Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Player made mods

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Player made mods Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Player made mods - 12/28/2005 9:41:47 PM   
whippleofd

 

Posts: 617
Joined: 12/23/2005
Status: offline
Which one do you use, and why? I've heard of the CHS (though don't know much about it) and I've taken a look at Nik's mod 4.2.

Since I upgraded to 1.6 this morning, might as well go ahead and make a decision on which mod to use, if any; prior to starting up a new game.

Thanks in advance!

Whipple

_____________________________

MMCS(SW/AW) 1981-2001
1981 RTC, SD
81-82 NPS, Orlando
82-85 NPTU, Idaho Falls
85-90 USS Truxtun (CGN-35)
90-93 USS George Washington (CVN-73)
93-96 NFAS Orlando
96-01 Navsea-08/Naval Reactors
Post #: 1
RE: Player made mods - 12/28/2005 9:44:21 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
if you decide to use mine, you might want to hold up just a little longer....i'm about ready to deploy 5.0 which has some important tweaks and additions. They'll be two offerings as well....Grand campaign and 42A 5/42 start.


_____________________________


(in reply to whippleofd)
Post #: 2
RE: Player made mods - 12/28/2005 9:47:38 PM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline
Sure, now you tell us ....

Just what are the major tweaks ?

(in reply to Nikademus)
Post #: 3
RE: Player made mods - 12/28/2005 9:57:20 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
Corrected a couple stock OOB boo boo's that translated into the mod had a negative impact on game play.

General Flak adjustment and specific adjustment for the SRA to better represent the area during the time period of 12/41.

Fixed the Zero (was nerfed in 4.2)

Scrubbed the UK carriers

Scrubbed Allied plane production

Shinano airgroup altered.

Burma resource adjustment

Corrected Burma JAAF/JNAF OOB (42A scenario)

*

See Speedy's AAR for a preview.



_____________________________


(in reply to scout1)
Post #: 4
RE: Player made mods - 12/28/2005 10:02:24 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
You couldn't have scrubbed the Shinano herself? Completely out of the game?

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Nikademus)
Post #: 5
RE: Player made mods - 12/28/2005 10:04:46 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
Awwww.....i have a soft spot for her.......consigned to become a carrier (shudder!)

_____________________________


(in reply to Terminus)
Post #: 6
RE: Player made mods - 12/28/2005 10:27:34 PM   
Lt. Calley

 

Posts: 80
Joined: 11/26/2005
Status: offline
I haven't tried any mods yet myself, but one reason I've stayed away from them is the impression I got from the forum that some of them might expose you to more bugs than the stock game.

_____________________________


(in reply to Nikademus)
Post #: 7
RE: Player made mods - 12/28/2005 10:31:02 PM   
Bradley7735


Posts: 2073
Joined: 7/12/2004
Status: offline

quote:

ORIGINAL: Nikademus

Awwww.....i have a soft spot for her.......consigned to become a carrier (shudder!)


Hey Nik,

I assume you increased the size of her airgroups. If so, how big did you make them? Just curious. (btw, I think increasing Shinano's airgroup is a good thing.)

_____________________________

The older I get, the better I was.

(in reply to Nikademus)
Post #: 8
RE: Player made mods - 12/28/2005 10:33:46 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
Hopefully around 90 a/c. At least then she would be useful for her cost.

I always had a soft spot for Lemurs mods.

(in reply to Bradley7735)
Post #: 9
RE: Player made mods - 12/28/2005 10:34:12 PM   
Bradley7735


Posts: 2073
Joined: 7/12/2004
Status: offline

quote:

ORIGINAL: Lt. Calley

I haven't tried any mods yet myself, but one reason I've stayed away from them is the impression I got from the forum that some of them might expose you to more bugs than the stock game.


this is not really true. OOB changes do not result in Bugs. Sure, you could have some newbie making a mod and have the artwork pulling from the wrong locations and such. But, if you use any of the more popular mods (Nik, Pry, CHS, IS, etc) you should not have any bugs that are not already included in the stock scenarios.

Yes, it's possible that you might have OOB errors, but certainly not as many as the stock scenarios already have.

Go Mod. I'm a CHS fan, but I follow Nik's stuff pretty well. I'd love to see a combo mod of CHS, Nik and Pry. And for you "what if" fans, IS is pretty damn cool.

_____________________________

The older I get, the better I was.

(in reply to Lt. Calley)
Post #: 10
RE: Player made mods - 12/28/2005 10:35:37 PM   
Banquet

 

Posts: 1184
Joined: 8/23/2002
From: England
Status: offline
I love your mod Nik, and I'm looking forward to trying this one.

quote:

ORIGINAL: Nikademus
Scrubbed the UK carriers


But what's that mean?!


(in reply to Nikademus)
Post #: 11
RE: Player made mods - 12/28/2005 10:38:02 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline

quote:

ORIGINAL: Nikademus

Awwww.....i have a soft spot for her.......consigned to become a carrier (shudder!)


