View Full Version : HOLLYWOOD Closed thread.
gouldjg
03-25-06, 11:50 AM
I will soon have a beta version ready for a total unofficial randomiser for GW.
Hopefully I will be able to pack it tommorow for dl. It is a massive 1.5 meg so be warned :rotfl: .
This will include
Radomised ship damage settings
Randomised Ship special effects
Randomised sub damage based on GW zones.cfg
Randomised plane damage based on GW also,
I need testers who have GW and sh3 commander but are flexible and available for some quick tests.
They will need to know how to apply and back up mods,
Please do not expect any extreme long sinking times at the moment, I have reverted back to what I call a mid range setting which is a bit more gamey and eye candy though the flooding times have been increased and randomised compared to stock game.
Once you guys spot things and make reccomendations, I should just be able to use this one text file and make quick fixes.
You just have to remember that what may play great today, will be pretty different tommorow and vice versa.
Once the basic beta has been confirmed, I can release a Master template and some guidance notes. This will enable single players or mod teams to be able to edit and experiment to suit their games or mods.
Now this has taken me some 50 hours work all together, i.e. research etc.
I do no maths formulas, I work by gut feel,. Be lenient if you disagree wih a setting or spot a mistake. I am sensitive lol.
I am not claiming that this is a super mod or that it will blow your socks off. It is merely the first template to get the best out of sh3 commander and show what is now possible.
It is alo to hopefully save others the time and effort in setting this thing up. It will grow and grow, I can assure you of that.
Thanks all, espeially jscones, vonhelsing and hemisent
gouldjg
03-25-06, 08:34 PM
Deleted
HEMISENT
03-25-06, 10:59 PM
Gouldjg.
Sounds great-I take it your personal stuff is handled and you're back with us for awhile?
The idea of a random chaos mod is outstanding. Once sabotage is wrapped let me know what I can do to help.
Check your PM
gouldjg
03-26-06, 05:38 AM
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irish1958
03-26-06, 02:03 PM
Is it possible to add equipment breakdown and crew breakdown (injury, illness, death, etc.) in a random manner during a cruise?
irish1958
gouldjg
03-26-06, 02:49 PM
deleted
irish1958
03-26-06, 08:20 PM
thanks for the reply.
"Keep up the good work"
irish1958
gouldjg
03-27-06, 06:58 AM
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gouldjg
03-27-06, 03:02 PM
Updated first page with master file v1.
Sending to Jscones to see if any corrections/improvements can be made then will start the data input process that shows the default major mods setup, so players/modders can tweak/restore to their preference should they not like certain aspects of what my defaults settings are.
Have had a brain f**t concerning block 2 special effects but need to discuss with Jscones.
p.s. I am only posting the work on here because I will lose it and it would kill me. I always forget to backup my work.
Anyway it helps others involved in this, watch and learn. That is if I am doing something right. It may be all wrong. Please dont go mad Jscones if I botched it.
You should make this Thread sticky!
As it's usefull...i think! :D
Cool work bro...
lurker_hlb3
03-28-06, 01:45 AM
gouldjg
please check your PM
Leigh
gouldjg
03-28-06, 02:20 AM
Deleted
Happy Times
03-28-06, 03:55 AM
Nice to have your brains back. :D Funny how women are allways watching your every move but when it comes to their hobbies its a different story..:lol:
gouldjg
03-28-06, 06:14 AM
deleted
gouldjg
03-30-06, 02:58 PM
Sry for no news on this.
I am still waiting for Jscones though I think he has either moved house or is busy with his new commander testing.
As soon as he checks the setup and advises on corrections, I can start testing on a new damage model that should enable varied sinking times and varied damage.
JScones
03-31-06, 01:13 AM
Sorry, I've been away on conference for most of this week. I'll check your stuff out over the weekend.
gouldjg
03-31-06, 06:48 AM
No Probs
I am busy at the moment reviewing all past/present work on damage and DD. Doing my homework.
As soon as I can actually see how this radom affects ships sinking times and damage variation, I will know how to proceed with this.
I am alo thinking of a new crew model that makes certain repairs only possible on the surface.
The compartment repairs will continue but certain areas i.e. the rest quarters cannot be repaired unless men are assigned to damage control and on surface.
I can see posible exploits in this using both random methods and fatgue model timings, especially where flooding deaths are concerned.
Ideally I now want to aim at getting the sub in a flooding situation that can last for 2-3hoursbefore filling the rest rooms. If it is almost immpossible to repair these floods, it gives the player 3 hrs max to evade the DD.
I deally we would like the DD to stick around for 15hrs but I have not sussed that part out yet.
As I believe it, we need to establish what the longest possible times, people have been hunted by dd before losing them or dying. once a avergae has been found (bingo)
gouldjg
04-12-06, 10:56 PM
Check first post.
Basically I am 10 steps closer to producing a Ship, Sub and Plane damage randomiser for SH3 commander.
No Voyage will be the same again.
Now that I got a taste for it, I am looking at all possibles here.
Jscones, you are a star :up:
HEMISENT
04-13-06, 06:46 AM
Gouldjg. Great news and I'm looking forward to further updates.
Can I help with testing? Right now I'm in the middle of the "Malfunctions" component of Sabotage/Malfunctions" work.
So far everything working better than expected with the Commander/Random sabotage folders. It's getting a bit tiring being a perpetual target playing only from july 1944 and later.
Cheers!
gouldjg
04-13-06, 07:46 AM
Hi Hemisent
I got the game now and can look at my tests lol.
