SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-13-12, 01:26 PM   #1
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default [REL] Reworked Morale & Abilities

Reworked Morale and Abilities v.1.1

So another ability mod!?

The reason for this mod is to make the broken morale system in SH 5 to have real function and to make the game more exciting. Now a long depth charge attack or a unsuccesfull patrol will cause crews morale to drop, so that they can't give that extra input. SH 5 doesn't have any actual efficency that drops when the crew is exhausted so the effect has to be made with the special abilities (by denying them). The special ability and skill values are somewhat similiar than in "Reduced Abilities" mod and "No Magic Skills" mod.

-Morale degenerates faster now, especially especially if you are in Battle Stations or in other action state. If your crew doesn't have any morale left, it can't perform special abilites, like boost repairs, or pump the water out. If you have good, short patrol, you won't see any problems. When there is difficulties, the morale will drop too.

-You get more morale by achieving goals, sinking war ships, talking to the crew, and also from the Bosun who can generate more morale to the crew every four days. Also the Cook can prepare special meal once a week that gives back morale.

-You don't get more points in morale pool or leadership points by talking to the crew. Their morale can go up like before, but the actual number of the morale points in the pool doesn't increase.

-Battlestations, Silent Running, and manning the guns doesn't cost morale points, but they do increase the morale degeneration rate.

-Almost every ability is toned down and some unrealistic, or broken abilities have been replaced with new ones (with new icons).

-Morale increase from talking to the crew is reduced and also no more morale points for sinking merchant ships. It was still too easy in previous version to have a high morale even after a long patrol.

Change log:

v.1.1

-Removed morale increase from destroyed merchant ships
-Removed morale increase from several dialogue lines
-Tweaked values further, now active abilites reduce less morale
-Added support to OH II 1.9 Monsun Gruppe campaign

v.1.01

-Removed all TorpedoSpeed entrys in Special Abilities that were causing errors in TDC.


Special Abilities list:

Code:
CHIEF

Repair Destroyed Items
MoraleCost= 5
Cooldown=24h

Increase Repair Rate  
RepairSpeed +20 %, CrewMoraleDegenerationRate +7000 % , TorpedoLoadingTime +200 %, EnginesNoiseSignature +50 %, CrewMorale -1
MoraleCost= 1
Activation=OnOff

Reduce Flooding Time
AbilityType=PumpSpeed +20 %, CrewMoraleDegenerationRate +7000 %, TorpedoLoadingTimeSimple +200 %, EnginesNoiseSignature +50 %
MoraleCost= 1
Duration= 15 min
Cooldown= 15 min

EXECUTIVE OFFICER

Battle Stations        
AffectUpTime +20%, AffectPassiveBonuses +30 %, CrewMoraleDegenerationRate +1200 %, RepairSpeed +10 %, GunsReloadTime -10 %, TorpedoLoadingTime -10 %
MoraleCost= 0

Silent Running
SilentState 1, CrewMoraleDegenerationRate +500 %
MoraleCost= 0

MOTOR OFFICER

Faster Repairs
RepairSpeed +3%, +6%, +9%, +12%, +15%                      

Faster Battery Recharge
BatteryRecharge -3%, -6%, -9%, -12%, -15%      

Sound Coating
EnginesNoiseSignature -3%, -6%, -9%, -12%, -15%                  

Overcharge Diesel Engines
SurfaceSpeed +10%, +20%, +30% FuelConsume +20%, +30%, +50%        
MoraleCost= 2, 2, 3
PointsCost= 2, 2, 3
Duration= 10 min, 15 min, 24 min
Cooldown= 72 min, 48 min, 24 min

Overcharge Electric Engines
SubmergedSpeed +10%, +20%, +30% BatteryConsume +20%, +30%, 50%   MoraleCost= 2, 2, 3
PointsCost= 2, 2, 3
Duration= 10 min, 15 min, 24 min
Cooldown= 72 min, 48 min, 24 min

NAVIGATOR

Expert Navigator
FuelConsume -2%, -4%, -6%, -8%, -10%                    
PointsCost= 1, 1, 1, 1, 1

Crush Depth
MaxDiveDepth 3, 6, 9, 12, 15  

Maneuvering
RudderAngle +3%, +6%, +9%, +12%, +15% RudderSpeed +3%, +6%, +9%, +12%, +15%          

TORPEDOMAN

Warheads Specialist
TorpedoDamage +2%, +4%, +6%, +8%, +10%  

Torpedo Loading Drills
TorpedoLoadingTime -3%, -6%, -9%, -12%, -15%

Torpedo Maintenance
TorpedoMalfunctions -2%, -4%, -6%, -8%, -10%

Pre-heat Torpedo
TorpedoDamage +10%, +20%, +30% 
MoraleCost= 1, 1, 1
PointsCost= 2, 2, 2
Duration=10 min, 10 min, 10 min
Cooldown=60 min, 48 min, 24 min

