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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
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Sorry, I've been away on conference for most of this week. I'll check your stuff out over the weekend.
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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No Probs
I am busy at the moment reviewing all past/present work on damage and DD. Doing my homework. As soon as I can actually see how this radom affects ships sinking times and damage variation, I will know how to proceed with this. I am alo thinking of a new crew model that makes certain repairs only possible on the surface. The compartment repairs will continue but certain areas i.e. the rest quarters cannot be repaired unless men are assigned to damage control and on surface. I can see posible exploits in this using both random methods and fatgue model timings, especially where flooding deaths are concerned. Ideally I now want to aim at getting the sub in a flooding situation that can last for 2-3hoursbefore filling the rest rooms. If it is almost immpossible to repair these floods, it gives the player 3 hrs max to evade the DD. I deally we would like the DD to stick around for 15hrs but I have not sussed that part out yet. As I believe it, we need to establish what the longest possible times, people have been hunted by dd before losing them or dying. once a avergae has been found (bingo)
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#3 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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Check first post.
Basically I am 10 steps closer to producing a Ship, Sub and Plane damage randomiser for SH3 commander. No Voyage will be the same again. Now that I got a taste for it, I am looking at all possibles here. Jscones, you are a star ![]()
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#4 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Gouldjg. Great news and I'm looking forward to further updates.
Can I help with testing? Right now I'm in the middle of the "Malfunctions" component of Sabotage/Malfunctions" work. So far everything working better than expected with the Commander/Random sabotage folders. It's getting a bit tiring being a perpetual target playing only from july 1944 and later. Cheers!
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Nuke 'em till they glow! |
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#5 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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Hi Hemisent
I got the game now and can look at my tests lol. I can send you my files of work done so far ![]() I have to say that at the moment, I am working with GW as a base but have had to reverse some of NYGM for my tests. This means that my setup is completely different to what is out at the moment. This is in no way a dissatisfaction with NYGM. I simply just do not fully understand the rules Der Teddy has applied and to me, I have lost many special effects that I wanted to keep. I am just trying to get a personal feel combined with GW an NYGM. I am hoping that some of the random features will provide a combination and variation between the both extremes. Up to now I have just done the ships. Preliminary tests show that special effects have come back and sinking has improved and is different each time (my taste only). You will no doubt understand that the whole goal of mine is to not really know what to predict in the game. I want to feel uncertain and be dissapointed, suprised like the real capatains lol. You will also understand that the amount of variables are too many to write a report for each. I am only working on gut feelings and previous Hollywood mods. There are no magical formula or mathmatical models in play here. That justv takes too long. I have a good feel for what is ok, and what to do to make it ok as far as a game is concerned. Later, I will then decide whether or not to set variables so players can get longer sinking times. This has already been done to a good point. Remember what I said about block 2 & 3 which is still wip. These will enable players to add probabilities to their game. Just send me your email and I will post wip to you later today.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#6 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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deleted
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#7 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Gouldjg
Outstanding! Right now I am using NYGM/TW/HT Unified from Rubini. Only because I understand NYGM and have used it from its inception (and GW was a bit of a stretch to DL at first) I think I'll plug your settings into Commander and see what happens first as a baseline then start from there. I can still tinker with the malfunctions as they pertain to the players U Boat while your settings deal with the enemy ships. What do you think about me DL'ing the GW/NYGM merged(I think I read that it's out and working) See your PM for my E mail address.
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Nuke 'em till they glow! |
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#8 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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No probs matey
I have GW which apparenty has nygm features in it. I have however changed these as I do not fully understand the nygm model. When I first plyed the game, I seem to have lost a lot of eye candy etc. Personally, I am not a hard realism fan though I do want some increases and variations in default sinking times. At the moment I am just getting a play feel right for me and then releasing the template so other major modders can decide on wether or not to adjust to their liking and combine with their mods or add as a optionional. I will probably give nygm 2 a go though as it sound more sophisticated when it is released. Obviously I will randomise what I do not like, so it gives me the variation i want. Anyway, I may have a full testing version ready by 3am in uk time. I will right up the tutorial tommorow or saturday. In the meantime, I will send you my wip files tommorow so you can have a ganders and maybe get some ideas from it. ![]()
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#9 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Great, I'll keep a lookout for them.
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Nuke 'em till they glow! |
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#10 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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I am pretty close to a beta version
![]() ![]() ![]() ![]() ![]() Just looking at randomiing a couple of xtra things i.e. the ai gun accuracy etc. one day they may be good the next they may just be average ![]() This is going to be one hell of a template I tell you that. I have now added sub damage model, Randomised plane damage model, Randomised Ship damage model, Randomised Special effects for ships, Randomised AI cannon accuracy = Randomised AA gun accuray = Randomised Check first post
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#11 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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Yes....yes....yeeeeesssss!
HOOOOLLLLYYY Hood mod, i'm wayting for this since GW was released.... ![]() ![]() ![]() God protects the braves... ![]() ![]() |
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#12 |
Ace of the deep .
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So the easter long weekend just got better .
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#13 |
Grey Wolf
![]() Join Date: May 2005
Posts: 887
Downloads: 119
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What exactlly does this mod do? Randomized damaged? I dont understand!
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#14 | |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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![]() Quote:
It randomizes all the special effects, hit points, Armour, flooding times, floatability rates etc. Some cargoes such as fuel and ammo may now have a chance of being present in areas. Basically this means that every time you load through sh3 commander, you will have a unique configuration. Now this may mean that some objects may be weaker or stronger etc etc. Same goes for ships. And again for planes. The special effects will not be the same each time you load either. Some will occur early and some late, sometimes fire and sometimes explosion. In some circumstances, you may get crewmen flying around. On other days you may not. The whole object of this mod, 1. I have had to start with a basic vanilla damage configuration but then applied some Hollywood rules. 2.I have randomized those rules to be either beneficial or not i.e. your sub may have a default hit point for command room being 400. I have set it so it can be anything from 350 to 420. Now imagine that with everything in the game. Then also imagine floatability, flooding times etc etc. So now you will never be sure of sub or the ships, planes capability. That is the way I want to play. It is a semi realistic outlook except for this moment in time, I want the ships to sink better and quicker than GW. I will increase sinking times as test proceed but I cannot work with NYGM as I do not really understand it. NYGM may actually takes some things from this and apply it for their players. That is fine with me, same goes for anyone mod team or individual. You may decide to take on a plane and even get lucky. Then again you may get you A*S handed back to you lol. Hope this helps explain pps I am just waiting for permission to use someone’s hard work. I.e. they spent 7hs doing some changes back to stock level playability for GW ships. It is only fair, I ask them before slapping the beta out. If however he is away all day, I have to presume he is on holiday and proceed by crediting him for his part.
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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