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View Full Version : [REL] No magic skills


avee
03-15-10, 12:10 PM
Version 1.5

In this little mod I`m trying to make SH5 skills less gamey.

Mod also includes changes of MoraleMod.

(http://www.mediafire.com/download.php?10qnenhykom)Download (http://www.mediafire.com/download.php?myymduxgnlj)

Install: JSGME ready. If you are using Athlonic's MCCD "More Crew Commands by Dialog" mod, install "No magic skills v1.5 MCCD compatible" version. Otherwise, stick with standard one.

Changelog:

1.0:
All skills are removed from the game completely
1.1:
Skillls enabled:
- Passive:
- Reduce engine noise: 2%, 4%, 6%, 8%, 10%
- Faster torpedo reload: 4%, 8%, 12%, 16%, 20%
- Reduce morale decay: 5%, 10%, 15%, 20%, 25%
- MaxMorale: 1, 2, 3, 4, 5
- Sonar range: 2%, 4%, 6%, 8%, 10%
- Boost Guns - only affects accuracy and damage: 5%, 10%, 15%, 20%, 25%
- Faster gun reload: 5%, 10%, 15%, 20%, 25%
- Active:
- Special Meal: cooldown 12, 8, 4 hours
Added "- DISABLED" comment to disabled skills localization
Skills costs are now gradual: lvl1 costs 1 point, lvl2 - 2 points ets.

1.2:
- tweaked some passive skills
- new active skill - Rest Crew (Bosun) - see below.

1.3:
- some more tweaks of existing skills
- added 4 new active skills - see below
- fixed some grammatic mistakes

1.4:
- added 3 more passive abilities
- some minor tweaks of existing ones

1.5:
- added "Emergency repairs" skill to Chief Engineer. See list of skills below for more information
- you can switch on/off "Rest crew" and "Damage control" skills

List of skills:

CHIEF ENGINEER

EMERGENCY REPAIRS
Level 1: +20% Repair Speed, +5% Pump Speed, +5% O2 Consumption, +15% Engine Noise
Duration: 6 hours
Cooldown: 4 days
Inspired by Gibraltar episode from Das Boot. Engineer will do his best to repair submarine. Repair speed increased but next 4 days Engineer will work less effectively. It`s represented by "side effect" ability "Tired Engineer" (see below).

TIRED ENGINEER
Level 1: -10% Repair Speed, +5% Engine Noise, 5% Fuel Consume, +10% Morale Degeneration Rate
Duration: 4 days
Cooldown: 4 days
This "skill" can not be activated normally. It`s activated with Emergency repairs.

DAMAGE CONTROL
Level 1: +20% Repair Speed, +200% Torpedo Reload Time, +50% Gun Reload Time, +20% Engine Noise, +15% O2 Consumption
Cooldown: 1 Min
Type: On/Off activation
Note: You can send more men to damage control, sacrificing other activities. Overall noise level is increased.

EXECUTIVE OFFICER

Battle Stations
Level 1: +5% Repair Speed, -5% Torpedo Reload Time, -5% Gun Reload Time, +10% O2 Consumption, +50% Morale Degeneration Rate
Type: On/Off activation

Silent Running
Duration: Turn On/Off
Cooldown: 30 Seconds
Type: On/Off activation
Note: Needs Submerged State

MOTOR OFFICER

Overcharge Diesel
DISABLED

Overcharge E-Engine
DISABLED

Faster repair
Level 1: +3% Repair Speed
Level 2: +6% Repair Speed
Level 3: +9% Repair Speed
Level 4: +12% Repair Speed
Level 5: +15% Repair Speed

Faster Battery
DISABLED

Sound Coating
Level 1: -2% Noise Signature
Level 2: -4% Noise Signature
Level 3: -6% Noise Signature
Level 4: -8% Noise Signature
Level 5: -10% Noise Signature
Type: Passive

NAVIGATOR

Diving Drills
DISABLED
Note: this ability increased speed instead of diving/surfacing rate

Crush Depth
DISABLED

Expert watch crew
Level 1: +2% Lookout range
Level 2: +4% Lookout range
Level 3: +8% Lookout range

TORPEDOMAN

Preheat Torpedo:
DISABLED
Note: Works or all torp types! currently bugged with manual tdc.