She's out of my mod. The Japanese decided to go insane and build a 20-inch gunned battleship instead!

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Nikademus)
Post #: 12
RE: Player made mods - 12/28/2005 11:03:58 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline

quote:

ORIGINAL: Banquet

Scrubbed the UK carriers


But what's that mean?!




changed their squadron musters in terms of numbers and aircraft type.




_____________________________


(in reply to Banquet)
Post #: 13
RE: Player made mods - 12/28/2005 11:05:23 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline

quote:

ORIGINAL: Bradley7735

Hey Nik,

I assume you increased the size of her airgroups. If so, how big did you make them? Just curious. (btw, I think increasing Shinano's airgroup is a good thing.)


Havn't finished her yet. But it will appropriate to her size.


_____________________________


(in reply to Bradley7735)
Post #: 14
RE: Player made mods - 12/28/2005 11:39:18 PM   
TheElf


Posts: 3870
Joined: 5/14/2003
From: Pax River, MD
Status: offline
Whatevey you decide, make sure you get the right art for the Scenario you choose. Some mods like CHS REQUIRE you mod the plane and Ship art. It uses equipment that is not resident in the stock game. Alikchi's Iron Storm mod (based on the CHS) is a cool alternative history mod with all kinds of new ships and politcal overtones.

I am personally waiting for Nik to attach his Mod to the CHS so I can have all the OOB improvement of the CHS and all the tweaks of Nik's Mod <ducks to avoid Nik's backhand, grins and runs off>

_____________________________

IN PERPETUUM SINGULARIS SEDES



(in reply to Nikademus)
Post #: 15
RE: Player made mods - 12/28/2005 11:49:46 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
darrrr.................art?

_____________________________


(in reply to TheElf)
Post #: 16
RE: Player made mods - 12/29/2005 12:36:32 AM   
wild_Willie2


Posts: 2934
Joined: 10/8/2004
From: Arnhem (holland) yes a bridge to far...
Status: offline
quote:

love your mod Nik, and I'm looking forward to trying this one.


Hi Nik.
I am seriously thinking about using your mod, but could you (again ) specify what you have done exactly to the game..

Never mind the OOB stuff (do not care about that), but if I remember correctly you "tweaked" air to air combat and
"Flak" efficiently. Hope A-A efficiency went down and FLAK efficiency went UP ;) .

How dit you do this (again ;) )?, I can remember that you where tinkering with A-A weapons (reducing effectives and increasing amour )

Please beam your knowledge fro your spacecraft onto my screen.

Thanks

William


_____________________________

In vinum illic est sapientia , in matera illic est vires , in aqua illic es bacteria.

In wine there is wisdom, in beer there is strength, in water there are bacteria.

(in reply to Nikademus)
Post #: 17
RE: Player made mods - 12/29/2005 2:37:14 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline

quote:

ORIGINAL: Nikademus

Corrected a couple stock OOB boo boo's that translated into the mod had a negative impact on game play.

General Flak adjustment and specific adjustment for the SRA to better represent the area during the time period of 12/41.

Fixed the Zero (was nerfed in 4.2)

Scrubbed the UK carriers

Scrubbed Allied plane production

Shinano airgroup altered.

Burma resource adjustment

Corrected Burma JAAF/JNAF OOB (42A scenario)

*

See Speedy's AAR for a preview.




Crap I'm going to have to re-edit your new mod to make my "Mega Follies of Admiral DadMan" Mod... again...


_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to Nikademus)
Post #: 18
RE: Player made mods - 12/29/2005 4:02:22 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
quote:


I am seriously thinking about using your mod, but could you (again ) specify what you have done exactly to the game..


ho boy. "alot" Best bet is to read the FAQ or wait for new version which will have a rewritten FAQ (a bit more comprehensive)

quote:


Never mind the OOB stuff (do not care about that), but if I remember correctly you "tweaked" air to air combat and
"Flak" efficiently. Hope A-A efficiency went down and FLAK efficiency went UP ;) .


A2A 'efficiency' went down. (no uber CAP) Flak efficiency was reduced slightly from the 4.2 standard overall. Corrected a couple OOB bugs that made some ship based flak too powerful causing some nerfing. New FAQ will explain in more detail. Thx for your interest. Should be completed in a short bit.

_____________________________


(in reply to wild_Willie2)
Post #: 19
RE: Player made mods - 12/29/2005 4:06:56 PM   
Cpt Sherwood

 

Posts: 837
Joined: 12/1/2005
From: A Very Nice Place in the USA
Status: offline
OK then, in holding pattern.

