View Full Version : HOLLYWOOD 5 CHAOS MOD BETA TEST closed
Gouldjg
04-14-2006, 09:25 AM
The beta is now closed and thankyour for you comments.
I am compiling the full tweaker and it will be released soon.
Gouldjg
04-14-2006, 09:25 AM
The beta is now closed and thankyour for you comments.
I am compiling the full tweaker and it will be released soon.
ustahl
04-14-2006, 11:19 AM
Salute!
This sounds almost too good to be true. Have just downloaded it and going to try it out on my GW & Unified Campaign_GW mod (=NYGM damage model).
So far, I have very much enjoyed your previous Hollywood mods, of which I lately have merged Zones.cfg details with the GW + Unified Campaign mod Zones.cfg while attempting to raise the action level in GW. It seems this Hollywood Chaos mod is doing exactly what I have have been trying to achieve in aforesaid way, but more & better.
It certainly sounds promising.
Cheers
Gouldjg
04-14-2006, 01:01 PM
Thanks for nice comments.
I forgot to mention that there is also a randomisation of the ai gunning skills.
One day they will be poor, the next they will be good and the nxt maybe pretty spot on aiming.
As this is just a beta, I just need to confirm that players are getting their zones.cfg randomised eachtime they play.
A simple check involves taking a note of your zones.cfg figures, booting the game up via commander and then once it has loaded just exit and check your sh3 zones.cfg again.
If everything is pretty much changed then the system is working and I can then really look at leveling this out for gameplay.
Apart from the usual everything being randomised, I want to start adding probability events.
That is for example,
a 10% chances of downing a bomber after a few shots etc etc.
Why?
I want players to consider taking the chance of fighting and not diving. I do want it to pay off sometimes but not to be too easy. Remember that the other 90% they may get wasted.
In WW2 sub captains had a basic knowledge of what to do, the rest was unknown and a matter of luck and discovery which sometimes they paid for with their lives.
I want to put players into the unkown parts of the game.
ustahl
04-14-2006, 03:09 PM
First impressions:
Yes, when loading via Commander (the Commander version)the Zones.cfg values are changed every time, meaning different damage mode accordingly.
The concept of randomizing the damage model is great, you never know what to expect or how your targets will behave next time.
One T3 went down rather fast after one torpedo, but the next T3 needed three torps and sank a bit slower. A C2 took 2 torps to go down. Target damage model is definetely different from stock GW/NYGM Unified.
Questions:
1. After some initial torp hits I had several duds now, they just bounced off a T2 and C2 several times (magnetic ignition), very much unlike before. Never had so much duds earlier. Is this a mod feature or some coincidence of some unknown factors.
2. The deck gun still won't fire AP ammo, which is a deliberate GW feature. Could you make a fix in the Hollywood Chaos Mod to enable AP again, as the GW crew seems reluctant?
I did not have a chance to test the deck gun on actual targets yet, but the altered damage model should make it potent again.
3. Before using the Commander version of your mod I installed the SH3 folder version with ModEnabler (with correct paths). Then I started the game several times with the Commander, but the Zones.cfg did not change. It started changing each game session after I reversed the SH3 folder version of the mod and installed the Commander version into the Commander folder, so I wonder what the SH3 folder version is for?
Also, I had no chance yet to test AA gunnery, but your philosophy seems right.
You are definitely on the right way. Like I said before, the concept is brilliant.
Cheers
Gouldjg
04-14-2006, 04:40 PM
Thanks for the feedback http://forums.ubi.com/images/smilies/agreepost.gif
I have to do some fixing here and there, as you know. http://forums.ubi.com/images/smilies/compsmash.gif
Regarding q2, Hmmm I am not sure about that. will look into it. http://forums.ubi.com/images/smilies/typing.gif
I am not fully used to the GW mod yet even though I did a part of the work on it lol. I had exams and work take over as it was released. I am getting help from the mod devs as I am part of the team. They have to consider the majority of players so this may just be a optional feature dl.
All I know is that GW has a committed team whom are close to my thinking as far as gameplay is concerned. They will support this GW mod in a big way so it stands to say that it will be a good base to use for a fist version.
