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Changes in 2.12 version:
- Crew experience (test in the USSR Campaign 1984 North Atlantic)
- Fixes of the NATO Campaign 1968, 1984, 2002 (beta)
- Fix artillery of surface ships
- Fix guidance torpedoes on surface ships
- Fix guidance torpedoes on the submarine
- Extension damage to surface ships
- Dates in the corresponding language, etc.
Changes in 2.11 version:
- Different languages are now switchable via config.txt. Credit and our sincere thanks for partial English translation goes to Rokvam and Frank G. Thank you guys! Your work made this mod avaliable to english-speaking players (and actually inspired multilanguage feature development)
Gaps, like campaign briefings filled with auto-translated text.
- Measurment system witchable via config.txt.
- Voiceover switchable via installation option. You can choose Russian or English.
- Some other options(with explanation) in config.txt.
- 3 NATO Campaigns (1968NA|1984NA|2002Global)reworked by Epic (still WIP, but playable), again, inspired by Frank G. and Rokvam's work.
- Traversable border on global map. You can go around the world now. (AI can't)
- Surface vessels are automaticly spawns on 0 depth, so they will not be crushed anymore. Added to Quick Mission.
- US awards are back. Medals miniature number no longer limited.
- Some bugfixes and improvements. US subs now has correct towed array position
- Some info about mod is added to ingame help(shift+F1). That info is in blue color, so it is easily recognized.
- Player moved a bit away from enemy right before battle starts. This is tweakable via config.txt
IMORTANT: Campaign saves are not compatible with previous versions! New game is required!
ALSO IMORTANT: After playing Epic Mod or any mod that adds hotkeys (Skwabie's fo example) you will not be able reassign hotkeys if you return to original game. To fix this you have either to delete \AppData\LocalLow\Killerfish Games\Cold Waters\options.txt or delete all lines with new keys from that file.
Changes in 2.08 version:
- Fix for Wake guidance of 65-76 torpedoes
- Range of torpedoes depending on the mode of run
- Accounting the maximum depth of torpedoes
- Fixes, extensions, and improvements for all Campaigns
- Re-equipment of Soviet / Russian SUBMARINES in accordance with the project
- Close to real tech chars of torpedoes, etc.
- New campaigns (1968|1984|2002) including World Map War Theatre
- Surface vessels campaing (in test-mode)
- And many other things...
How to install
- Install clean version of Cold Waters 1.15 g (if another version of the mod is already installed, then in EpicMod Install.exe roll back the mod, delete the old MODS folder)
- Unpack the contents of the archive to the game folder next to ColdWaters.exe
- Run EpicMod Install.exe, activate the Main mod
- Additional options are available at will
- Run ColdWaters.exe
Have fun!
P.S. Many thanks to To Daniil Smirnov, Ivan Baranov, Oleg Vygovsky, Kosta Martynov, Skwabie, Max Panov, Alexander Krymsky, Lorenzo, Eugene "Ramius", Maria Sklyarova, Nikita Nichagin, Max Safonov, SEMA Ivanov, Dmitry Bondarenko, Rokvam and Frank G for partial translation into English, 「M〤」patrosha and Dot for initial post about 2.072 and to all those who participate in discussions, bug detection and testing of builds!
You must be registered with this forum to download files. If
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the game crashed
the crash report folder named 2020 11 24 143048 next to game executable
it would be great it you'd send it to the developer of the game
Hay thanks so much! I hope my game runs like it did. After addin epick mod I was geting torps shot at me like crazy heck even starting mission I already had torps on me Epick mod needs a big time update or fixed
Something is seriously wrong, I edited file information to play the seawolf in the 1968 campaign and the enemy instantly new where i was and dropped depth charges right on top of me despite being 350m below and in ultraquiet mode... pretty much immedeatley after spawning in as well. I was going slow on campaign map too.