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Old 03-07-06, 01:56 PM   #151
Sailor Steve
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And it includes the Kiel Canal Mod?

That's just too cool! As soon as I finish my curret patrol...
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Old 03-07-06, 02:35 PM   #152
Der Teddy Bar
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Quote:
Originally Posted by lafeeverted
Der Teddy Bar - Did NYGM make any changes to the hunting behavior of the DD/DE's . CB.. and Redwine made some improvements. Wondering if I should install one of these mods or not.
The NYGM TW Mod does not include any escort behaviour mod/s. As NYGM have not yet had a chance to test the mods that affect the escort behaviour.

This is way more than you asked for, but it is a good time to address this…

NYGM are taking the approach that for a Mod to be considered for inclusion in the NYGM TW Mod it must add realism and be historically correct, or give a historically correct result. A mod that meets the initial requirements will then need to be tested by NYGM to ensure that results are per the Mod’s claims.

This may be incorrectly and easily interpreted as being elitist. It is not.

NYGM’s aim is to enhance and address realism issues in SHIII and in doing so we see this as adding to the game play. We want NYGM to be seen as a Realism Mod that can be trusted to deliver in this area.

In addition, once a Mod is included into the NYGM TW Mod, then as it is part of an NYGM Mod, it will be NYGM who will have to answer to the end users.

So NYGM is happy to include, with full recognition etc, Mods by others that enhance and address realism issues in SHIII. We are also happy to include Mods that add features etc. It will just be a slower process than was the case with RUB.

That said, you are free to add this mod in as it does not affect the NYGM TW Mod.
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Old 03-07-06, 03:06 PM   #153
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If Observer and I have missed anything we apoligise in advance and say that it was not intentional.

Please feel free to bring anything we missed to our attention again.



Also, thankyou for your support and use of the NYGM TW Mod. Some exciting news is just around the corner Probably another week or so...
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Old 03-07-06, 03:44 PM   #154
XXi
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Quote:
Originally Posted by lafeeverted
When was yout CTD happening? Does SH3 load properly ? If you were trying to continue an old career it is possible that the game will CTD while trying to load the mission/career due to conflicts in the save game data. adding some of the old mods back that were existing before NYGM will allow the save game to load.

---> Well, it happened when starting a mission. A single mission, a carreer mission, a while-in-base mission. In all cases it occured when the mission initialization was almost ready.

--->Der Teddy Bar: I removed the mods, but the problem happend with PLAIN SH III and Tonnage Mod ONLY. I don`t know why, but.... well, with the mods everything seems to work properly.
Finally, I started a new campaign with Tonnage Mod, Integrated Orders and Slideout Anzeigen (plus few skin mods ) - everything seems to be OK.

I found ONE possible reason: my version of Game is slightly diffrent since it exist in Polish/German version, based on the version done for Germany. Therefore, some commands_en and other files could lead to conflicts. That`s just my suggestion, but it could be the reason. I know that these files were ovewritten by one of the mods, so...

And of course not to forget: thank You for answers and attention
AND for the mod ! Now, sinking model is just pretty damn hell awesome.

BEST regards,
XXI
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Old 03-07-06, 05:42 PM   #155
LukeFF
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Teddy, is the Type XXI affected by the Crew Management mod, now? When I select this boat with the Late War crew and remove the "extra" crewmen from the Diesel Engine room the CE tells me there's not enough crewmen manning the compartment.
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Old 03-07-06, 06:01 PM   #156
ep paul
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THANK GOD .been waiting since you mentioned it im downloading it now gonna install sh3 again just for this mod hope its worth it ,get back to you and give my review see you in a couple if years good hunting . ps thanks NYGM keep the mods coming
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Old 03-07-06, 06:26 PM   #157
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I had a problem with the TW mod that I was finally able to fix. From a fresh 1.4b install, with TW 1.03 applied using the latest JSGME the game would crash to the desktop as soon as I started it.

