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-   -   [REL] Reworked Morale & Abilities (https://www.subsim.com/radioroom/showthread.php?t=195193)

Rongel 05-15-12 07:39 AM

Quote:

Originally Posted by volodya61 (Post 1884016)
I started new campaign.. Well, I started a new career again (to make sure I deleted SH5 folder from Documents).. and... it's still not working

Ach! Now I see, thanks for the images!

Yes, you still get more morale points by talking with the crew, but not more points to the overall morale pool. I mean that normally when you talk with the crew, their number of morale points increase. In the beginning it's 6 and after 5 patrols it can be already 13 or so. With this mod it stays as 6 no matter how much you talk with them (well rewarding crew member with a medal increases it and also cooks special ability). So it's working like it should for you!

You can get your morale back by talking with the crew, but not increase it anymore. Difficult to explain, I hope you understand!

gap 05-15-12 07:55 AM

Quote:

Originally Posted by Rongel (Post 1884025)
Ach! Now I see, thanks for the images!

Yes, you still get more morale points by talking with the crew, but not more points to the overall morale pool. I mean that normally when you talk with the crew, their number of morale points increase. In the beginning it's 6 and after 5 patrols it can be already 13 or so. With this mod it stays as 6 no matter how much you talk with them (well rewarding crew member with a medal increases it and also cooks special ability). So it's working like it should for you!

You can get your morale back by talking with the crew, but not increase it anymore. Difficult to explain, I hope you understand!

Maybe you mean that by talking with crew you can just restore their morale up to the maximum value they have attained until that moment, whereas you can increase this maximum only by giving them rewards and special meals? :hmmm:

volodya61 05-15-12 08:10 AM

I perfectly understood :yeah:

No longer increases the total number of morale.. (by talking with the crew) only medals and special meals can get it
Thanks for the explanation :up:

Now, the translation to Russian is ready and I'm waiting just fixing the torpedo speed to be posted it on sukhoi.ru..

PS: anyway I also enabled MCCD, because I made the translation of it previously..

EDIT: Thanks Gap too!

Rongel 05-15-12 12:56 PM

Okay, the new version is ready now, only change is the small torpedospeed fix. It should be available for download soon!

EDIT: Best to switch versions when in port. No campaign restart needed!

volodya61 05-15-12 05:09 PM

done - http://www.sukhoi.ru/forum/showthrea...=1#post1842444

THE_MASK 05-15-12 05:39 PM

Added this mod to my mega mod list instead of SAS . Hopefully waiting for many more versions of this mod .

Rongel 05-18-12 04:06 AM

Quote:

Originally Posted by sober (Post 1884238)
Added this mod to my mega mod list instead of SAS . Hopefully waiting for many more versions of this mod .

Yeeay! :DL

Yes I hope so too! Right now I still think that it's too easy to have high morale. There is a small stock bug concerning the morale decay rate, so we can't increase it much. I think that morale boost by dialogue could be reduced, and I was even thinking about removing the morale boost from destroyed ships. It's too bad that we can only use fixed numbers like 1, 2, 3 but not decimals like 0,5 and so on. Needs a lot of tests...

It would be great to hear experiences from long patrols concerning the morale loss!

volodya61 05-25-12 05:41 PM

Hi Rongel!

Could you make a OH-II v1.9 compatible version?

:salute:

Rongel 05-26-12 10:35 AM

Quote:

Originally Posted by volodya61 (Post 1889087)
Hi Rongel!

Could you make a OH-II v1.9 compatible version?

:salute:

Hi!

I'm pretty sure that the current version is compatable with the OH II update. The only campaign data that my mod changes is the dialogs and I think that Trevally hasn't touched them. Looking at the OH II dialogs files, last modified date seems to be years ago.

I'm away for a few days and will check this when I get back. But again, I think there is no problem.

volodya61 05-26-12 10:44 AM

Hi!

New Campaign, and dialogs in it..
Never mind, I can do it myself.. Only one row to correct.