Overcharge Torpedo:
DISABLED

Warhead Specialist
DISABLED

Torpedo Loading Drills
Level 1: -4% Torpedo Reload Time
Level 2: -8% Torpedo Reload Time
Level 3: -12% Torpedo Reload Time
Level 4: -16% Torpedo Reload Time
Level 5: -20% Torpedo Reload Time
Type: Passive

Torpedo Maintenance
DISABLED

BOSUN

Rest crew
Level 1: -30% O2 Consumption, +200% Torpedo reload time, -10% Morale Degeneration Rate, -80% Repair Speed, +50% Guns reload time
Cooldown: 1 Min
Type: On/Off activation
Note: this is a first of my new active skills. You can let most of your crew to rest. Imagine they have a sunbath or fishing if surfaced and sleeping when submerged.
In submerged state it helps to preserve oxygen, because you consume less O2 when sleeping. IMHO, it`s not very unrealistic and doesn`t give insane bonuses for free. It can be useful in some rare situations - for example, when you need to spend long time underwater.


Propaganda
DISABLED

Confident Officer
Level 1: -5% Morale Degeneration Rate
Level 2: -10% Morale Degeneration Rate
Level 3: -15% Morale Degeneration Rate
Level 4: -20% Morale Degeneration Rate
Level 5: -25% Morale Degeneration Rate
Type: Passive

Rationalize Oxygen
DISABLED

COOK

Special Meal
Level 1: +1 Morale Point
Level 2: +1 Morale Point
Level 3: +1 Morale Point
Cooldown: 12 Hours, 8 Hours, 4 Hours
Type: Active

Morale
Level 1: +1 Max Morale Point
Level 2: +2 Max Morale Points
Level 3: +3 Max Morale Points
Level 4: +4 Max Morale Points
Level 5: +5 Max Morale Points
Type: Passive

SOUNDMAN

Reveal Hidden Enemies
DISABLED

Total Revealing
DISABLED

Expert sonarman
Level 1: +2% Hydrophone Range
Level 2: +4% Hydrophone Range
Level 3: +6% Hydrophone Range
Level 4: +8% Hydrophone Range
Level 5: +10% Hydrophone Range
Type: Passive

Darkness
DISABLED

RADIOMAN

FRESH NEWS
Level 1: +1 Morale Point
Cooldown: 24 Hours
Type: Active
Note: Radioman can recieve news by radio. Crew works better when they don`t feel isolated from home.

Expert radioman
Level 1: +4% Radio Contact Chance
Level 2: +8% Radio Contact Chance
Level 3: +12% Radio Contact Chance

Direction Finder Radar
DISABLED

GUNNER

Precision Drills
Level 1: +4% Gun Accuracy +2% Gun Damage
Level 2: +8% Gun Accuracy +4% Gun Damage
Level 3: +12% Gun Accuracy +6% Gun Damage
Level 4: +16% Gun Accuracy +8% Gun Damage
Level 5: +20% Gun Accuracy +10% Gun Damage
Type: Passive

Reload Drills
Level 1: -5% Gun Reload Time
Level 2: -10% Gun Reload Time
Level 3: -15% Gun Reload Time
Level 4: -20% Gun Reload Time
Level 5: -25% Gun Reload Time
Type: PassiveKnown issues:
- you may want to start a new campaign - in previously started campaign CE skill(s) may work wrong. Other skills are OK though.
- efficiences in crew screen are messed (see picture below - arrows show correct efficiences). Effects of passive skills are shown wrong. But they work correctly - just dont look at these bars.

http://img40.imageshack.us/img40/4369/messrg.jpg

Any help and suggestions are welcome!

