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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
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I know there is little information at this point but I have a question that I think can be discussed in spite of the fact.
I'm sure most here expect that SH5 will likely have issues upon release. So my question is...based on your experience with SH3 and SH4...what possible challenges do you anticipate in making mods/fixes to the sim given the new interface? Is it too early to discuss or do you know enough about how sims are constructed programmatically to have a rough idea?
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#2 |
Lucky Jack
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I think it's a bit too early to say anything for sure.
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#3 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,803
Downloads: 11
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^^This.
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#4 |
Mate
![]() Join Date: Mar 2007
Location: Ohio
Posts: 56
Downloads: 1
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I think the great mod makers are resourceful enough that nothing will stop them.
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"Hard pressed on my right. My center is yielding. Impossible to maneuver. Situation excellent. I am attacking." |
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#5 | |
Lucky Jack
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That said, I doubt Ubi would make SH unmoddable, atleast not on purpose. |
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#6 |
The Old Man
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Every player has his personal version of SH he'd like to play. It would be great if this time they include modding tools and allow access to all the scripts. Being able to make small modifications yourself means that you can stop bitching about issues, or wait for others to mod the game. Instead you'd spend a few minutes in the tools, mod it to you liking and play. As I've already said before, the SDK actually prevents the emergence of HUGE mods like GWX because it opens up the possibility of thousands of small changes suited for each player. For example, unlike in Oblivion where I had about 100 mods (really), in Fallout 3 I have only textures replacers and a few animation mods. Why? Because, unlike Oblivion, Fallout was much closer to what I liked to play. Oblivion took a loot of convincing
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