Since december 2012 Battlestations: Midway is supported by GameSpy no longer. The only one possibility for Midway players is GameRanger. Please visit www.gameranger.com, download Gameranger client and make new account. You can find other Midway players in the Gameranger rooms. BS:M patch 1.1.1 is required to play online battles. Iowa Mission Pack and Midway Modders Mappacks 1 and 2 are recommended.

Rebooting Realism mod for BSM

Rebooting Realism mod for BSM

Awhile back, I attempted to start up a realism mod for BSM to offer more realistic air control, ship command, shell damage and so on. However during the time I started it was when we were really getting into making the 1st and 2nd map pack so I had to shelve the project. Now im back to reboot the project. Do note I will ignore game balance for more realistic units so don't worry about balancing out against other units.

Progress
---------
Aircraft stats... 100%
Aircraft armament... 100%
Ship stats... 100%
Naval weapon stats... 100%
Naval armament... 100%
1.0 Out
------------------

Now im going to need a lot help on finding proper ship/aircraft statistics, shell/turret data, and bomb/torpedo data. So any data you guys can redirect me to or tell me will be very useful.

Also once this is done there wont be any initial access to multiplayer till I readjust the maps so you cant play against people who dont have the mod.


Mirror 1 : http://www.megaupload.com/?d=RH9IK7Y5

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Re: Rebooting Realism mod for BSM

Wait... a realism Mod?  Well, I'm not sure... quite honestly I enjoy the Midway gameplay as we have it.  Besides, won't attempting to change unit performance make the game crash?

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Re: Rebooting Realism mod for BSM

Nope its like any normal unit editor changes. for example ever done any star craft map editing? it basically followed the same format.

IE in Starcraft:                           in BSM

Hp  =  85                                      Bridge armor = 100
attack =  10                                  Shell damage = 80
defense  =  5                                 Engine room armor =75
ect                                              ect
ect                                              ect
-------

In fact I can change ships turn radius ability, aircraft rise and turning ability, adjust weapon damage rates and more. The goal of this project is to try and make it more closer to reality . As of now there is no real difference between bombs/torpedos between Japan and the US they do the same damage, the zero and the wildcat are practically the same, same with their corresponding bombers. There is differences between heavy bombers but I like to improve on that. and many other too close to call similarties that I like to make more historically accurate.

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Re: Rebooting Realism mod for BSM

What do you need help with??Its easy stuff, just edit the numbers and balance them(take care so ships don't get 1 shotted by 1 DB or TB, it was the main problem with the kamikaze)

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Re: Rebooting Realism mod for BSM

Thats the problem you have to fine tune it so its just right, cant just make bombs do 9999 damage XD.

Well I want to start on plane aerodynamics, try to get a more realistic flying feel. I wanna make it so if your flying a heavy torpedo bomber and you try to do a 90 degree dive you should heavily struggle to level out not easily pull out of it. I definentally wanna fix up plane speeds as well to their historical counter parts. and then fix up the armor ratings on the planes, wildcats should have Superior armor and zeros should be rather frail. as of now they are basically the same in the armor department. theres many more things I wanna touch up on but ill discuss that via skype.

EDIT: I think I will bj

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Re: Rebooting Realism mod for BSM

Haha even 500 was enough for 1 DD to get 1 shotted.


Edit: Get on SKYPE! ae

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Re: Rebooting Realism mod for BSM

Wait a sec, if we make the game more realistic, wont that result in the Yamato becoming virtually indestructable? (Considering her thick armor and powerful guns)

On top of that, it would ruin Operation Ten-Go.  In game, it takes 40+ torpedos to sink Yamato.  In reality, it only took a little more than 1/3 that amount

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Re: Rebooting Realism mod for BSM

Im going to adjust torpedo damage along with the yamatos armor so the end result wont effect ten-go's balance, torpedos will be the achilles heel against all BB's. Then again I have no data on the yamato so im not really sure how it will effect balance.

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Re: Rebooting Realism mod for BSM

No it wouldn't because us modders know what to do make it somewhat balanced and I am personally insulted by your lack of faith in us.

Get on skype and I'll give ya all the data you can handle.

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Re: Rebooting Realism mod for BSM

Oh... I see.  I am truly sorry for the way my words came out... I truly am.

I just looked at it from the wrong angle, that's all, please forgive me.