Overcharge Torpedo
TorpedoRange +5%, +10%, +15% TorpedoMalfunctions +15%, +10%, +5%        
MoraleCost= 1, 1, 2
PointsCost= 2, 2, 2
Duration=10 min, 10 min, 10 min
Cooldown=60 min, 48 min, 24 min

BOSUN

Confident Officer
CrewMoraleDegenerationRate +40%, +38%, +36%, +34%, +32%
PointsCost= 0, 1, 1, 1, 1

Rationalize Oxygen
CO2LevelIncreaseRate            
AbilityValue= -3%, -6%, -9%, -12%, -15%

Emergency Morale Boost
CrewMorale +2, +2, +3, CrewMoraleDegenerationRate +5000%, +4000%, +3000%        
MoraleCost= 1, 1, 1
PointsCost= 2, 3, 3
Duration=2h, 2h, 2h
Cooldown=7 days, 6 days, 5 days

Crew Maintenance
TorpedoLoadingTime +60%, +50%, +40%, CrewMorale +1, +1, +1, GunsReloadTime +50%, +40%, +30%        
PointsCost= 0, 1, 2
Duration=1h, 45 min, 30 min
Cooldown=4 days, 4 days, 4 days

COOK

Good Cook
CrewMoralePool  0, 1, 1, 2        
PointsCost= 0, 1, 2, 2

Special Meal
CrewMorale 1, 1, 1, AffectPassiveBonuses -30%, -20%, -10%, EnginesNoiseSignature +40%, +40%, 40%                
MoraleCost= 1, 1, 1
PointsCost= 2, 3, 4
Activation=OnDemand
Duration=20 min, 20 min, 20 min
Cooldown=7 days, 6 days, 5 days

SOUNDMAN

Direction Finder - Hydrophone
SonarRange +3%, +6%, +9%, +12%, +15%

Medic
HealSpeed +50%, +100%, +500%, +1000%, +2000%
PointsCost= 1, 1, 2, 2, 2

Reveal Hidden Enemies
RevealEnemyConvoys 20km, 50km, 100km, EnginesNoiseSignature +20%, +50%, +100%                  
MoraleCost= 2, 2, 3
PointsCost= 2, 2, 2
Duration=10 min, 10 min, 10 min
Cooldown=12h, 12h, 12h

Total Revealing
SonarContactsAsVisual
MoraleCost= 2, 2, 2
PointsCost= 2, 2, 2
Duration=6h, 12h, 24h
Cooldown=12h, 12h, 12h

RADIOMAN

Boost Radio
+3%, +6%, +9%, +12%, +15%  

Boost Radar
RadarRange +3%, +6%, +9%, +12%, +15%

Safe Communications
EnemyRadioDFAirstrikeChance -15%, -30%, -60%
MoraleCost= 1, 2, 2
PointsCost= 2, 2, 2
Duration=10h, 10h, 10h
Cooldown=72 min, 48 min, 24 min

GUNNER

Precision Drills
GunsAccuracy +6%, 12%, +18%, 24%, 30%, GunsDamage +6%, 12%, +18%, 24%, 30%, GunsRange +6%, 12%, +18%, 24%, 30%, ShellDrag +6%, 12%, +18%, 24%, 30%, ShellSpeed  +6%, 12%, +18%, +24%, +30%    
PointsCost= 1, 1, 1, 2, 2

Reload Drills
GunsReloadTime -4%, -8%, -12%, -16%, -20%        
PointsCost= 1, 1, 1, 1, 2

WATCH OFFICER

Man the Deck Gun
ManTheDeckGun 1, CrewMoraleDegenerationRate +800%      
MoraleCost= 0

Man the Flak Gun
ManTheFlakGun 1, CrewMoraleDegenerationRate +800%
MoraleCost= 0


Install with JSGME.


Compatible with OH II v.2

Download link 1: http://www.gamefront.com/files/22122...ities+v.1.1.7z
Download link 2: http://www.mediafire.com/?8y113pp86nmd6pz

This mod is all about finding a good balance, so all suggestions are welcome!

Last edited by Rongel; 11-17-12 at 08:29 AM.
Rongel is offline   Reply With Quote
Old 05-13-12, 03:27 PM   #2
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Thanks Rongel!

