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View Full Version : some one should make a minytweeker manual


gdogghenrikson
11-18-05, 03:58 AM
they could make it a pdf file with tutorials, and FAQ's

gouldjg
11-18-05, 04:48 AM
Agreed

Good luck :rotfl: :rotfl: :rotfl: :rotfl: :rotfl: :rotfl:

Seriously though,

We have only just began to understand the majorityof stuff in this game and some problems still need to be ironed out.

Once this is done then I am sure each modder will suggest tweak levels per change.

I will be doing a full Damage tweak once I am sure the pin point DD has been solved without ill effect on other part of the game.

IMHO

The whole lot needs tweaking for the following reasons

1. To get it so ramming causes instant death, you need to lower things on sub including HP armour etc etc.

2. As the sub has been lowered you then need to lower the DC's to cause more gradual damage rather than horrendus damage. The above has been imposssible due to pin point DC dropping thus gradual damage could not occurr.

3. There is then the matter of what ship guns should do damage wise. I.e. A battleship gun should blow sub in one shot but a lower calibre gun should cause less damage. This is where people will say that it is not going to be correct as the lower calbre guns did in fact prevent sub from diving and this cannot be simulated in this games engine and therefore is a exploit.

What is the best solution?, some will say that more damage should be caused but others then do not like the idea as it sometimes took many shells to actually sink the sub due to armour etc. A compromise has to be found and people should be able to choose one of two tweaks here and even have the ability to set their own rules.

4. Then there is the sub deckgun and by default it is too powerfull. Again needs to be tweaked. The Tonnage mod may have found some great methods here.

5. Planes need to be very deadly in later years. Air power is a great mod but again people should be able to choose one of two ways to use it. Some people want a 50/50 % chance of shooting one down just for gameplay.

All in all, it is time to start to merge the work done previously and then give players the ability to choose there own extremes or compromises without ruining other gameplay features by accident.

I can say that I am getting a very good feeling that the pin pointing DD will be solved fairly soon. I am just not releasing the settings untill it is tested and any possible conflicts are ironed out.

I also want three different variations as well as giving people the info and options on how to fine tune to suit themselves. E.g. I like the deafault 90 degree sonar but also like the nerfed lose contact distance for sonar.

Hopefully we will start to see the last few steps in rounding off all adjustment mods and blending them accordingly.

So much has been learned since then

HEMISENT
11-18-05, 01:12 PM
Jason, if you need a volunteer for testing just holler.