Believe me, had I pondered that thought, I would not have said that.

I realize my offense, and I apologize to you, the modders, and the rest of the community.

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Re: Rebooting Realism mod for BSM

I accept your apology but please be more careful in judging our abilities. We might not be able to new units but we can do other things very well.

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Re: Rebooting Realism mod for BSM

Yes, I know.  We may now be able to make new units, but we can do many other things to make up for that.  In fact, if you take a few minutes to check out my "Ideas of how to mod Midway even more" thread, you modders may get another idea or two to consider working on.

BTW, where are we on the whole kamikaze thing... you were able to make those, right?

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Re: Rebooting Realism mod for BSM

Yeah, kamikazes are made and ready, but people didn't exactly want them so the files are just sitting on my desktop.

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Re: Rebooting Realism mod for BSM

Really?  That's a bit of a suprise... does this mean my "Rise of the Divine Wind" map ideas should be scrapped then, or should I hold them over until we are ready to unleash the "Divine Wind?"

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Re: Rebooting Realism mod for BSM

I think let's wait a little before we go ahead and try to put them in. It'll give me more time to finish this mod and a few maps I need to build.

Skype is Katarya4
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Latest Message: 1 week, 2 days ago
  • Legendary Da : Hi everyone, I have one (or two) quick question about BS:M modding. I try to figure out sp mapmaking, and my first act on it was to convert a MP map to SP. However I can only play as Allies in those maps. What parameter do I have to change to play those maps as Japanese in the respective map .mpak (And where is the parameter I have to change?)?
  • N_Trainz : G'day mates, I just wanted to let those who use Windows 10 and also for those who are having troubles getting the game launching because of Games for Windows LIVE, I made a tutorial of how to get it working successfully again like on Windows 8.1. Its on my channel and here's the link to the video. «link»
  • Mokeo67 : The dictator, I downloaded the mmod2txm and I added four slots to the fletcher and a couple to the lexington.Thanks for the help though.
  • The Dictator : Makeo67 i've explained how to find the unused slots in the topic and the mmod2txm it's a program that has been shared. However there aren't so many ships with unused platforms and sme of them are in wrong positions and for move them you need to know how to change the mmod file. But if you know how to do it you can make new platfors as you want. I've shared the south dakota disposition and this one is the most intersting in my opinion
  • N_Trainz : Well it looks like we have spammers again
  • Mokeo67 : No problem Thanks for the help
  • Axis_Crusher : Not really
  • Mokeo67 : Ok thanks anyway. Do you know who does?
  • Axis_Crusher : Unfortunately I don't deal with that part of modding
  • Mokeo67 : Sorry forgot the link. «link»
  • Mokeo67 : This is the forum topic I meant. The dictator said he found the unused slots in the TXM file obtainable with the mmod2txm, what is this and is it available to use.
  • Axis_Crusher : This is your best bet: «link»
  • Mokeo67 : Also I saw on the forum that ships have unused platform slots. How do I use these?
  • Mokeo67 : I tried changing the bogue class carrier to a yorktown class in the phillipene sea mission and one of two things happened. The mission either didnt change or the game crashed.
  • Axis_Crusher : No problem
  • Mokeo67 : That is what im talking about. Ill have a look at it later thanks for the help
  • Axis_Crusher : specific mission’s 3_scene mpak file by working on the .lua file. There is where the bonus unit is actually added into the mission (by the script). I haven't tried it myself so good luck.
  • Axis_Crusher : I assume you are talking about the bonus units that you unlock for certain missions by completing previous ones (like the B - 25’s in the 2nd Battle of Guadalcanal). The bonus units are unlocked by completing certain objectives in the campaign - so that is linked to your campaign progress. Since that cannot be altered you must look at the missiontree.lua file. This is where the unit will show up unlocked on the mission screen. There are references to allunitslock. Also you will have to edit the
  • Mokeo67 : Thank you I will look in this file. I did unlock all the campaign missions, all you have to do is delete the text after 'prerequisite' and it will unlock. But I havent figured out how to unlock the bonus units.
  • Axis_Crusher : I also prefer it being off, just as most of the BSM community. Most players, however prefer repair to be enabled so that is what we should do. Most of our maps it will be disabled through the script however. If you want to play with the game's repair settings you can find it under shipglobals.lua

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