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Old 02-25-06, 05:05 PM   #1
Der Teddy Bar
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Default Its all about the Morale

I was having a conversation with some one who will call Bob :rotfl: ... Seriously, it was mentioned that most peaople seem to be un-aware thet the NYGM Crew Management Mod uses the previously un-used Morale feature.

Morale effects your crew performance in a simular way to Fatigue. That is, the lower the Morale the less time your men can keep the compartment running.

Because Morale was not actually 'used' in SHIII you may be surprised to know that these things have an effect on Morale...
1. Crew being injured
2. Crew deaths
3. Ships being sunk
4. This is broken - Ships being hit

The NYGM Crew Management Mod has now implemented a Morale based Crew Management System.

That is, over time, about 5+ weeks, Morale will be reduced. This reduction in Morale is to simulate Fatigue and/or Combat Stress.

What effect does this have? Basically we have an 18 hour system, when Morale is at it lowest level then the system max is 12 hours. A reasonable compromise of effect and game play.

If you are sinking ships, then your Morale will stay high. If it is low either through time, injuries or death, then sinking ships will improve it. It does take 2-3 ships to get from the lowest point to the highest.

This we feel will abstractly simulate the hardships experienced in a patrol and put an emphisise back into you being part of the team/crew, as your success, or lack of it, effect the entire crew.
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Old 02-25-06, 05:52 PM   #2
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I'm sure Bob will agree when I mention a simple incident I had while playing with the NYGM air mod. I had a long fight against aircraft, where my U-boat had not been seriously damaged. I lost several of my crew, and though I probably could have continued my patrol, but... I was forced to turn back because the morale was dented and I knew the crew wasn't going to perform in their top shape. But they still didn't mind getting me back to base, where I docked a few hours later.

I thought it was a pretty nice experience. Something that ought to be highlighted.
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Old 02-25-06, 06:36 PM   #3
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I really have to snag this mod sometime in the future. Sounds far superior to the stock system. Was curious...is it possible to make prolonged storms have an adverse effect on crew morale?
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Old 02-25-06, 07:34 PM   #4
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Default Naw!

I started using NYGM fatigue mod but have removed it and gone back to my own custom basic.cfg file. It has the fatigue rate reduced to 10% of sh3 value and the recovery rate to 1% of the norm.

My crew will gradually reduce over a long patrol, more so if an action filled one, but will never be such wimps that they won't work.

To cut your fatigue rates, edit your basic.cfg (BACK IT UP FIRST) and replace

the following section with what you see below:

Better yet, divide the FatigueStep by 10 and also the CoefFatigue by 10 to

have fatigue work over a patrol rather than a shift.

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=1
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0

[CREW_1] ;ABLESEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=1
Hp=11
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=20

[CREW_2] ;LEADINGSEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.1
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=1
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=50

[CREW_3] ;PETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.05
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=2
Hp=12
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=100

[CREW_4] ;CHIEFPETTYOFFICER
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.05
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=3
Hp=13
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=150

[CREW_5] ;CHIEFBOATSWAIN
MoraleMin=0.40
MoraleMax=0.70
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.05
CoefMorale=0.3
CoefFatigue=0.3
QualEffect=4
Hp=14
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=200

[CREW_6] ;SUBLIEUTENANT
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.6
FatigueStep=0.025
CoefMorale=0.2
CoefFatigue=0.4
QualEffect=1.5
Hp=14
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=300

[CREW_7] ;LIEUTENANTJR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.6
FatigueStep=0.025
CoefMorale=0.2
CoefFatigue=0.4
QualEffect=2
Hp=15
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=400

[CREW_8] ;LIEUTENANTSR
MoraleMin=0.50
MoraleMax=0.80
MoraleStep=0.1
FatigueMin=0
FatigueMax=0.6
FatigueStep=0.025
CoefMorale=0.2
CoefFatigue=0.4
QualEffect=3
Hp=15
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=500

; AND LATER IN FILE ADD

Here are the modified values of the Basic.cfg plus a few notes....
The Compartment’s for the VIIB/VIIC boats are as follows:

Comp1 = Radio/Sonar Room
Comp2 = Command Room
Comp3 = Diesel Engine Room
Comp4 = Electric Engine Room
Comp5 = Bow Torpedo Room
Comp6 = Bow Quarters (Rest Area)
Comp7 = Stern Quarters (Rest Area)
Comp8 = Stern Torpedo Room
Comp9 = Deck Gun
Comp10 = Flak Gun
Comp11/0 = Tower Watch

