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View Full Version : Grey Wolves New Ships Add_on V. 0.1 ( MOD RELEASED)


JCWolf
04-14-06, 08:46 AM
Grey Wolves New Ships Add_on V. 0.1


Introduction

This was made to add into the Grey Wolves mod the
new ships released by AG124....


Ships added:

- Chatham Hospital Ship (NCHH) - Release 1.0 (by AG124)
http://img77.imageshack.us/img77/6526/chathamhospitalsip109dw.jpg
- Chatham Troop Transport (NCHT) - Release 1.0 (by AG124)
http://img77.imageshack.us/img77/7659/chathamtransport105fy.jpg
- Coastal Tanker (NCOT) - Release, 1.1 (by AG124
http://img509.imageshack.us/img509/7515/coastaltanker0aw.jpg
- Converted Whale Factory (NCVW) - Release 1.1 (by AG124)
http://img77.imageshack.us/img77/6884/convertedwhalefactory1qc.jpg

Nations Roster Updated

-American
-Australian
-British
-Canadian
-France
-German
-Poland
-Portugal
-RedCross
-Russia
-SouthAfrica
-Spain

Installation

This mod is JSGME ready
Just place the GWNS Add-On into the SH III MODS Folder and
enable it with the Generic Mod enabler!


DOWNLOAD

http://files.filefront.com/Grey_Wolves_New_Ships_Add_on_V_017z/;4988435;;/fileinfo.html


Thanks to AG124 for his great improvements on our ship
resources... :up:

AG124
04-14-06, 08:55 AM
Cool. Thanks. :up: I will be trying this out once my exams are over - well, I was going to anyway. I am going to need at least three or four SH3 installations. :-j

Myxale
04-14-06, 08:56 AM
:rock:

Thanx for keepin' our lil' Sim fresh and alive!
Kudos to ya all Herr Kaleuns! :up:

Boris
04-14-06, 09:26 AM
I was going to suggest a very similar thing today...

Because ship mods seem to be all over the place at the moment and are complicated to install (and to see in the campaign) there should be a defintive ship mod that adds all current new ships into the game.

I have already started by trying to make all ships multi-skinnable and create a nice amount of skins available for each ship.
I've also started hi-res skinning the flower and some of the other escorts, as well as most of the merchants... the more the better, to create more unique looking ships.

I'll post some screenies later.

In addition the mod could also include campaign files that guarantee seeing the ships inside the game...
So in short, a mod that finally integrates each new ship completely into the game.
I need some help trying to work out how to make the rest of the ships multi-skined (see the multiple ship skin thread).
Is sergbuto still around? Or anyone else with hex editing skills? It looks way out of my leage at the moment.

Of course this mod would be updated as more ships come out.

Obviously lots of people are intersted in seeing more ships in the game and it would be good to have a combined effort to make a compounding series of definitive ship mods... with regular updates. Anyone interested?

I have been trying to find an announcement thread for iambecomelife's merchant fleet mod... it seems like its been a long time in the making and I'm curious as to what it fully entails.

It would be great if all the ship builders, skinners, and anyone else were on board!

donots76
04-14-06, 09:42 AM
cool but is the bug of the whalfänger correctet?

look:

http://img143.imageshack.us/img143/69/14ya3.jpg

AG124
04-14-06, 10:22 AM
Most of the weapons nodes on my ships have not been adjusted. I always had trouble with arming ships, so I never corrected them. When I get some help next month, that will be corrected. :oops:

Roger
04-14-06, 11:38 AM
Hi boys!

Is it okey if I use this mode with GW unified campaign? I see that this mod will overwrite unified campaign "def side" file in the roster.

anyone?

Best regards,

Roger

AG124
04-14-06, 11:50 AM
It won't affect the campaing files at all, but the ships may or may not show up in the campaign, although they most likely will at some points.

Roger
04-14-06, 12:11 PM
okey, thanks AG 124 :up:

JCWolf
04-14-06, 06:52 PM
I'll post soon for the unified campaigne! :up:
I'm playing with that also and there was no problem thought!
But just in case i'll post for the GWUC, soon... :rock: :up:

JCWolf
04-14-06, 07:00 PM
I was going to suggest a very similar thing today...

Because ship mods seem to be all over the place at the moment and are complicated to install (and to see in the campaign) there should be a defintive ship mod that adds all current new ships into the game.

I have already started by trying to make all ships multi-skinnable and create a nice amount of skins available for each ship.
I've also started hi-res skinning the flower and some of the other escorts, as well as most of the merchants... the more the better, to create more unique looking ships.

I'll post some screenies later.

