View Full Version : A Question for Users of Grey Wolves and NYGM Super Mods
Observer
03-26-06, 10:13 PM
To all the users who have, or are currently using either the Grey Wolves or NYGM Tonnage War mods, or both, I'd like to ask a simple question:
1. If you've used the Grey Wolves mod, what are the five things you like most about it, and why?
2. If you've used the NYGM Tonnage War mod, what are the five things you like most about it, and why?
3. Within the limitations of SHIII (and there are many) what issue would you like to see tackled next, and why? Please keep in mind that many feature requests requiring modifications to the exe are not possible.
Please only comment on one of the mods if you have used it, however I'm particularly keen to get feedback from those who have used both. Secondly, this is not to be a flame war over which mod is better. If you feel the need to head down that path in your reply, then please don't reply at all.
The responses to these questions will help shape future development for one and possibly both mods (though it would be inappropriate for me to speak for the GW team) as much as is possible within the current framework of SHIII.
Salvadoreno
03-26-06, 11:40 PM
1. Grey Wolves
-The Radio Messages are awesome
-The Sounds, wow
-Everything feels so different
-Contacts actually feel like you have sought them out i.e Hyrdophone checks
-The Sorties (Scharnhosrt, Tirpitz, Bismack) Never seen the action, but i always see them leaving the ports and added German Airbases(hopefully ill see some condors attacking)
2.NYGM Tonnage Wae
-Lack of stupid :reknown: Availability of Subs and the (workup time)
-The Meditteranean Action (rework and the convoys)
-Ship Sinking models
-NYGM Crew Management and Uboat damage models and damage controls
-Aircraft Power and Behavior
Observer
03-27-06, 12:19 AM
Thank you. That's exactly what I was looking for.:up:
THE_MASK
03-27-06, 12:28 AM
I would like to see commander fully integrated with GREY WOLVES .
jasonb885
03-27-06, 01:57 AM
You could include the latest IC for the next release...
:hint:
:up:
JScones
03-27-06, 04:24 AM
I would like to see commander fully integrated with GREY WOLVES .
It is. The GW readme is not correct. More the issue though is compatibility between NYGM and SH3Cmdr. This has now been addressed and a fix will be included with Release 2.5. If any NYGM and SH3Cmdr users want to test it, pls PM me.
Anyway, back to Observer's topic...
JScones
03-27-06, 04:48 AM
OK. I've used GW but not NYGM.
The things I like most about GW:
- Well integrated with a cross selection of the most popular mods and tweaks available (essentially a "one stop shop");
- Appeals to most demographics straight "out of the box";
- With just a few more additions could be considered a proper expansion pack - I'd never want anything else!
Why have I not yet used NYGM? Well, I want to, and indeed I will (when's it's integrated with GW), but my understanding is that some components are still at beta stage (the Ship damage and Aircraft damage components). I've been waiting for them to be promoted to full release. Anyway, as I've stated before, for me the *perfect* mod would be GW with NYGM included. Pure bliss.
What would I like to see tackled next? Greater randomisation. I am *very* keenly watching Hemisent with his creations (indeed his Thermal Layer mod will be included with SH3Cmdr R2.5) and his sabotage mod. That is perhaps what I am waiting for the most. Oh, and I'd like to see what gouldjg is up to with his chaos mod.
gouldjg
03-27-06, 06:16 AM
SRY was supposed to pm Jscones,
The most i like about GW is the following:-
Great Sound Effects
The Harbour Traffic Mod especially when leaving Harbour.
Amalgamating GW, RUB,IUB & NYGM MODS into One Large Mod perhaps as an expansion add on.
con20or
03-27-06, 07:41 AM
Wouldnt that be amazing, the best of GW and NYGM?? i just recently downloaded NYGM and havent given GW a shot yet, but Im sorely tempted.
Do you think that would be possible? They probably wouldnt work together.
What would we do without modders? Seriously?
My favourite things about the NYGM, is the ship sinking times, and the new morale mod. The reason why I havent listed the others is that I havent encountered them yet. Aircraft etc.
raymond6751
03-27-06, 08:19 AM
I spent weeks with NYGM mod and like it a lot.
1> Harbor traffic was the coolest addition
2> Tonnage instead of renown was a good move
3> Ship interiors were the finest
4> Radio messages
5> Ship sinking time improvements also
I have just installed GW within the last week.
1> Interface changes and new movie are cool
2> Concept of many new ports is great - hope to get there someday.
3> Milk Cows are very very good idea
4> More speech from the crew
5> Integration of some of the best other mods a good idea.
What is needed: Ability to stop into friendly ports for resupply. I left Kiel, returned to Wilhemshaven and was reported killed on patrol. Same in NYGM mod.
Radio traffic that doesn't taper off after first month.
More intelligent responses from Bdu when reporting.
More info about single ship locations to avoid open empty water.
Random equipment problems unrelated to crew such as breakdowns and sea damage.
Secondary types of missions.
Mine laying missions - probably impossible but realistic.
More random weather perhaps historic.
Personally, I don't think, that living the renown system in NYGM, is a good idea.
Renown brings motivation in the game: to fight for better equipment.
For me, it is not enough motivation to see in the aces list, that I sunk the most tonnage. Otherways, it will be a hard ride to earn the 30.000+ renown and 'buy' a XXI type.
Herr Karl
03-27-06, 12:01 PM
I'm playing Grey Wolves. The game is much more immersive now. I'm also using SH3 Commander, and found the compatiblity much better than NYGM. I like the fatigue models. I like the damage models and the ship variety in patrol contacts.
