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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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Guys, It's been enough time since release and enough effort was made into developing mods to start taking it seriously.
Many people want a super mod like a GWX (I will only refer to SH3 as I never played SH4). We already have it, it's still in too many pieces though. We have two large and excellent interface mods:
Each of these 2 mods is great. None of them has all one could need when it comes to interface. They PERFECTLY supplement each other, but they are not compatible... So authors - sit down together and work on merging them into one mod that will have it all:
The result mod would be neither TDW's nor reapers... but that's how it is when you work on a Super Mod as a TEAM. ![]() And as we talk about a team, there are many other mods (and their authors behind them) that should be added to the work/team - I will not analyze their mods as it should be quite obvious why they perfectly fit to be incorporated into a Super Mod:
Well, it's all there, the work was done. Now we need a TEAM to polish it and release it all in one piece. That will already be a SUPER mod. It will still ack a few things GWX had, like new vessels models or numerous role playing immersive features... but these won't ever come if you don't start working on... HWX or VWX now. ![]() Many stated here "I'll buy Sh5 when a super mod arises". Make them come. So... reaper, TDW... will you try to start cooperating at first and working as a team in the future? Dead serious.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#2 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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With the excellent work these guys have put out its amazing they haven't taken a break, let alone compile a super mod.
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#3 | |
Commander
![]() Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
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I have to echo ddrgn's comments. Let them do the work they want, to improve the game for us.
Vigorous requesting usually has the opposite effect to the one intended.
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#4 |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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With JSGME its not that hard to make your game the way you want. There is always something in a super mod I don't need or want and have to tweak it out.
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#5 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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It always amazes me how much work the modders put in. They should be allowed to enjoy the game too.
How can they get time to just play? I agree that a super mod would be nice but is often too fixed or restrictive. If one is made, it should have many optional parts.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#6 |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
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The replies we have in this thread so far simply amaze me. I thought it's a consensus that GWX was the best thing that ever happened to SH3, and this is why we're convinced we also want sch a Super Mod for SH5. Now I see not all of you share that view.
I simply disagree with you. Managing 40 or more mods is in no way easy, even if you update them and check the forums regularly - checking the number of compatibility issues questions is enough proof for that. Surely there are these few, the end-user-elite, who will always prefer to hand pick every little change in their game, thus composing their ideal SH5... but no Super Mod will take this ability away from you. Most players, as seen in many threads, await a Super Mod or even depend buying the game on it. That group includes me. I would rather expect the mod authors to oppose making a team, for many various reasons - like losing independence in one's work or having to share the results with others or time constraints or personal issues with other modders or whatever else - but not from the community. As to me - I'm all for a Super Mod. I want to have features from many excellent mods that now exist but are not compatible. I know my game experience will be better. I know I'll have more people on this forum to talk with if we have Super Mod. I know many new skilled modders will come to SH5 as soon as a Super Mod is announced to be developed. We can only gain from it, not lose.
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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