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Old 04-14-17, 11:11 PM   #11
Sailor Steve
Eternal Patrol
 
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Join Date: Nov 2002
Location: High in the mountains of Utah
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Quote:
Originally Posted by Brett Sinclair View Post
@Sailor Steve: Which "irreplaceable" SH3 mods do you use? And which mods fixed SH5?
No mods are truly "irreplaceable". You do need one of the supermods, unless you like fiddling with hundreds of mods yourself. I use GWX, but NYGM, WAC, LSH3 all get high marks.
The one I wouldn't live without is SH3 Commander. It works outside the game and is more "tool" than "mod". Also h.sie's mod does some awesome things like force the watch officer to go to the bridge so you don't have to. Both of those are essential to my thinking.

After not playing for a very long time I started over again, putting together my favorite big and little mods. Progress wasn't always forward, but I finally got it to where I wanted it, only to end up having real life stop me playing again. I charted every step along the way in this thread. It's not for everyone, but it does give some idea of the pitfalls when you want things a certain way.

Quote:
One last question: Subsim's review of SH5 states "For the first time, the campaign is truly 'dynamic.'" What does it actually mean? Does SH3 and SH4 feel scripted after a while?
It means that once you sink a ship it is removed from the roster, so you don't encounter 5 Nelson-class battleships when in real life there were only two. It also means that if you stay in a certain area too long the enemy will start concentrating forces on that area, looking just for you. At least that's what they told us at the time.

The one essential mod for SH5 has to be The Wolves Of Steel. It receives huge amounts of praise from everybody who uses it.
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