View Single Post
Old 03-15-06, 03:52 PM   #13
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

I can’t really work on anything solid as of yet, but soon I will be doing a varied Hollywood and Cfg files in a month or two. Anyone else should feel free to take this forward if they understand the principle and are not as tied down as i am with other business.

Simple things first and small steps to be safe is the best way to go.

Rule 1 = Pick a simple file such as cfg to start a beta

Rule 2 = Set a golden rule, mine is to start in increments of 3% up to max 20% plus or minus either way/stronger or weaker. Lets call it wear and tear and poor manufacturing as well as bad luck.

Rule 3 = Create the occasional special event i.e. rapid sinking effect etc etc. Different sinking style, different effects.

Rule 4 = Don’t go crazy as this could easily get out of hand. The reason the golden rule is only 20% is in case we then alter other stuff at a later date that could have a knock on effect i.e. guns, shell files.


I will probably just do about 50-100 variations of ship and sub damage via Hollywood or similar zones cfg as a base line. Would be best to see what GW produce and compare with NYGM and then find a middle ground base line.

(I actually think everyone could just contribute by picking a couple of things to adjust and as long as they do not exceed the golden rules of max 20% changes for the majority of things, everything will be fine but vary so no one game is the same.) Hollywood and combined Hollywoods as well as other peoples versions of the CFG could all be tweaked easily enough and yet still have great effects in game.

It’s the one of treats i.e. which require more work and planning.

The hopeful thing maybe is that SH3 commander may one day allow me to paste all variations in one text file as the zones is just a notepad file. A bit similar to the fatigue models. Then we maybe could just hit a randomise button and not know what has been loaded for that particular voyage.

Yes a very long file but worth it, I am sure. I cannot promise any random breakdowns but I can make certain systems more prone to severe damage/failure during DC attacks and it wont be repetitive and that’s the key. Imagine lining up your AA guns for the usual 3rd pass downing of a plane, only to find out it takes four or five passes or maybe just one pass.

This would be beautifully capped off if we can find the code that controls repair times and that is something that has eluded me from the beginning.


If this simple beta works, I ill probably move on to other stuff i.e. shells, DD sensors etc but this would need either sh3 commander or another more updated version of time travellers tools as well as the co-op of those whom know the areas.

Once a suitable test, readme and the tools are available I think we will see many varied files appearing i.e. random crew responces etc.

One could really go to town in their own little corner of expertise.

In the meantime think about it as it is just an idea at the moment.

I am waiting to see if GW and NYGM somehow get the ability to co-exists in a installation as I really do not want to be making a mod that has then got to be adjusted for other major mods(actually it does not really matter really as the other mods can just do it themselves for their setups). I am sure everyone will be busy for a while on the new big mods until then.
__________________
My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
gouldjg is offline   Reply With Quote