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Old 06-06-06, 06:12 AM   #1
MaxenThor
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Default What's the Difference between GW1.1 and NYGM Tonage War Mod 2.0

I have a couple of questions. I have GW1.1 +patch installed which as I understand it contains the old version NYGM Mod or at least major portions of it. Is NYGM Mod 2.0 an addition to or a replacement for GW? Also does it contain some of the same screens,sounds etc. that GW has. I have been exteremely impressed with GW1.1 and would not want to loose a major portion of this mod. However,I'm certainly interested in upgrades. I quess my major question is: what's the difference between the two. Thanks.
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Old 06-06-06, 07:24 AM   #2
Dowly
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Today, NYGM and GW are two separate mods.

Here´s the major differences that I remember atm (Just got out of work, so I´m a bit tired):

GW:
Makes changes primaly to sounds, graphics and gameplay

NYGM:
Aims primaly for pure realism
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Old 06-06-06, 07:40 AM   #3
VonHelsching
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Quote:
Originally Posted by MaxenThor
I have a couple of questions. I have GW1.1 +patch installed which as I understand it contains the old version NYGM Mod or at least major portions of it. Is NYGM Mod 2.0 an addition to or a replacement for GW? Also does it contain some of the same screens,sounds etc. that GW has. I have been exteremely impressed with GW1.1 and would not want to loose a major portion of this mod. However,I'm certainly interested in upgrades. I quess my major question is: what's the difference between the two. Thanks.
GW 1.1 contains the previous version of the NYGM ship damage mod. NYGM v2.0 is not an addition to GW, but a different modpack.

The new NYGM Mod, as well as the previous version of it is focusing on realism (or at least the way realisim is balanced in the game, as perceived by the NYGM team) and one of it's main features is the replacement of the Renown system with Tonnage. Upgrades are free, but take time. See the NYGM thread for more details / features, like the anti-humming bird and the new approach in sensors (among other things)

GW, on the other hand is focusing on the immersion factor and a balanced approach between realism and gameplay. Since you already have 1.1 you know what I'm talking about.

You can't have both without ruining some features of each one, or without any compartibility issues.
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Old 06-06-06, 08:46 AM   #4
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Thanks fellas for your replies. I really like GW 1.1 so I believe I'll stay with it for awhile. Maybe I'll try the NYGM Tonnage Mod at sometime at a later time.

I do like the idea of changing Reknown for Tonnage. Maybe GW can implement this in the future.
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Old 06-06-06, 10:13 AM   #5
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I would be cautious using terms "realism" and "gameplay" by the way. GW and NYGM alike offer high levels of both, but they go about it in a different way.

As it stands now, NYGM 2.0 makes more sweeping changes to game mechanics and makes it a lot harder to play, whereas GW adds a lot more new graphics features, units, ports.

I would say that in the most simplified of terms, GW = bigger game, NYGM = harder game.
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Old 06-06-06, 11:45 AM   #6
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Quote:
Originally Posted by CCIP
I would be cautious using terms "realism" and "gameplay" by the way
I'm not.
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Old 06-06-06, 11:52 AM   #7
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Well, we know your types

Let's not get into that debate. Debating about realism and features is like debating the finer points of women - there's some common features that are considered good, but a lot comes down to preferences in the end
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Old 06-06-06, 11:54 AM   #8
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Quote:
Originally Posted by CCIP
I would be cautious using terms "realism" and "gameplay" by the way. GW and NYGM alike offer high levels of both, but they go about it in a different way.
Not to mention that understanding of "realism" is quite subjective.
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Old 06-06-06, 11:56 AM   #9
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When it comes to realism, the bottom line is the only people who can truly make that distinction, are the people who were really there.

The rest of us are just guessing about something we never experienced.
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Old 06-06-06, 01:05 PM   #10
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Quote:
Originally Posted by Ducimus
When it comes to realism, the bottom line is the only people who can truly make that distinction, are the people who were really there.

The rest of us are just guessing about something we never experienced.
Well said!
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Old 06-06-06, 01:21 PM   #11
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In a game, realism is just semantics. It's irellevant as a concept, since it all comes down to personal preferences (I agree with CCIP)

-Sometimes it is required to make one aspect of the game harder in order to offset a constraint by the game engine
-Sometimes it is required to do the exact oppsite
-Sometimes it is required to do a completly different thing just to prevent people from thrashing the game
-Some people will thrash the game into the garbage bin, because it's not "realistic"

I would agree more with the term "historical accuracy"; but then you would just have to watch the game, not take part in the war, since you're changing history by sinking even a small trawler. Also, some people would prefer to play an alternative timeline. You see, it's a debate without end.

The key in a game is supplying enough options to capture the majority of preferences.

That's all.
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Old 06-07-06, 04:50 AM   #12
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Fully agree with VonHelsching. Although I'd say that we supply options to cater for different players' perceptions of reality.
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Old 06-07-06, 06:49 PM   #13
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Quote:
Originally Posted by MaxenThor
Thanks fellas for your replies. I really like GW 1.1 so I believe I'll stay with it for awhile. Maybe I'll try the NYGM Tonnage Mod at sometime at a later time.
MT, there is a way to have your cake and eat it to!

When you install SH3 and patch it to 1.4 make a copy of the entire data folder outside the game.
Now install GW1.1.
Make a copy of that GW1.1 data folder also outside the game.
Now delete GW1.1 data folder in the game and copy the original 1.4 stock data folder back into the SH3 folder.
Now install NYGM2.0
Run NYGM and see what you think.
Then copy the NYGM data folder outside the game and put the GW1.1 data folder back in and run that.
Anytime you want to add a new version of anything copy the 1.4 patched stock data version back in the SH3 folder and install the new GW4.0 (no such thing) when it arrives.
This also means you can try modding any version and if you screw it up you will have a known good version of them all ready to copy back in.
Never reinstall again!

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Old 06-08-06, 06:31 AM   #14
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Quote:
Originally Posted by VonHelsching
You can't have both without ruining some features of each one, or without any compartibility issues.
I thought there was a Mod to make them Compatible?
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Old 06-08-06, 06:50 AM   #15
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Quote:
Originally Posted by The Noob
I thought there was a Mod to make them Compatible?
Well there was a combination version at one point.Not sure where to get it though as I never used it,but that won't happen again due to overinflated egos getting in the way.Something that is happening more and more with certain people on this board.Their heads are swelling and need to be popped or knocked down a peg or two.I won't name names but if you have been following any of the threads lately you will know who they are.

Last edited by CWorth; 06-08-06 at 06:53 AM.
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