I can send you my files of work done so far :up: . I am only dealing with ships at this moment in time.
I have to say that at the moment, I am working with GW as a base but have had to reverse some of NYGM for my tests.
This means that my setup is completely different to what is out at the moment.
This is in no way a dissatisfaction with NYGM. I simply just do not fully understand the rules Der Teddy has applied and to me, I have lost many special effects that I wanted to keep.
I am just trying to get a personal feel combined with GW an NYGM.
I am hoping that some of the random features will provide a combination and variation between the both extremes.
Up to now I have just done the ships.
Preliminary tests show that special effects have come back and sinking has improved and is different each time (my taste only).
You will no doubt understand that the whole goal of mine is to not really know what to predict in the game. I want to feel uncertain and be dissapointed, suprised like the real capatains lol.
You will also understand that the amount of variables are too many to write a report for each. I am only working on gut feelings and previous Hollywood mods. There are no magical formula or mathmatical models in play here. That justv takes too long. I have a good feel for what is ok, and what to do to make it ok as far as a game is concerned.
Later, I will then decide whether or not to set variables so players can get longer sinking times. This has already been done to a good point.
Remember what I said about block 2 & 3 which is still wip.
These will enable players to add probabilities to their game.
Just send me your email and I will post wip to you later today.
gouldjg
04-13-06, 04:35 PM
deleted
HEMISENT
04-13-06, 04:54 PM
Gouldjg
Outstanding!
Right now I am using NYGM/TW/HT Unified from Rubini. Only because I understand NYGM and have used it from its inception (and GW was a bit of a stretch to DL at first)
I think I'll plug your settings into Commander and see what happens first as a baseline then start from there. I can still tinker with the malfunctions as they pertain to the players U Boat while your settings deal with the enemy ships.
What do you think about me DL'ing the GW/NYGM merged(I think I read that it's out and working)
See your PM for my E mail address.
gouldjg
04-13-06, 05:26 PM
No probs matey
I have GW which apparenty has nygm features in it.
I have however changed these as I do not fully understand the nygm model. When I first plyed the game, I seem to have lost a lot of eye candy etc.
Personally, I am not a hard realism fan though I do want some increases and variations in default sinking times.
At the moment I am just getting a play feel right for me and then releasing the template so other major modders can decide on wether or not to adjust to their liking and combine with their mods or add as a optionional.
I will probably give nygm 2 a go though as it sound more sophisticated when it is released. Obviously I will randomise what I do not like, so it gives me the variation i want.
Anyway, I may have a full testing version ready by 3am in uk time. I will right up the tutorial tommorow or saturday.
In the meantime, I will send you my wip files tommorow so you can have a ganders and maybe get some ideas from it. :up:
HEMISENT
04-13-06, 07:36 PM
Great, I'll keep a lookout for them.
gouldjg
04-13-06, 08:40 PM
I am pretty close to a beta version :rock: :rock: :rock: :rock: :rock: .
Just looking at randomiing a couple of xtra things i.e. the ai gun accuracy etc.
one day they may be good the next they may just be average :lol:
This is going to be one hell of a template I tell you that.
I have now added sub damage model, Randomised
plane damage model, Randomised
Ship damage model, Randomised
Special effects for ships, Randomised
AI cannon accuracy = Randomised
AA gun accuray = Randomised
Check first post
Yes....yes....yeeeeesssss!
HOOOOLLLLYYY Hood mod, i'm wayting for this since GW was released.... :rock: :rock: :rock:
God protects the braves... :up: :sunny:
THE_MASK
04-13-06, 11:55 PM
So the easter long weekend just got better . :cool:
Salvadoreno
04-14-06, 02:11 AM
What exactlly does this mod do? Randomized damaged? I dont understand!
gouldjg
04-14-06, 09:08 AM
What exactly does this mod do? Randomized damaged? I dont understand!
This is a text file that goes with sh3 commander.
It randomizes all the special effects, hit points, Armour, flooding times, floatability rates etc. Some cargoes such as fuel and ammo may now have a chance of being present in areas.
Basically this means that every time you load through sh3 commander, you will have a unique configuration.
Now this may mean that some objects may be weaker or stronger etc etc.
Same goes for ships.
And again for planes.
The special effects will not be the same each time you load either. Some will occur early and some late, sometimes fire and sometimes explosion.
In some circumstances, you may get crewmen flying around. On other days you may not.
The whole object of this mod,
1. I have had to start with a basic vanilla damage configuration but then applied some Hollywood rules.
2.I have randomized those rules to be either beneficial or not i.e. your sub may have a default hit point for command room being 400.
I have set it so it can be anything from 350 to 420. Now imagine that with everything in the game.
Then also imagine floatability, flooding times etc etc.
So now you will never be sure of sub or the ships, planes capability. That is the way I want to play. It is a semi realistic outlook except for this moment in time, I want the ships to sink better and quicker than GW. I will increase sinking times as test proceed but I cannot work with NYGM as I do not really understand it. NYGM may actually takes some things from this and apply it for their players. That is fine with me, same goes for anyone mod team or individual.
You may decide to take on a plane and even get lucky. Then again you may get you A*S handed back to you lol.
Hope this helps explain
pps
I am just waiting for permission to use someone’s hard work. I.e. they spent 7hs doing some changes back to stock level playability for GW ships.
It is only fair, I ask them before slapping the beta out. If however he is away all day, I have to presume he is on holiday and proceed by crediting him for his part.
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