Have a good trip! :salute:

EDIT: There are the same dialogs as in Turning Point.. I'll just copy from there

Rongel 05-26-12 11:02 AM

Ofcourse! :oops:

I'll check the new dialogs to the next version, I have already limited the crew morale increase, so that only few of the dialogue lines give the morale boost, currently every single one gives the boost. And I found out that you don't have to restart the campaign to get the dialogue changes to work, just start a new patrol! :D

Stew U-582 06-24-12 07:09 AM

I realy like this mod and have used both versions.
Ive just a few questions. Due to Changing mods all the time
and starting new carears constantly,
I have never progressed verry far with the crew upgrades.
I was wondering does the chief , xo and watch officers ever
progress above level 1 skills and are there any medals for the
crew other than the cross?
Allso,
Just a personal note , i sunk two battleships in scapa flow ,
morale boosted to full. by the time i was out of the port area
morale was down 3 points on all crew. is it possible to make the
"high" from sinkings last longer or maybe the battle stations
penalty not so severe. Just a comment , i know these sort of
systems are all about ballance and what im sugesting might mess
up things later but i thought it was worth a mention.

GREAT MOD. thanks for sharing your work and ideas freely its
much apreciated and needed.



thanks

finchOU 06-24-12 06:41 PM

Have not tried an Abilities Mod yet...but its my next one!!! Unfortunatly I refuse to stop my career right now (again) to start over (again). But a couple of questions.

So your basically using morale as fatigue right? Since there is no fatigue in SH5 right? I guess thats one aspect i reallly like about SH3 was how you could actually see crew fatigue.....moving them around a bunch was a bit micromanaging...but at least you see it. Wish there were three options for fatigue.......battlestations and/or max repair......normal......max rest or minimal crew. That way you could convey to your XO what you would want without having to micromanage. but I digress!!! :rotfl2:

I might go with No Magic...as I think its more realistic as far as abilities go...but thats just personal perferance. But I think I understand were this MOD is coming from....since ...there is no Fatigue in Sh5. Interesting work-a-round.

Rongel 06-25-12 01:49 AM

Quote:

Originally Posted by Stew U-582 (Post 1901079)
I realy like this mod and have used both versions.
Ive just a few questions. Due to Changing mods all the time
and starting new carears constantly,
I have never progressed verry far with the crew upgrades.
I was wondering does the chief , xo and watch officers ever
progress above level 1 skills and are there any medals for the
crew other than the cross?
Allso,
Just a personal note , i sunk two battleships in scapa flow ,
morale boosted to full. by the time i was out of the port area
morale was down 3 points on all crew. is it possible to make the
"high" from sinkings last longer or maybe the battle stations
penalty not so severe. Just a comment , i know these sort of
systems are all about ballance and what im sugesting might mess
up things later but i thought it was worth a mention.

Thanks!

Been away for a while, but I have a next version coming up, and I think I have already lowered the penalty there. I agree it is now a bit too high. Don't know about the medals, I haven't ever progressed that far in the campaign.

Quote:

So your basically using morale as fatigue right? Since there is no fatigue in SH5 right? I guess thats one aspect i reallly like about SH3 was how you could actually see crew fatigue.....moving them around a bunch was a bit micromanaging...but at least you see it. Wish there were three options for fatigue.......battlestations and/or max repair......normal......max rest or minimal crew. That way you could convey to your XO what you would want without having to micromanage. but I digress!!!
Yep, that's the point! Well actually it kind of combines morale and fatigue together, 70 % about fatigue, 30 % about morale, or something like that :D

I'm pretty sure that you can use this mod without restarting the campaign. I thought the campaign dialogue changes require restarting, but I was wrong, the changes work like the should. So all seems to be well! Next version coming up soonish....

Rongel 08-13-12 02:32 PM

New version is finally available, v.1.1 is here! Well not here actually, it's in the first post...

As far as I know, no campaign restart is needed. New version is more challenging, no more morale boost after sinking merchants, it was too easy to have full morale even after long patrol. Also morale boost from talking with the crew is much reduced. Feedback is welcome!


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