My biggest issue with stock SH3 was the ship variables. I think the variety of ship contact types could still be improved, especially in convoys.
I think I'll be playing GW as I have it set up now for quite some time.
Thank You GW Team....the best Mod yet. :yep:
jasonb885
03-27-06, 12:47 PM
Personally, I don't think, that living the renown system in NYGM, is a good idea.
Renown brings motivation in the game: to fight for better equipment.
For me, it is not enough motivation to see in the aces list, that I sunk the most tonnage. Otherways, it will be a hard ride to earn the 30.000+ renown and 'buy' a XXI type.
You'd think, but I got bored with it.
A renown system only works if it's sane. SH3 failed to include a decent scoring system. You essentially get X for patrol, Y for return, and Z per ship sunk based on some difficulty modifier.
Boring.
You don't get special awards or renown for doing amazing things, like sinking difficult targets, hitting enemy harbors, sinking capital ships, performing special missions, and so on.
So it's mostly just a bore.
I much perfer being able to upgrade, after waiting the patrol shakedown time, to the latest stuff.
Renown tried to be both a scoring system and a way to represent obtaining favor with command to get newer toys. It tried to be both and failed at both.
At least tonnage is simply what it is. With TM it ought to be hard enough to score big that it actually means something to have sunk 30,000 tons before you're sunk after 12 months.
:up:
irish1958
03-27-06, 04:30 PM
I like them both, and have them on diferent computers. Now that Rubini has intigrated them, I'll try this and see if I like it better.
GW: wonderful graphics, cool mods, great radio traffic, choices of different mods (My second computer is much slower, and I really appriciate the consideration to those of us who have slower computers.)
NYGM: Tonnage; flooding of tagets, increased realism, air corrections, and hit point adjustments.
imporvements: more random elements. addition of Church's radio mods.
irish1958
Salvadoreno
03-27-06, 04:42 PM
Grey Wolves has a component of the NYGM ship damage mod with its own twist on zone.cfg files i think.
NYGM HAS habor traffic?! I dont think it does, ive played it for a couple weeks. Only GW has HT..
Observer
03-27-06, 11:49 PM
Thanks to all those who have posted feedback. It has been most helpful.
You could include the latest IC for the next release...
:hint:
:up:
I'll see what we can do on this.
Der Teddy Bar
03-28-06, 12:11 AM
Why have I not yet used NYGM? Well, I want to, and indeed I will (when's it's integrated with GW), but my understanding is that some components are still at beta stage (the Ship damage and Aircraft damage components). I've been waiting for them to be promoted to full release. Anyway, as I've stated before, for me the *perfect* mod would be GW with NYGM included. Pure bliss.
A rose by any other name is still a rose? I could have called it the NYGM Ship Damage Mod Ver 1, but, well, I didn't :rotfl:
A NYGM 'beta' has normally had at least 1 month external testing, the NYGM Ship Damage Mod had 2 months external testing after 3 months internal.
Anyway, if you are using GW then you are using the NYGM Ship Damage Mod Ver 0.1.39 that has had some tweaking :cry: but is for the most part, the NYGM Ship Damage Mod Ver 0.1.39.
Kpt. Lehmann
03-28-06, 02:10 AM
Why have I not yet used NYGM? Well, I want to, and indeed I will (when's it's integrated with GW), but my understanding is that some components are still at beta stage (the Ship damage and Aircraft damage components). I've been waiting for them to be promoted to full release. Anyway, as I've stated before, for me the *perfect* mod would be GW with NYGM included. Pure bliss.
A rose by any other name is still a rose? I could have called it the NYGM Ship Damage Mod Ver 1, but, well, I didn't :rotfl:
A NYGM 'beta' has normally had at least 1 month external testing, the NYGM Ship Damage Mod had 2 months external testing after 3 months internal.
Anyway, if you are using GW then you are using the NYGM Ship Damage Mod Ver 0.1.39 that has had some tweaking :cry: but is for the most part, the NYGM Ship Damage Mod Ver 0.1.39.
The only tweaking done at the moment by the GW team regarding the NYGM ship damage model ver 0.1.39 is on HP only for 1-2 ships and does not alter rate of sinking or chances of critical hits.
Its just a band-aid for now which allows uboat captains who are willing to trade much ordinance for a few tons.
Improvisation was required for the new ships we have added to be very close to the intent of the NYGM damage model.
irish1958
03-28-06, 09:51 AM
I would like to set my watches at the beginning of the patrol, and then change the entire watch when the fatigue system calls for it, and not have to change every compartment one by one, and at a different rate.
In addition, at some time during the patrol, I would like some random event or events (crew injury, illness, or death, equipment failure, inadvertent flooding ETC.) Could this be added to the RND file, much as the air attacks?
irish1958
JScones
03-30-06, 05:50 AM
Anyway, if you are using GW then you are using the NYGM Ship Damage Mod Ver 0.1.39 that has had some tweaking :cry: but is for the most part, the NYGM Ship Damage Mod Ver 0.1.39.
Yes, that was not lost on me. Kinda ironic if you think about it...
finchOU
04-01-06, 05:52 PM
so...what is compatable with GW? I have RUB 1.45....is GW basically an add on from the RUB mod or is it a new thing all together.....sorry for this question...it just seems confusing to me with all these mods out there and which one is the best...and covers the most bases.
Why has the GW mod not been posted on the SH3 download page for Subsim.com????? Is it still in testing???
I usually wait until somethings posted there before I'll download it.
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