My initial aim for this beta is to ensure it does randomize everything I wanted it to do. 100000000001 combinations have been achieved. Then I can post the template and other major mod teams or individuals can modify.
Remember that I am trying to reverse the NYGM damage feature for the moment and may have overlooked some features or residues from it.
These need to be found and then I can get a basic model out based on the Hollywood concept for players like me. Actually although I am a bit more gamey in heart than most realism fans,
I am considering building it up to a 50/50 balance because I do play 100% realism. Hopefully this mod will be more forgiving than previous mods as it changes on each reload.
Also I can update peoples versions by just posting the text in the forums or Pm them. And later down the line individuals can set their own creations of to work after I write the tutorial. The file looks daunting but after a closer study, you will see that it is a simple logic that can grow and grow.
Until then, the more feedback I get the better the first release will be http://forums.ubi.com/images/smilies/25.gif
bunkerratt
04-14-2006, 08:13 PM
ok so far so good....i'll give it a test beating when i get home from work ...it's installed http://forums.ubi.com/images/smilies/typing.gif
Gouldjg
04-15-2006, 01:28 AM
Thanks
I need good critics on this so dont be shy about talking about the features you do not like also.
bunkerratt
04-15-2006, 03:10 PM
so far i have noticed a variation in tonnage for the same class ships from one patrol to the next...i'm liking the sink times...also saw a small convoy of 2 1 hospitial ship and 1 troop transport u.s. in early 41..ran right along side to look over the hospital ..cool..the damage mod looks stable so far..{for me anyway}.. http://forums.ubi.com/images/smilies/typing.gif...the boat is handling nice...i always run a type 9b-c's..the escorts seem to be of mixed experience..some good ..and some not so bright...it's also nice to see some differant on the skins for a change...ty modders all inclusive... http://forums.ubi.com/images/smilies/25.gif
Peter-E.-Cremer
04-16-2006, 04:48 PM
Hi
I have install this mod and one thing that I found was that I fire one eel under keel of a C3 and break in two http://forums.ubi.com/images/smilies/59.gif get the â«sheâ´s going downâ» msg but I mark the place because the bow whent down very fast but the stern keep floating even afther 2h (game time) I move to my patrol grid about 2 weeks or so I return to the same place and to my surprize it still there http://forums.ubi.com/images/smilies/blink.gif http://forums.ubi.com/images/smilies/88.gif
bunkerratt
04-17-2006, 10:38 AM
ok...we need to adjust the sub a little..takes damage to easy...and some of the escorts are..UBER ESCORTS...but the tonnage and damage are going ok.keeps ya guessing on the tonnage..makes ya think http://forums.ubi.com/images/smilies/typing.gif..i belive if i go into the zones file ..i can adjust the hit points for my sub?... http://forums.ubi.com/images/smilies/typing.gif
bunkerratt
04-19-2006, 09:23 PM
http://forums.ubi.com/images/smilies/blink.gif
Gouldjg
04-20-2006, 01:41 AM
Yes that floatability can be a problem.
The Hollywood will only randomise things and the test beta was just to see if it did randomise.
The tonnage is not part of Hollywood but I like it.
I am going to set up a simple system now, with tutorial on how to get the settings you like as far as GW is concerned.
The good thing about the file is that is gives you a multitude of different effects and you can then stop the random feature on a effect or setting you like. I will show how to do this soon.
If I jump into thinking what everyone likes, it will then just be another damage model. I am thinking more in lines of a tweaker for all the existing damage models. http://forums.ubi.com/images/smilies/winky.gif
Can I suggest that the beta testers now remove it and re install their games to GW 1.1. The beta was test and will not give anyone a decent game in the end run.
Gouldjg
04-20-2006, 05:51 PM
The Beta is now closed and thankyou for comments.
I am compiling the full tweaker and tutorial and it will be released soon.
Peter-E.-Cremer
04-21-2006, 01:48 AM
Hi Gouldjg
Cant whait to dowload your mod http://forums.ubi.com/images/smilies/25.gif http://forums.ubi.com/images/smilies/11.gif http://forums.ubi.com/images/smilies/clap.gif