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Old 09-07-06, 06:17 PM   #31
zzsteven
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Quote:
Originally Posted by CCIP
As far as tweaks - depends on what you mean by tweaks.

Personally, my NYGM is also 'tweaked' - with graphics mods and a few small enchancements, like my own camera setup and control/interface adjustments. I also tend to experiment with adding various traffic bits into my campaign.

As long as it's not major tweaks that make combat significantly easier per se. No uber-torpedoes or stupid DDs please
Are UC-GW, Longer Repair Times mod, and Assisted Plotting mod major tweaks? My own tweaks consist of changing the torp loadout to reflect steam torps in externals, neutral ships sunk are 0 reknown, and the return to base is the major reknown earner.

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Old 09-07-06, 07:46 PM   #32
CCIP
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The UC is most welcome, assisted plotting (as I understand it since I don't use it) is something that GW has and NYGM ought to have, and Longer Repairs - both future versions of GW and NYGM will have them!
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Old 09-07-06, 07:56 PM   #33
kylania
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Does anyone know a method of disabling the renown buy system for GW? Changing that is needed for the upgrade methods of W@W since it was using the 'no time/no renown' system of NYGM.

Lacking that, does anyone know how to manually change your current RANK and RENOWN?

Tied in with that, I need to know how, using SH3 Commander, to change the current date for the patrols so I can "catch up" with the current W@W date of Mar 1, 1941. SH3 can apparently set those options with a single mission, but not a career?

I've tried to apply the trivial renown system through the static_settings.cfg file from SH3 Commander, and it did absolutely nothing. I've manged to edit my career files to change my dates, but after each patrol it reverts right back to what it should be in 1939 instead of remaining 1941.

Please help, I've been trying to get W@W working, but I just don't know enough and there's too many files I have no idea how they work to get anything to act like it seems it should.
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Old 09-08-06, 05:11 PM   #34
zzsteven
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Quote:
Originally Posted by CCIP
The UC is most welcome, assisted plotting (as I understand it since I don't use it) is something that GW has and NYGM ought to have, and Longer Repairs - both future versions of GW and NYGM will have them!
Thank you, I'll look into WAW this weekend.

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Old 09-08-06, 05:31 PM   #35
The Munster
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Does it have to be a German name ? What about a Norwegian one ?

@kylania.. the renown thing is why I favour NYGM over GW.. sinking ships for tonnage that equals renown is far more motivating than the GW structure.
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Old 09-08-06, 08:13 PM   #36
poor sailor
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I don't understand one thing. I always use the manual tageting system, based on assisted plotting mod. For example merge two or more dots and have a line and than I can read the course of the target...But in option I've seen in WaW, the option "No map update" must be checked, all right, but than I miss the assisted plotting mod (in manual of NYGM v.2.0 wrote that this option must be unchecked)?! Than I can't see anything on the map, only black dot which represent me. I can't see contact line and how in that case to do (manualy of course) reading of basic data of the target (course, speed, range) ? I'm think that I was clear on explanation. The assisted plotting mod is great for me, don't see contact on the map, when the target is visible on the bridge or from periscope then the circle is show on map, I mark the center of the circle, 3:15' stopwatch... in TDC menu I can't see the torpedo track when it launched and in generaly I think that already is enough real, but could be I'm wrong:hmm: And of course I use NYGM v.2.01. Any ideas about this?
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Old 09-09-06, 07:09 AM   #37
NeonSamurai
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As for what ive tweeked, well its quite extensive, but none of it exactly throws off game balance. In some areas its harder then stock GW, in others its a bit easier. Ive done tweeking to hedgehog and depthcharge decent rates (to match my own research), removed reloads from some uboats, and added to others, ive also messed with the damage system a bit (which ill revert if the new damage system in the next version of GW agrees with me). Ive also done other stuff like increase stock wave heights (which makes things harder in a bad storm), alterd the 24 hour crew so its a bit less anoying, changed some of the torpedo loadouts (mainly to get rid of some of the torps i dislike), I also uped the reload speed to match my data on reload speed (and i pretty much never rapid fire more then 20 rounds with out a long pause to assess damage and move more ammo up), plus a pile of other ones i dont remember, or arnt worth mentioning

All of my own tweeks are generaly small ones And none of them are cheat ones (i honestly dont see the point even in private play). Just my interpretation of what is realistic.
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