Yesterday translated Sober's SAS special abilities simplified V4 SH5

Now I'll download and try in game yours creation

EDIT: OH-II's files overwrite these files?
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel

Last edited by volodya61; 05-13-12 at 03:48 PM.
volodya61 is offline   Reply With Quote
Old 05-14-12, 12:33 AM   #3
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by volodya61 View Post

EDIT: OH-II's files overwrite these files?
It's okay, the mod is built on MMM 0.5 mod, and it uses Open Horizons too. All the campaign files change is that you won't get any new morale points to morale pool by talking with the crew (needs a campaign restart in order to work!).
Rongel is offline   Reply With Quote
Old 05-13-12, 05:02 PM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Rongel View Post
Reworked Morale and Abilities v.1.0

So another ability mod!?
Why not?
Well done Rongel!
gap is offline   Reply With Quote
Old 05-13-12, 09:35 PM   #5
LemonA
Lieutenant
 
Join Date: Jan 2012
Posts: 252
Downloads: 66
Uploads: 0
Default

Thxs. To fix the moral-bug is essential and a must have for manuell targeting.
LemonA is offline   Reply With Quote
Old 05-13-12, 11:18 PM   #6
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Awesome work , i didnt know how to add new special abilities so this is great . Downloading now .
The only thing i would change is the first cooks special ability costs 0 points , what do you think ?

Last edited by THE_MASK; 05-14-12 at 12:32 AM.
THE_MASK is offline   Reply With Quote
Old 05-14-12, 12:50 AM   #7
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by sober View Post
Awesome work , i didnt know how to add new special abilities so this is great . Downloading now .
The only thing i would change is the first cooks special ability costs 0 points , what do you think ?
Good point, it could be activated from the start (or cost zero points). I guess the cook already knows his job. Maybe its just radically poorer skill than the next upgrade (cool down time is 10 days or something).
Rongel is offline   Reply With Quote
Old 05-14-12, 05:38 AM   #8
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Hi Rongel!

Another couple of questions..
Quote:
Reveal Hidden Enemies
RevealEnemyConvoys 20km, 50km, 100km, EnginesNoiseSignature +20%, +50%, +100%
MoraleCost= 2, 2, 3
PointsCost= 2, 2, 2
Duration=600, 600, 600
Cooldown=43200, 43200, 43200
600 and 43200.. What does it mean? seconds? minutes?
Quote:
Warheads Specialist
TorpedoSpeed +2%, +4%, +6%, +8%, +10%
...
Pre-heat Torpedo
AbilityType=TorpedoDamage .... TorpedoSpeed -10%, -20%, -30%
Does this mean, we need Athlonic's Torpedo Speed Abilitie Fix for TDC SH5 v120, again?

Another thought..

May be you can make a few levels of difficulty.. (like low,high,normal)
For example.. in Sober's SAS special abilities all passive abilities are disabled.. it's like high difficulty level

PS: Sorry my bad English.. I hope you can understand me
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 06-24-12, 07:09 AM   #9
Stew U-582
Lieutenant
 
Join Date: Apr 2007
Location: Adelaide Australia
Posts: 266
Downloads: 240
Uploads: 0
Default

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
__________________
Captain Stu from Down Under , Down Under

Stew U-582 is offline   Reply With Quote
Old 06-24-12, 06:41 PM   #10
finchOU
Samurai Navy
 
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
Default

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!!!

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.
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD
The Wolves of Steel 1.06
The Wolves of Steel 1.06 Update 05c
finchOU is offline   Reply With Quote
Old 06-25-12, 01:49 AM   #11
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by Stew U-582 View Post
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

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 is offline   Reply With Quote
Old 08-13-12, 02:32 PM   #12
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

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!
Rongel is offline   Reply With Quote
Old 08-13-12, 02:58 PM   #13
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Rongel View Post
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!
Thank you Rongel

By the way, is your mod messing the crew management screen as No Magic Skills did?
gap is offline   Reply With Quote
Old 08-13-12, 03:25 PM   #14
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Thanks Rongel!
D/L and try it now..

PS: Some changes in the files which need translate?
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 02-14-13, 09:31 PM   #15
Fifi
Navy Seal
 
Fifi's Avatar
 
Join Date: Dec 2012
Location: France
Posts: 5,733
Downloads: 456
Uploads: 0


Default

That is a really awesome mod Rongel

I've been using it for a while now, and i just couldn't play SH5 without it, but a question though:
On long patrols, morale is down to no points...how does it affect the crew?
Meaning slower to dive the sub, or slower to man the DG/Flak?

BTW, on way to patrol area, i've sinked a battleship (more than 30000 t) but i didn't see any morale boost...
Fifi is online   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:39 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.