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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
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To all the users who have, or are currently using either the Grey Wolves or NYGM Tonnage War mods, or both, I'd like to ask a simple question:
1. If you've used the Grey Wolves mod, what are the five things you like most about it, and why? 2. If you've used the NYGM Tonnage War mod, what are the five things you like most about it, and why? 3. Within the limitations of SHIII (and there are many) what issue would you like to see tackled next, and why? Please keep in mind that many feature requests requiring modifications to the exe are not possible. Please only comment on one of the mods if you have used it, however I'm particularly keen to get feedback from those who have used both. Secondly, this is not to be a flame war over which mod is better. If you feel the need to head down that path in your reply, then please don't reply at all. The responses to these questions will help shape future development for one and possibly both mods (though it would be inappropriate for me to speak for the GW team) as much as is possible within the current framework of SHIII. |
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#2 |
Grey Wolf
![]() Join Date: May 2005
Posts: 887
Downloads: 119
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1. Grey Wolves
-The Radio Messages are awesome -The Sounds, wow -Everything feels so different -Contacts actually feel like you have sought them out i.e Hyrdophone checks -The Sorties (Scharnhosrt, Tirpitz, Bismack) Never seen the action, but i always see them leaving the ports and added German Airbases(hopefully ill see some condors attacking) 2.NYGM Tonnage Wae -Lack of stupid :reknown: Availability of Subs and the (workup time) -The Meditteranean Action (rework and the convoys) -Ship Sinking models -NYGM Crew Management and Uboat damage models and damage controls -Aircraft Power and Behavior |
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#3 |
Commander
![]() Join Date: May 2005
Posts: 477
Downloads: 6
Uploads: 0
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Thank you. That's exactly what I was looking for.
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#4 |
Ace of the deep .
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I would like to see commander fully integrated with GREY WOLVES .
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#5 |
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
Downloads: 0
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You could include the latest IC for the next release...
:hint: ![]()
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X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#6 | |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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Anyway, back to Observer's topic... |
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#7 |
Navy Seal
![]() Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
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OK. I've used GW but not NYGM.
The things I like most about GW: - Well integrated with a cross selection of the most popular mods and tweaks available (essentially a "one stop shop"); - Appeals to most demographics straight "out of the box"; - With just a few more additions could be considered a proper expansion pack - I'd never want anything else! Why have I not yet used NYGM? Well, I want to, and indeed I will (when's it's integrated with GW), but my understanding is that some components are still at beta stage (the Ship damage and Aircraft damage components). I've been waiting for them to be promoted to full release. Anyway, as I've stated before, for me the *perfect* mod would be GW with NYGM included. Pure bliss. What would I like to see tackled next? Greater randomisation. I am *very* keenly watching Hemisent with his creations (indeed his Thermal Layer mod will be included with SH3Cmdr R2.5) and his sabotage mod. That is perhaps what I am waiting for the most. Oh, and I'd like to see what gouldjg is up to with his chaos mod. |
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#8 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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SRY was supposed to pm Jscones,
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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 |
Medic
![]() Join Date: Apr 2005
Location: Scotland
Posts: 164
Downloads: 205
Uploads: 0
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The most i like about GW is the following:-
Great Sound Effects The Harbour Traffic Mod especially when leaving Harbour. Amalgamating GW, RUB,IUB & NYGM MODS into One Large Mod perhaps as an expansion add on. |
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#10 |
Lieutenant
![]() Join Date: Mar 2006
Location: Ireland
Posts: 269
Downloads: 37
Uploads: 0
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Wouldnt that be amazing, the best of GW and NYGM?? i just recently downloaded NYGM and havent given GW a shot yet, but Im sorely tempted.
Do you think that would be possible? They probably wouldnt work together. What would we do without modders? Seriously? My favourite things about the NYGM, is the ship sinking times, and the new morale mod. The reason why I havent listed the others is that I havent encountered them yet. Aircraft etc.
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QA Lead on Scourge of War - http://www.scourgeofwar.com/index.shtml (98% rating on Armchair general) - http://www.armchairgeneral.com/scour...ame-review.htm SoW Waterloo Announced for 2015!! |
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#11 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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I spent weeks with NYGM mod and like it a lot.
1> Harbor traffic was the coolest addition 2> Tonnage instead of renown was a good move 3> Ship interiors were the finest 4> Radio messages 5> Ship sinking time improvements also I have just installed GW within the last week. 1> Interface changes and new movie are cool 2> Concept of many new ports is great - hope to get there someday. 3> Milk Cows are very very good idea 4> More speech from the crew 5> Integration of some of the best other mods a good idea. What is needed: Ability to stop into friendly ports for resupply. I left Kiel, returned to Wilhemshaven and was reported killed on patrol. Same in NYGM mod. Radio traffic that doesn't taper off after first month. More intelligent responses from Bdu when reporting. More info about single ship locations to avoid open empty water. Random equipment problems unrelated to crew such as breakdowns and sea damage. Secondary types of missions. Mine laying missions - probably impossible but realistic. More random weather perhaps historic. |
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#12 |
Shore leave
![]() Join Date: May 2005
Location: Budapest, Hungary
Posts: 70
Downloads: 0
Uploads: 0
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Personally, I don't think, that living the renown system in NYGM, is a good idea.
Renown brings motivation in the game: to fight for better equipment. For me, it is not enough motivation to see in the aces list, that I sunk the most tonnage. Otherways, it will be a hard ride to earn the 30.000+ renown and 'buy' a XXI type. |
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#13 |
Medic
![]() Join Date: Nov 2005
Location: Seattle,WA/Dutch Harbor,AK
Posts: 163
Downloads: 0
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I'm playing Grey Wolves. The game is much more immersive now. I'm also using SH3 Commander, and found the compatiblity much better than NYGM. I like the fatigue models. I like the damage models and the ship variety in patrol contacts.
My biggest issue with stock SH3 was the ship variables. I think the variety of ship contact types could still be improved, especially in convoys. I think I'll be playing GW as I have it set up now for quite some time. Thank You GW Team....the best Mod yet. ![]()
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#14 | |
Samurai Navy
![]() Join Date: Mar 2002
Posts: 580
Downloads: 0
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A renown system only works if it's sane. SH3 failed to include a decent scoring system. You essentially get X for patrol, Y for return, and Z per ship sunk based on some difficulty modifier. Boring. You don't get special awards or renown for doing amazing things, like sinking difficult targets, hitting enemy harbors, sinking capital ships, performing special missions, and so on. So it's mostly just a bore. I much perfer being able to upgrade, after waiting the patrol shakedown time, to the latest stuff. Renown tried to be both a scoring system and a way to represent obtaining favor with command to get newer toys. It tried to be both and failed at both. At least tonnage is simply what it is. With TM it ought to be hard enough to score big that it actually means something to have sunk 30,000 tons before you're sunk after 12 months. ![]()
__________________
X1 = Thieves Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh? Improved Convoys mod! |
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#15 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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I like them both, and have them on diferent computers. Now that Rubini has intigrated them, I'll try this and see if I like it better.
GW: wonderful graphics, cool mods, great radio traffic, choices of different mods (My second computer is much slower, and I really appriciate the consideration to those of us who have slower computers.) NYGM: Tonnage; flooding of tagets, increased realism, air corrections, and hit point adjustments. imporvements: more random elements. addition of Church's radio mods. irish1958 |
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