feedback and discussion regarding the mini-mods I've released so far.

I'll list them here for ease of reference:


500-yard MAD Range
Download (http://www.subsim.com/radioroom/downloads.php?do=file&id=5242)

A simple mod which halves the range of airborne magnetic anomaly detection (from 1000 to 500 yards), making them buzzers somewhat less vicious and psychic but still dangerous to your precious sub.

It's based on Xenophobia's research and the following bit of documentation, which states realistic aircraft MAD ranges are in the order of 500 metres:
https://fas.org/man/dod-101/navy/docs/fun/part09.htm

Cold Waters deals in yards, but that's close enough.


Longer Campaigns: Epic Edition
(obsolete)

This is an offshoot of the original Longer Campaigns mod which adopts the new 1.04b campaign values (weekly general events and more pro-Soviet overture) and tinkers with campaign point thresholds to really ensure longer campaigns. The Epic variant of the mod doubles the starting and final CP thresholds, going from the vanilla 150-300 to 300-600. For reference, here's the approximate amount of mission successes required to reach the final assignment:


Easy: 6
Casual: 10
Realistic: 16
Elite: 29

Keep in mind this assumes no losses whatsoever and disregards tonnage sunk. The former will need to be compensated with extra successes, while the latter complements your victories and will inch you closer to the conclusion.


Longer Campaigns: Marathon Edition
Download (http://www.subsim.com/radioroom/downloads.php?do=file&id=5247)

This is an offshoot of the original Longer Campaigns mod which adopts the new 1.04b campaign values (weekly general events and more pro-Soviet overture) and tinkers with campaign point thresholds to really ensure longer campaigns. The Marathon variant of the mod increases the starting and final CP thresholds by 50%, going from the vanilla 300-600 to 450-900. For reference, here's the approximate amount of mission successes required to reach the final assignment:


Easy: 9
Casual: 15
Realistic: 24
Elite: 44

Keep in mind this assumes no losses whatsoever and disregards tonnage sunk. The former will need to be compensated with extra successes, while the latter complements your victories and will inch you closer to the conclusion. Get ready for extremely long campaigns the higher your difficulty of choice, given the further amplifying effect on length.



You can subscribe to this thread to remain up to speed on my plans and new releases.

Thoughts and feedback thoroughly appreciated! :up:

Shadow
07-05-17, 06:41 PM
Right now I'm particularly interested in gameplay feedback about the Longer Campaigns mods. How it feels in general, and whether the ground war's length feels right (or not). I'm personally playing a 1968 campaign on the Epic variant (and Realistic difficulty), but due to work and life I can't usually play more than one mission per day, so more input would be welcome.

As for another mini-mod idea, I'm tempted to rein in the Mark 48 torpedo's omnipotence to make it less of certain kill weapon (tentative title: Mk 48 BADCAP :D ), particularly in the temporary absence of AI improvements. However, I feel it might be a shortlived mod given the devs are already planning to overhaul the AI, possibly for 1.06. I'm not sure, so I'm probing you guys for demand.

EDIT: Mods updated for version 1.05b.

ETR3(SS)
07-05-17, 10:15 PM
The Epic variant seems to match what is now stock.

Shadow
07-06-17, 05:18 AM
The Epic variant seems to match what is now stock.

Hmm. You know what? That's right.

Didn't realize when I was comparing file contents and updating the mods last night. The only difference with Epic's files was the Holy Loch background.

With the new stock changes, Epic is now obsolete, and Marathon's difference becomes +50% instead of 3x.

Tazburg
07-14-17, 08:28 PM
Hello Shadow.
This is my first mod im installing for CW, have a couple of questions.
Do i install the extracted folder. or just the override folder.
Also is their a way to see if the mod is installed correctly.
Thanks.

Shadow
07-15-17, 03:25 PM
Hello Shadow.
This is my first mod im installing for CW, have a couple of questions.
Do i install the extracted folder. or just the override folder.
Also is their a way to see if the mod is installed correctly.
Thanks.

Without JSGME, I don't think there's any overt way to tell whether the mods have been installed correctly.

However, if you simply extract the override folder from the package to \ColdWaters_Data\StreamingAssets it should be enough. It's difficult to do that wrong: it only has to coexist with the default folder, without overwriting anything.

Shadow
07-28-17, 05:25 PM
Mods updated for version 1.06b.

Delgard
08-02-17, 12:07 AM
What does JSGME mean?

Digital_Trucker
08-05-17, 05:37 PM
What does JSGME mean?

It's a piece of software that enable, disables and warns of conflicts between mods. Using multiple mods in this game almost certainly requires its use.

JSGME (http://www.subsim.com/radioroom/showthread.php?t=204594)