After trying everything, I took out the 0k movie files from data\Movies\Intro in the mod before applying it and it then worked fine. For whatever reason mine didn't like having the 0k intro movies. So thought I'd mention it for anyone that runs into the same thing.
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Old 03-07-06, 06:35 PM   #158
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Quote:
Originally Posted by lafeeverted
Der Teddy Bar - Did NYGM make any changes to the hunting behavior of the DD/DE's . CB.. and Redwine made some improvements. Wondering if I should install one of these mods or not.
We have not altered the DD/DE behavior in NYGM TW. The NYGM TW behavior is the same as RUB 1.45.
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Old 03-07-06, 06:39 PM   #159
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Quote:
Originally Posted by XXi
I found ONE possible reason: my version of Game is slightly diffrent since it exist in Polish/German version, based on the version done for Germany. Therefore, some commands_en and other files could lead to conflicts. That`s just my suggestion, but it could be the reason. I know that these files were ovewritten by one of the mods, so...
That is possible. We have, in the past, had some difficulty with the en_menu.txt. If you would post your stock en_menu.txt I will do a file compare with it.
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Old 03-07-06, 06:40 PM   #160
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Quote:
Originally Posted by LukeFF
Teddy, is the Type XXI affected by the Crew Management mod, now? When I select this boat with the Late War crew and remove the "extra" crewmen from the Diesel Engine room the CE tells me there's not enough crewmen manning the compartment.
The NYGM CMM does not really address the Type XXI yet. That will be a much longer term project. Sorry.
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Old 03-07-06, 06:41 PM   #161
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Quote:
Originally Posted by masonardo
I had a problem with the TW mod that I was finally able to fix. From a fresh 1.4b install, with TW 1.03 applied using the latest JSGME the game would crash to the desktop as soon as I started it.

After trying everything, I took out the 0k movie files from data\Movies\Intro in the mod before applying it and it then worked fine. For whatever reason mine didn't like having the 0k intro movies. So thought I'd mention it for anyone that runs into the same thing.
Thanks for the tip!
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Old 03-07-06, 07:56 PM   #162
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Quote:
Originally Posted by Der Teddy Bar
YES you should.

It is correct that the Tonnage War Mod v1.03" mod did alter these files and it is correct that the Tonnage War Mod v1.03 Terrain Add-In also has additional changes in these files.

These changes are to the Kiel Canal etc

Thanks for the info Teddy Bar. Just wanted to be sure. Excellent canal by the way.
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Old 03-07-06, 09:52 PM   #163
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Quote:
Originally Posted by Torplexed
Quote:
Originally Posted by Der Teddy Bar
YES you should.

It is correct that the Tonnage War Mod v1.03" mod did alter these files and it is correct that the Tonnage War Mod v1.03 Terrain Add-In also has additional changes in these files.

These changes are to the Kiel Canal etc

Thanks for the info Teddy Bar. Just wanted to be sure. Excellent canal by the way.
Credit for the NYGM Tonnage War v1.03 Terrain Add-In i.e. the Kiel Canal, Suez Canal and Scapa Flow terrain improvements were made possible by Ref, a true genius and all the hard work was done by CCIP, the tireless trooper for the community.

I will also take this opportunity to say that without Observer and Stiebler, the NYGM Tonnage War Mod would not be what it is.

It was Observers mathematical brilliance that allowed us to incorporate Morale into a broken system and Stieblers deft programming ability that enabled us to perform our little miracles with the campaign files.
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Old 03-07-06, 10:21 PM   #164
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Can there be an 6-8 hour crew shift version instead of 12? I've been using the old 8 hour version and I really like it.
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Old 03-08-06, 12:01 AM   #165
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Quote:
Originally Posted by booger2005
Can there be an 6-8 hour crew shift version instead of 12? I've been using the old 8 hour version and I really like it.
It is actually an 18 hours full morale and 12 hours minimum morale. For the watch, in winds above ?, as determined by the game & not us, they will last about 12+ hours at full morale.

The NYGM Crew Management Mod is an entirely new effeciency/Fatique/Morale system. It was impossible to incorperate the previously un-used Morale into any existing system due to the way that the formula we done. So it was done from scratch.

BTW, PM is being done as I type
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