[FATIGUE_COEF]
;comp 0
RegularFactor00=0.0035
SpecificFactor00=0.005
BadWeather0=0.01
;comp1
RegularFactor10=0.0025
RegularFactor11=0.0025
SpecificFactor10=0.005
SpecificFactor11=0.005
BadWeather1=0.01
;comp2
RegularFactor20=0.0025
RegularFactor21=0.0025
SpecificFactor20=0.005
SpecificFactor21=0.005
BadWeather2=0.01
;comp3
RegularFactor30=0.0025
RegularFactor31=0.0025
SpecificFactor30=0.005
SpecificFactor31=0.005
BadWeather3=0.01
;comp4
RegularFactor40=0.0025
RegularFactor41=0.0025
SpecificFactor40=0.005
SpecificFactor41=0.005
BadWeather4=0.01
;comp5
RegularFactor50=0.0025
RegularFactor51=0.0025
SpecificFactor50=0.005
SpecificFactor51=0.005
BadWeather5=0.01
;comp6
SpecificFactor60=-0.0025
SpecificFactor61=-0.0025
;comp7
SpecificFactor70=-0.0025;slower/faster by resiliance of individuals??
SpecificFactor71=-0.0025
;comp8
RegularFactor80=0.0025
RegularFactor81=0.0025
SpecificFactor80=0.005
SpecificFactor81=0.005
BadWeather8=0.01
;comp9
RegularFactor90=0.0025
SpecificFactor90=0.005
BadWeather9=0.01
;comp10
RegularFactor100=0.025
SpecificFactor100=0.005
BadWeather10=0.01
;comp 11
RegularFactor110=0.0025
RegularFactor111=0.0025
SpecificFactor110=0.005
SpecificFactor111=0.005
BadWeather11=0.01
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Old 02-25-06, 07:50 PM   #5
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Dear DER TEDDY BAR ,


















































































YOUR THE MAN .
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Old 02-25-06, 08:35 PM   #6
Church SUBSIM
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My only wish is that you would tweak morale a bit so it plays even more of a part when it comes to sinking ships. I never (at leasts yet) have had it be an issue as I always manage to sink something within the first 2 weeks.

Make it 1 week with out a ship and you have to man the helm with a pistol at your side to keep the natives at bay ;)
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Old 02-25-06, 11:22 PM   #7
Boris
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Why does the crew system stop working at TCs above 1024?
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Old 02-26-06, 01:41 AM   #8
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Prolonged weather reducing morale sounds like a great idea, I second that- any way to incorporate that into NYGM? jog course, it seems like there is no such thing as short bad weather in this game, if you get bad weather it seems to last until your next patrol, so maybe this idea won't work after all?
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Old 02-26-06, 02:25 AM   #9
Der Teddy Bar
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Quote:
Why does the crew system stop working at TCs above 1024?
You need to set the 3DRender to equal your maximum time compression

Quote:
Prolonged weather reducing morale sounds like a great idea, I second that- any way to incorporate that into NYGM? jog course, it seems like there is no such thing as short bad weather in this game, if you get bad weather it seems to last until your next patrol, so maybe this idea won't work after all?
Quote:
I really have to snag this mod sometime in the future. Sounds far superior to the stock system. Was curious...is it possible to make prolonged storms have an adverse effect on crew morale?
High winds and stormes will effect your bridge watch. The Bridge watch will tire at about 30% odd faster than normal. This means, instead of 18 hrs look at 13 odd hrs.

Quote:
My only wish is that you would tweak morale a bit so it plays even more of a part when it comes to sinking ships. I never (at leasts yet) have had it be an issue as I always manage to sink something within the first 2 weeks.
I think that it is about right. It takes 5+ weeks to reach minimum, and 2-3 ships to get back up again.


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You are obviously not looking for an arguement :rotfl:
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Old 02-26-06, 02:27 AM   #10
Der Teddy Bar
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Some good points were raised at the WaW forum...

Quote:
Issue I see it just premotes sinking ships instead of staying alive, its not a bad thing if you do not sink anything, this does happen, will that scenerio lets say over a two month patrol of sinking nothing cause problems - like not being able to continue?, this is not about a difinitve need to sink ships IMO, but to re-enact the uboat war more or less within the limits of the game.

also I would like TC and this better explained, I cannot play w/o Im afraid and need TC to be able finish patrols, in real time.

love the other mods, just the whole crew mangement thing has been off from the begining and has been alittle harder to fix.

Hans Keerl,
Some very good points, and ones which are easily answered!

With the The NYGM Crew Management Mod you can go a full year and not sink a ship and still easily be able to sail around at your leasure :thumbs up:

The only difference will be that instead of an 18 hour shift it will be a 12 hour shift.

The NYGM Crew Management Mod was designed to ensure that you will be able to continue even after the morale reaches the lowest value from loosing men or having gone a 6 month patrol where you sank nothing.

TC is not an issue, set the 3Drender to equal your maximum compression and thats it, done.

As you can see, NYGM Crew Management Mod does not punish you for not sinking ships. It does simulate what effect the lower Morale would have.

Another feature is keeping your crew safe. The NYGM Crew Management Mod is the first to have you incur a penalty for having crew injured and/or killed. So going toe to toe with that merchant is, as in reality, no longer a smart thing to do. Again, your actions as a Captain effect your crew.
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Old 02-26-06, 02:44 AM   #11
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I'm still new to some things. What do you mean referring to an "18 hour shift" or a "12 hour shift"?

And How do you set your "3Drender to equal your maximum compression" and I don't understand what the problem is if you don't do that, what happens if you don't?
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