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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#12 |
Machinist's Mate
![]() Join Date: Apr 2007
Location: U. S. of A.
Posts: 129
Downloads: 20
Uploads: 0
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I just added a note to the first post - I hope to have the mod ready within the next two weeks (maybe sooner). Right now all it needs is some testing for bugs and a lot of game balance testing. Once I feel that I have done as much of the testing as is possible by myself I'll make the first version available for anybody to test and play (and to point out anything that I missed
![]() If anybody wants to give some ideas on the average tonnage sunk per mission that would help with the game balancing. If I don't get a good grasp on the average tonnage by the time I release the first version, I plan on using the difficulty level in the mod to help narrow things down. If I find that everybody is using the easy level - I'll make it more difficult and vise versa. Edit: I don't want to scare anybody off with all of this testing talk. All you need to do is play your campaign like normal then checkout the mod every so often as see how things are going. If the mod version is upgraded you can still continue with the same campaign so like I mentioned above the testing shouldn't require any changes in your game play (other than checking out the mod and letting me know whats happening). Last edited by General Tso; 02-04-11 at 08:28 PM. |
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