(in reply to Nikademus)
Post #: 20
RE: Player made mods - 12/29/2005 5:40:52 PM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
Status: offline

quote:

ORIGINAL: Nikademus

quote:


I am seriously thinking about using your mod, but could you (again ) specify what you have done exactly to the game..


ho boy. "alot" Best bet is to read the FAQ or wait for new version which will have a rewritten FAQ (a bit more comprehensive)

quote:


Never mind the OOB stuff (do not care about that), but if I remember correctly you "tweaked" air to air combat and
"Flak" efficiently. Hope A-A efficiency went down and FLAK efficiency went UP ;) .


A2A 'efficiency' went down. (no uber CAP) Flak efficiency was reduced slightly from the 4.2 standard overall. Corrected a couple OOB bugs that made some ship based flak too powerful causing some nerfing. New FAQ will explain in more detail. Thx for your interest. Should be completed in a short bit.



Nik,

will you release your 5.0 whith the next official patch 1.8? Would like to start a mid 42 PBEM when 1.8 is out (want to take a look at the new ASW routine). Just a few questions: what are the 4E bomber replacement, production rates and how did the reduction in Japanese cargo capability turn out in your games? It´s even hard to bring the ressources and especially oil to the home islands with the stock capability for me. After losing a couple of the bigger TKs it´s getting really hard.

(in reply to Nikademus)
Post #: 21
RE: Player made mods - 12/29/2005 5:53:36 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
It was originally my intention to release 5.0 with the new patch, but given that the patch's release date could be a while in coming, I will release the new mod version when it's completed. While it can be used with either the beta patches or the official executible, the only thing to note in terms of choice between them is that 5.0 won't have my ASW changes in it so I would "recommend" playing it with the beta executible. (the two AAR games with Bombur and Speedy are currently using the beta...we are not running into any game-breaking problems)

4E - B-17E production totals 16 a month. B-24D will debut in nov 42 and IIRC will produce at 40 a month. Japan won't have to fear being smothered by 4E's in 1942 though they will find them extremely hard to knock down either by AA or fighters.

AK/TK - Change works very well. Everyone who has played it has commented favorably on it's slowing effect on pace. I especially like how it reduces AP capacity. Japan has alot of AP's but a large number of them now only have 750 capacity points per ship. TK's are more precious than ever.


_____________________________


(in reply to castor troy)
Post #: 22
RE: Player made mods - 12/29/2005 5:59:17 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Nik, have you considered trying DFalcon-way too ? (reducing firepower of air-to-air weapons instead of increasing durability) ?

(in reply to Nikademus)
Post #: 23
RE: Player made mods - 12/29/2005 6:02:58 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
I experimented with it a while back. Did not like the results + I don't wish to disturb the relationship between light MG's, heavy MG's and Cannons.


_____________________________


(in reply to Sardaukar)
Post #: 24
RE: Player made mods - 12/29/2005 6:05:27 PM   
tsimmonds


Posts: 5498
Joined: 2/6/2004
From: astride Mason and Dixon's Line
Status: offline
quote:

AK/TK - Change works very well. Everyone who has played it has commented favorably on it's slowing effect on pace. I especially like how it reduces AP capacity. Japan has alot of AP's but a large number of them now only have 750 capacity points per ship. TK's are more precious than ever.


Sounds great! Coupla questions:

What size did you reduce the large AKs to? I presume they are still large enough to convert to AR etc?

I had been playing Prys mod (well, my own mod of his mod); I really liked having nearly all of the air units broken down. I assume your mod does not do this. But am I dreaming, or did Matrix remove the built-in limitation on the number of air units you are allowed to break down?

_____________________________

Fear the kitten!

(in reply to Nikademus)
Post #: 25
RE: Player made mods - 12/29/2005 6:35:58 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
The AK/AP/TK sizes match the changes made in Pry's scenario.

-air groups nooooooooooooooo! Did not break everything down to squadron/chutai level. Players have enough to do in the game as is without increasing the level of micro-management. my opinion anyway.



_____________________________


(in reply to tsimmonds)
Post #: 26
RE: Player made mods - 12/29/2005 6:46:48 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Nonononono!!! We need more micromanagement! Let's not just have pilot pools, but ground crew pools as well!

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Nikademus)
Post #: 27
RE: Player made mods - 12/29/2005 6:48:53 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
quote:

ORIGINAL: Terminus

Nonononono!!! We need more micromanagement! Let's not just have pilot pools, but ground crew pools as well!


And Geisha-girl..err...entertainment crew pools !! And I mean POOLS of them !!

(in reply to Terminus)
Post #: 28
RE: Player made mods - 12/29/2005 6:56:41 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
How do you 'combat load' crates full of blow up dolls?

_____________________________


(in reply to Sardaukar)
Post #: 29
RE: Player made mods - 12/29/2005 7:01:38 PM   
tsimmonds


Posts: 5498
Joined: 2/6/2004
From: astride Mason and Dixon's Line
Status: offline
My real question was:

quote:

did Matrix remove the built-in limitation on the number of air units you are allowed to break down?


_____________________________

Fear the kitten!

(in reply to tsimmonds)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Player made mods Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.219