In addition the mod could also include campaign files that guarantee seeing the ships inside the game...
So in short, a mod that finally integrates each new ship completely into the game.
I need some help trying to work out how to make the rest of the ships multi-skined (see the multiple ship skin thread).
Is sergbuto still around? Or anyone else with hex editing skills? It looks way out of my leage at the moment.

Of course this mod would be updated as more ships come out.

Obviously lots of people are intersted in seeing more ships in the game and it would be good to have a combined effort to make a compounding series of definitive ship mods... with regular updates. Anyone interested?

I have been trying to find an announcement thread for iambecomelife's merchant fleet mod... it seems like its been a long time in the making and I'm curious as to what it fully entails.

It would be great if all the ship builders, skinners, and anyone else were on board!

That is a very cool idea, thats why i did this in the first place Boris, if you need help let me know... :up:

AG124
04-14-06, 07:14 PM
I'm trying to make some ships multi-skin capable too - if anyone can help out, there is a thread on the subject in which you can post. I think I'm getting closer though...

JCWolf
04-14-06, 07:18 PM
I'm trying to make some ships multi-skin capable too - if anyone can help out, there is a thread on the subject in which you can post. I think I'm getting closer though...



About the ships not showing up on the unified Canp. they show up
AG124, and i've made this with the Defside from GW not the stand alone, as it not afects the campaign at all and this mod allready containes the NYGM Zones files you add to your ship mods... :up:

VonHelsching
04-15-06, 02:19 AM
Most of the weapons nodes on my ships have not been adjusted. I always had trouble with arming ships, so I never corrected them. When I get some help next month, that will be corrected. :oops:

Doesn't matter AG124. I consider the Whale Factory one of the ships that took part in the Philadelphia experiment :-j

JCWolf
04-15-06, 05:23 AM
:rotfl: :rotfl:

jasonb885
04-15-06, 01:36 PM
In addition the mod could also include campaign files that guarantee seeing the ships inside the game...
So in short, a mod that finally integrates each new ship completely into the game.


I'll be updating Improved Convoys as soon as there are more cargos available.

Transports only show up a couple of times in HX42 and HX44 in the campaign, since they generally sailed in military convoys only.

I'm still not sure what a converted whale factory ship is? If it can be considered a tanker, only around 10% of the ships in convoys are usually tankers.

I'm primarily interested in two or three cargo ships of various sizes that warrant inclusion in Improved Convoys.

Actually, the original issue was the new ships weren't included in stock SH3 and IC was targeted at stock users initially, though I always used it in conjunction with RuB. Now that most people that care about mods are running either GW or NYGM, I can technically

a) Include the new ships directly in convoys and make IC only usable for those already running a version of GW / NYGM
b) Include the ships in my mod itself and make it available as a larger download for those using stock SH3; it may conflict with NYGM as it will have the improved damage module files I won't have

So, including ships gets complicated. Thus I've always avoided it while waiting for additional merchants, the real 'killer addition' in my opinion, since realistic convoys are usually 80% cargo anyway.

But for those who don't care, you can always open up Campaign_RND.mis in Wordpad and delete all the lines in the file that say Class=KLS and magically you'll start seeing the new merchants, sometimes. If you delete Class=OTMST2 you may even see a new tanker class eventually if one exists. You can do the same for Class=TR for new transports.

Kind of a hack, though, and the realism goes away.

:up:

AG124
04-15-06, 01:50 PM
It all comes down to waht the individual user wants, I guess. Of course, you could always delete a few of the entries and leave the rest so that you will continue to get a combination of scripted stock ships and random new ships. :hmm:

As for the Converted Whale Factory Ship - This type of ship represents the large whale processing ships which used to be used for harvesting large species of whales. The one which I have built is not a purpose-built factory ship, but one converted out of an old ocean liner. Converted whale factory ships could have varied appearances, and others were converted out of old freighters or tankers. Converted Japanese whale factories often seemed to have been converted tankers - US, UK, Norwegian, and German ones most often appeared to have been large freighters or medium liners. It seems to me that these ships often travelled independently, or hunted for whales in groups away from other merchant ships. However, I have read of instances in which they were included in convoys. Therefore, they would not have appeared in too many convoys historically.

CCIP
04-15-06, 02:06 PM
Is this compatible with NYGM+Unified Campaign as well?

JCWolf
04-15-06, 08:28 PM
Is this compatible with NYGM+Unified Campaign as well?

I made this with files from Gw Mod, and have installed the GW plus NYGM unified campaign....

Basicly this mod makes updates by adding new ship folders into the selected Nations inside Roster folder and the same goes to the Sea folder, the only text file i really alterd was the English names files, i do however understand that this way and without introducing the ships into the mod( another way that i really don't had time to learn yet) they can or not show up during game play
however they enter automaticly into the Recon Book and Museum! :up: