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10-25-16, 04:19 PM | #91 |
Electrician's Mate
Join Date: Sep 2001
Location: Under the sea
Posts: 140
Downloads: 119
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I remember playing many campaigns in RSR and everyone was different. If this is the focus of CW I agree: the campaign in RSR was superb. This is the main strength of CW: RSR with DW graphics althought without stations. Real sensors in background and real physics with the captain (You) playing tactical decitions.
I wonder if there will be neutral and ally units. In RSR was your sub against enemy units only in tactical map. In strategic map you could see planes and satellites (NATO and USSR) |
10-26-16, 05:47 AM | #92 | |
Bosun
Join Date: Dec 2006
Posts: 67
Downloads: 79
Uploads: 0
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Sorry not wishing to appear negative, this looks like a very exciting sim and I do understand the need for compromise and the art of the possible. |
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10-28-16, 05:32 PM | #93 | |
Electrician's Mate
Join Date: Sep 2001
Location: Under the sea
Posts: 140
Downloads: 119
Uploads: 0
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11-09-16, 12:06 PM | #94 |
Lieutenant
Join Date: Mar 2006
Location: SD
Posts: 266
Downloads: 652
Uploads: 0
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I don't know why everyone talk about "Red Storm Rising". "Cold Waters" (as per what have been presented to the public) reminds me of the game "SSN" which was based on a third person perspective, where the player was taking the Skipper tactical decisions during a conflict against China.
SSN was a game created by Tom Clancy gaming company. SSN was also a novel from Tom Clancy as was Red Storm Rising. SSN got a review of 50 from "Unkle Neil" and was returned for refund as the "Tom Clancy SSN" review states. I am still playing that game today on a Dos Box Win95 and in many instances (not all), it is great game. Not as great as "Dangerous Waters", but between playing "RSR" in a dos box and "SSN", I pick "SSN" everyday of the week. To me, the future of "Cold Waters" seems very bright. |
11-09-16, 05:08 PM | #95 |
Seasoned Skipper
Join Date: Jul 2007
Location: The Icy North
Posts: 690
Downloads: 189
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Cold Waters really takes the best features of RSR and SSN and blends them together. It plays much like SSN with the dynamic campaign and more in-depth systems simulation of RSR.
Where SSN only had rudimentary surface and airborne forces, Cold Waters features all the major types of surface warships and auxiliaries as used by the Red Banner Fleet in the 80's along with air ops and much better AI. |
11-12-16, 06:42 PM | #96 | |
Lieutenant
Join Date: Mar 2006
Location: SD
Posts: 266
Downloads: 652
Uploads: 0
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11-16-16, 10:01 AM | #97 |
Sea Lord
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Are there any news?
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11-23-16, 06:46 PM | #98 |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
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We're making excellent progress.
Just finished the final user interface and are working on upgrading the ship graphics even further for PC. We'll be posting some new screenshots and updates on development in the next few weeks.
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11-25-16, 06:04 PM | #99 |
Watch
Join Date: Jan 2005
Location: Connecticut
Posts: 28
Downloads: 45
Uploads: 0
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Looking forward to the first gameplay review!
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Mark Nagorniuk |
12-26-16, 04:04 AM | #100 |
Samurai Navy
Join Date: Sep 2006
Location: Germany
Posts: 597
Downloads: 36
Uploads: 0
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@Devs: Could you elaborate a little about the planned mod support ?
Does modding mean more or less access to the database or can actually be new content created, like altering of the campaign etc. via scripts/coding ? Thanks. |
12-28-16, 10:36 PM | #101 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
Downloads: 0
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We're making all the text data files accessible, so you can modify parameters of the ships, weapons, aircraft and sonar/sensor model. You simply put a modified text file into an "override" directory and it will use this file instead of the default. Some texture, audio and movie files can also be overridden this way. Scripts or coding are not directly supported. However pretty much all the content of the campaign (including parameters defining unit/recon behaviour on the strategic map) is exposed allowing you to edit or even create an entire new campaign. We authored the official campaign using these same tools. New custom single missions can also be easily added. All language is exposed too for translations and/or editing of all text content including mission briefings, event descriptions, unit descriptions, the entire user interface and message log statements. Unfortunately new ship models and particle effects are not supported at this time.
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12-31-16, 04:26 PM | #102 |
Samurai Navy
Join Date: Nov 2005
Location: Atlántico Sur
Posts: 557
Downloads: 382
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Any new screenshots, please?
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Cold Waters 1968 Campaign LINK a lista de Youtube My Blog: www.marenguerra.blogspot.com |
01-03-17, 10:54 AM | #103 | |
Sea Lord
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It's important to make games moddable because talented modders (which we have them in subsim). Modders can extended games lifespan and quality.(Silent hunter III, Silent hunter IV,Hearts of Iron III Black ice mod) Personally can't wait for the release?. Are you planning to make this game full of DLC's. Or just make solid game? without expansions only updates? |
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01-10-17, 04:58 PM | #104 | |
Lieutenant
Join Date: Mar 2006
Location: SD
Posts: 266
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ETA PLEASE! STANDING BY FOR THE ANSWER. |
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01-12-17, 07:08 PM | #105 | |
Cold Waters Developer
Join Date: Aug 2012
Posts: 274
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DLCs: we're not sure at this time. DLCs provide additional revenue, meaning additional resources to keep working in the game. Release date: conservatively we'd estimate down to only months away. Perhaps out by mid-year.
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