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So the prophecy came true. SH3 has divided itself into two separate camps....or at least seems to be beginning to.:nope:
So much for "celebrating diversity." :lol: Diversity breeds division. Division breeds contention. Contention breeds...well any thing from open debate, to argument, to all out warfare. Guess we will soon see where all this is heading. Mean while I'll happily play either mod. I don't see it as a choice of one over the other. In point of fact I like the unified version better than either one individually. |
Good points, Seminole, but even 'unified' is in the eye of the beholder. One player might want the 'hummingbird' effect from NYGM and the Campaign Layers from GW; another player might want just the opposite. If there's a unified campaign for every player's preference there are going to need to be many different downloads so everyone is catered to.
Which 'Unified' is your favorite? |
I use NYGM2 and GW together and have a few observations
HI to all,
I have NYGM2 and GW, GW update and GW additional ships. I loaded them all through the JSGME, however I have noticed some strange things as I play the game and I wonder if having GW and NYGM2 is actually causing some issues deeper in the game. For instance I have noticed when I attack small merchants or tramp steamers when they are by them selves, they simply wont sink, and they burn with flames that are so intense it throws my video card into a tails spin if I 'look' directly at the flames. I have to put up to six torps into the burning hulk for it to sink. This does not happen with other ship types or when the small merchants/tramp steamers are in convoy, then they sink as you would expect with one or two torps. Another bit of odd behaviour. I found a convoy of about 9-10 small merchants and one medium merchant just off the coast of NW Scotland in shallow water. When I closed to attack I noticed two or three ships were already on fire. I sank two smallies and the medium and then had to go deep to evade the escorts. While I was down all the remaining ships in the convoy got into trouble, either they developed fires or foundered. By the time I shook off the escorts the entire convoy minus the three that I scored had all sunk. Unless some one has successfully modded wolfpacks or we were all playing in a mine field there is no accounting for this incident. I am therefore assuming there are some incompatabilities between NYGM2 and GW. Any thoughts |
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This will create a brand new folder in the Ubisoft directory "SilentHunterIII" which you can then patch to 1.4 and add another mod - renaming say "SilentHunterIIIGreyWolves" or whatever the mod is - giving you two different installs http://img151.imageshack.us/img151/6...alls4ya.th.jpg Of course once you have a clean patched SHIII folder you can copy and paste that to give as many as you want |
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Let me get this straight--GW1.1 and NYGM 1.03 used to be compatable , but the two upgrades are not?! IS there a list of what is included in each mod?
:nope: |
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You can also access the online readme from the homepage too. To my knowledge there's no NYGM v GW comparison available. Personally, I don't think one would be helpful anyway. Both mods replace x files and update y files. A direct comparison would only be useful if they served the same purpose, like a washing machine. But they don't. They utilise different methodologies and philosophies. They may change the same files, but in different ways. To that end, you'll get more out of reading each mod's associated readme files to understand the approach that each mod has taken. |
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If that is the case then of course there will be problems as the 2 mods are not compatible with one another.You can only run one or the other in a single install.If you want to use both you have to have 2 installations of SH3 and GW in one and NYGM in the other.They cannot work together. |
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