Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Submarine Mod

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Submarine Mod Page: [1]
Login
Message << Older Topic   Newer Topic >>
Submarine Mod - 1/13/2010 9:03:29 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
Mod is now available for all scenarios s01, s02, s06, s07, s08, s09 if you follow the step-by-step instructions contained in the zip file.

As always, those of you who need more, send me a pm.

Attachment (1)
Post #: 1
RE: Submarine Mod - 1/13/2010 9:09:48 PM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
and the mod does what ?

(in reply to JWE)
Post #: 2
RE: Submarine Mod - 1/13/2010 9:30:52 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: freeboy
and the mod does what ?

It conquers fear;
And it conquers hate;
It turns your night into day;
When you play this blazing sub-mod;
You shine a light to show the way.

Try reading the other sub-mod threads.

(in reply to freeboy)
Post #: 3
RE: Submarine Mod - 1/13/2010 9:44:05 PM   
SpeakerToSeafood

 

Posts: 10
Joined: 1/10/2010
From: Uranus
Status: offline

quote:

ORIGINAL: JWE
quote:

ORIGINAL: freeboy
and the mod does what ?

It conquers fear;
And it conquers hate;
It turns your night into day;
When you play this blazing sub-mod;
You shine a light to show the way.

Try reading the other sub-mod threads.

wow. Mel Brooks. Form the other thread I think I know what is hapening. I downloaded the zip and will try it. Is it ok I pm you if I have problems?

(in reply to JWE)
Post #: 4
RE: Submarine Mod - 1/13/2010 11:25:06 PM   
Rob Brennan UK


Posts: 3685
Joined: 8/24/2002
From: London UK
Status: offline
UM .. i d/l it .. what does it do ? no read me in there. If it means i get a CV back from a jap sub attack i'll install it immediately

looks like the answer may lie here http://www.matrixgames.com/forums/tm.asp?m=2331619


< Message edited by Rob Brennan UK -- 1/13/2010 11:28:02 PM >


_____________________________

sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)

(in reply to SpeakerToSeafood)
Post #: 5
RE: Submarine Mod - 1/13/2010 11:29:39 PM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline
Will this work for an ongoing game or just a new game?

(in reply to Rob Brennan UK)
Post #: 6
RE: Submarine Mod - 1/14/2010 7:19:35 AM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline

quote:

ORIGINAL: Rob Brennan UK

UM .. i d/l it .. what does it do ? no read me in there. If it means i get a CV back from a jap sub attack i'll install it immediately

looks like the answer may lie here http://www.matrixgames.com/forums/tm.asp?m=2331619



I think you are talking about the New Guinea Vodoo priest mod...

_____________________________


(in reply to Rob Brennan UK)
Post #: 7
RE: Submarine Mod - 1/14/2010 10:44:47 AM   
whippleofd

 

Posts: 617
Joined: 12/23/2005
Status: offline
JWE:

I tried it and I like it. Thank you for taking the time to make those changes.

While I'm a surface guy, I've talked to enough tubers to see the realism this mod adds to the sub game. Thank you again.

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

(in reply to JWE)
Post #: 8
RE: Submarine Mod - 1/14/2010 11:05:49 AM   
LoBaron


Posts: 4776
Joined: 1/26/2003
From: Vienna, Austria
Status: offline
What exactly does that mod do Whipple?

_____________________________


(in reply to whippleofd)
Post #: 9
RE: Submarine Mod - 1/14/2010 11:13:48 AM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Was it to change torpedo tubes to 2 slots so subs conserve torps better and do not shoot 6 torps against every target? 3-3 instead of 6?

< Message edited by Sardaukar -- 1/14/2010 11:16:39 AM >


_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to LoBaron)
Post #: 10
RE: Submarine Mod - 1/14/2010 2:29:31 PM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
Yes, it modifies how the subs fire their torps. Works well!

Have not had much luck turning night into day though.

_____________________________


(in reply to Sardaukar)
Post #: 11
RE: Submarine Mod - 1/14/2010 2:33:08 PM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline
Does this mod work with an ongoing game or just a new game?

(in reply to oldman45)
Post #: 12
RE: Submarine Mod - 1/14/2010 2:36:16 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: Admiral Scott
Does this mod work with an ongoing game or just a new game?

Unfortunately, just a new game. Requires a restart.

(in reply to Admiral Scott)
Post #: 13
RE: Submarine Mod - 1/14/2010 2:38:12 PM   
Admiral Scott


Posts: 625
Joined: 1/8/2001
From: Syracuse, NY USA
Status: offline
If this is in patch 3 in the near future, will patch 3 require a restart also?

(in reply to JWE)
Post #: 14
RE: Submarine Mod - 1/14/2010 2:38:29 PM   
Mike Solli


Posts: 15792
Joined: 10/18/2000
From: the flight deck of the Zuikaku
Status: offline
That's too bad John.  Ah well, I'll use it in my next game in a few years.

_____________________________


Created by the amazing Dixie

(in reply to JWE)
Post #: 15
RE: Submarine Mod - 1/14/2010 2:59:07 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: Admiral Scott
If this is in patch 3 in the near future, will patch 3 require a restart also?

Honestly don't know if it will be in Patch-3 or not. Probably not - probably remain as a mod option.

(in reply to Admiral Scott)
Post #: 16
RE: Submarine Mod - 1/14/2010 10:25:27 PM   
whippleofd

 

Posts: 617
Joined: 12/23/2005
Status: offline

quote:

ORIGINAL: LoBaron

What exactly does that mod do Whipple?


http://www.matrixgames.com/forums/tm.asp?m=2331619

Read from the beginning and you will not only get the answer you seek but understand the process by which it occurred.

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

(in reply to LoBaron)
Post #: 17
RE: Submarine Mod - 1/15/2010 2:35:27 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
Bucky the Beach found an error on Porpoise - Class 577. Wpn-1 has Turrets = 4. It should be Turrets = 2.

Ya'll might want to fix that before you fire it up.

Thanks Buck.

(in reply to whippleofd)
Post #: 18
RE: Submarine Mod - 1/15/2010 4:49:26 PM   
Buck Beach

 

Posts: 1973
Joined: 6/25/2000
From: Upland,CA,USA
Status: offline
quote:

ORIGINAL: JWE

Bucky the Beach found an error on Porpoise - Class 577. Wpn-1 has Turrets = 4. It should be Turrets = 2.

Ya'll might want to fix that before you fire it up.

Thanks Buck.


It wasn't on "porpoise"! I found the error purely by accident (yuk, yuk, yuk).

< Message edited by Buck Beach -- 1/15/2010 4:50:12 PM >

(in reply to JWE)
Post #: 19
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Submarine Mod Page: [1]
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

0.938