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Old 03-03-07, 04:09 PM   #1
modisch
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Default "Easy Mode" GWX?

First off, I just wanted to thank the awesome mod community here. It's amazing how far you guys can take a game like SH3. You turns all the knobs to 11

Now on to my question... I really like the richer world of the GWX mod... the new ships, convoys, milks cows, new flotillas, interface enhancements, sounds etc. But I'm a far more casual player than the average GWX user (I think) and I find that a lot of the reality updates are a bit too much for me. Mainly, I'd like to retain SH3's naval artillery, ship damage, and colored contact updates. The high-realism players get all my respect, but that's not the gameplay I'm shooting for right now (maybe down the road though when I want more of a challenge).

Is there an easy way to do GWX a la carte? Or maybe someone can recommend other mods that will get me the richer world without ratcheting up the difficulty?

Thanks,

-m
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Old 03-03-07, 04:13 PM   #2
Mush Martin
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In that case copy and paste the sea folders and roster folders from
GWX and put them into whatever plain version your playing.
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Old 03-03-07, 05:54 PM   #3
HanSolo78
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Have a look: http://www.subsim.com/radioroom/show...&postcount=450

Between stock and GWX
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Old 03-03-07, 06:07 PM   #4
modisch
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Thanks Han... That looks like it might be exactly what I want. I'll be giving that a test drive tonight.

-m
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Old 03-03-07, 06:09 PM   #5
Steppenwolf
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This mod will give you back the colored contacts and colored sonar lines:

http://files.filefront.com/GWX_Conta.../fileinfo.html

If you use SH3 Commander, you can set your cannon's firing rate back to the stock rate (or even faster). That is available here:

http://www.users.on.net/~jscones/software/products.html
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Old 03-03-07, 06:10 PM   #6
STEED
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You could give danlisa spy sat mod a go.

http://www.subsim.com/radioroom/showthread.php?t=106410
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Old 03-03-07, 06:14 PM   #7
The Munster
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Quote:
Originally Posted by modisch
Thanks Han... That looks like it might be exactly what I want. I'll be giving that a test drive tonight.

-m
Hi Modisch and welcome.
WAC is excellent and I'm sure you will not be disappointed with what it has to offer.
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Old 03-03-07, 08:26 PM   #8
ReallyDedPoet
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Mothballs did a " Kids Mod " for The Grey Wolves 1.1.
However this is not for GWX.

http://www.subsim.com/radioroom/show...highlight=kids
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Old 03-03-07, 10:31 PM   #9
modisch
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Quote:
Originally Posted by reallydedpoet
Mothballs did a " Kids Mod " for The Grey Wolves 1.1.
However this is not for GWX.

http://www.subsim.com/radioroom/show...highlight=kids
thanks... that's a bit too easy for my taste.

really, I'd just like something like GWX with the stock damage and artillery models and the original colored contacts (which steppenwolf kindly linked a mod for).

regards,

-m
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Old 03-03-07, 11:21 PM   #10
Spaxspore
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Quote:
Originally Posted by modisch
Quote:
Originally Posted by reallydedpoet
Mothballs did a " Kids Mod " for The Grey Wolves 1.1.
However this is not for GWX.

http://www.subsim.com/radioroom/show...highlight=kids
thanks... that's a bit too easy for my taste.

really, I'd just like something like GWX with the stock damage and artillery models and the original colored contacts (which steppenwolf kindly linked a mod for).

regards,

-m
carotio has released GWX-TA1.0 for GWX 1.1he is currently beta testin for gwx 1.2 (gwxta1.1)

here is his website...

http://carotio.awardspace.com/Caroti...ite/start.html


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Old 03-03-07, 11:40 PM   #11
modisch
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Thanks... checking out GWX-TA. I think i'm going to have a very large collection of SH3 installs before the weekend is over.

-m
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Old 03-04-07, 01:28 AM   #12
Spaxspore
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Quote:
Originally Posted by modisch
Thanks... checking out GWX-TA. I think i'm going to have a very large collection of SH3 installs before the weekend is over.

-m

yea am waitin for him to release it for gwx 1.2 before i start a new career.
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Old 03-04-07, 07:36 AM   #13
ReallyDedPoet
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Quote:
Originally Posted by Spaxspore
Quote:
Originally Posted by modisch
Quote:
Originally Posted by reallydedpoet
Mothballs did a " Kids Mod " for The Grey Wolves 1.1.
However this is not for GWX.

http://www.subsim.com/radioroom/show...highlight=kids
thanks... that's a bit too easy for my taste.

really, I'd just like something like GWX with the stock damage and artillery models and the original colored contacts (which steppenwolf kindly linked a mod for).

regards,

-m
carotio has released GWX-TA1.0 for GWX 1.1he is currently beta testin for gwx 1.2 (gwxta1.1)

here is his website...

http://carotio.awardspace.com/Caroti...ite/start.html


Thanks for the info, just bookmarked the site
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Old 03-04-07, 09:00 AM   #14
joea
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Isn't turning off the realism options enough?
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Old 03-04-07, 12:25 PM   #15
Wave Skipper
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Default make your own mods

You have run into the trouble of what I call Walmart-mods. Mods that try to do everything under the sun. I make my own mods all the time and yet I have only posted up one for the public, V-mod. I think what happens is as people go along making mods there is a temptation to go too far. I had originally planned to keep my V-mod very simple and to have a small footprint so that it would not run into a lot of unforseen troubles and would work with other art and control mods. I also provided the theory behind it and a list of how one could alter it to fit personal whims (though I admit this theory list was a bit tedious to wade through).

But then something happened. AS I went along building it I just kept adding more and more in. More than I had intended to. For example I added in the Waffen_SS mod and created a larger textual story for the thing than I should have.

What a player needs to do is simply learn how to make their own mods quickly. I only learned cause I was, like you, tired of all the additions in the big mods I didn't want. So I learned how to remove them and in by so doing started making my own personal mods. V-mod was just my personal learning tool. After that I made others but have never posted them.

One complaint I have is that so many of the reality additions people make are not supported by the historical records. For example, the huge mine fields. There were huge mine fields. But since they often make game play less than fun, I'd like to see them only where ACTUAL WAR RECORDS state that they existed. And for example anyone who reads much about the U-boats knows that the Brits would fly near the U-boat bases at night and drop random mines in the channels used by the U-boat bases. For this reason the Nazis (and by the way that's what WWII U-boats fought for: Nazis) had to sweep their channels each day and provide U-boats with new routes to sea. Has anyone Modded this factor in? Well I have mods that have.

But the things that need to be fixed just can't be. Such as AI. I now run all my enemy ships at expert. I can't stand anything less. Even then it still falls short. Last month I did a test - I set up a single Brit BB for me to attack in April 45. But first I had to cut across a screen of 6 escorts set at expert and 2 set at veteran. Yes, they killed me, but only after I reached and sunk the BB. And don't ask about whether I was using the WWI pencil method of calculating my torpedo attacks. The point was I had to travel 8000 meters to reach the BB and I should never have made it a third that distance - not in Spring of 45.

I was so let down by the test that I quit playing SH3 for weeks. In fact if the AI is not significantly better in SH4 I won't play it.
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