Bilge_Rat
03-15-10, 12:24 PM
Did you fix the pre-heating to follow real-life practice?

http://www.uboat.net/technical/torpedoes.htm

avee
03-15-10, 12:27 PM
Did you fix the pre-heating to follow real-life practice?

http://www.uboat.net/technical/torpedoes.htm
Not yet, but it`s a good idea. I`ll try to add this feature.

Bilge_Rat
03-15-10, 12:34 PM
Not yet, but it`s a good idea. I`ll try to add this feature.


thanks, I'm trying to see where they came up with these skills to see which we should keep.

GDFTigerTank
03-15-10, 12:43 PM
Instead of just "setting all skill effects to 0" and making them cost 1000 points, you could actually modify the passive abilities so that they represent realistic abilities and your crew gain them as they become more experienced.

Ex. Sonar detection improvement

yes +25/+50/+100% is stupid.
But what about +5% range per level + a 5% increase in propeller detection?
Much more reasonable AND realistic.

Or a 5% increase in the accuracy of a sonarman's guesses on range to target per level?
Again, sounds like something gained by experience rather than magic.

Ex. 2

Torpedoman increasing warhead damage - yeah pretty dumb

But what if instead it was -10% chance of torpedo failure per level?
Hmmm again much more believeable isn't it?

Ex .3

Chief engineer making your boat faster - what did he add a nitro boost system?

But an ability making you 2 or 3% quieter per level because he's an alte-hassen who knows how to get the most out of the engines?

Useful and realistic.

Why just take these abilities out of the game entirely when they can be modified and made to enhance the game in a realistic fashion?

It's also a much more pressing issue imho to untie detection range from morale.... there's no way a crew is going to miss a destroyer at 3000 yards in broad daylight just because they're not happy.... You take out the morale building abilities and save game files become completely useless unless you're in port.

Heretic
03-15-10, 12:51 PM
That's a nice stopgap. But building on GDFTigerTank's thoughts, the midrange of a skill could be the normal, unmodifed value and have the lower sets provide a negative to portray a green crew's rising level of competencey. Something like -10%, -5%, 0%, +5%, +10%. It'd be nice if you could make it so each crewman could only raise the skill once per patrol to make a more realisitc rate of progress.

This would all be part of turning the skill/rpg elements away from the dark side to be a force for good.

mookiemookie
03-15-10, 12:57 PM
I believe that's what Ducimus (or maybe the RFB guys....forgive me, I can't remember who exactly) tried to do in SH4 - turn the superhero skills into something realistic. I think that's the way to go here.

avee
03-15-10, 01:00 PM
...
Sounds reasonable. In next version i`ll enable some realistic skills and morale boosts.

GDFTigerTank
03-15-10, 01:01 PM
Edit:

Awesome, can't wait to see what you do with it!

I've tried to give it some time and enjoy the game before I got into modding and tweaking, but obviously it's time to get off my @** as I'm starting to get picky with other ppl's mods :O:

Bilge_Rat
03-15-10, 01:09 PM
for the torpedo man, there could be an ability to reduce dud rates/increase accuracy. Torpedoes require a lot of ongoing maintenance and unless they are kept finely tuned, they could easily go off track (i.e. runs too deep, can't keep correct gyro angle).

for the sonar man, his ability to detect contacts would go up with his skill level. It does not appear in the game, since sound contacts are very noticeable, but in RL, sound contacs may be very faint and hard to distinguish from the background sea noise. A good sound man can make a difference.

kylania
03-15-10, 01:11 PM
Tweaking the skills is much better than outright throwing them away since people don't like "RPG" stuff. I have a suspicion that the game has been balanced with those skills in mind (totally ignoring the whole torpedo speed thing) so removing them could be bad.

Making them useful though, all for it! :)

Heretic
03-15-10, 01:13 PM
Rather than hijack Avee's release thread, maybe the discussion can move to the thread CCIP started on the subject a few days ago.

http://www.subsim.com/radioroom/showthread.php?t=163598

wetgoat
03-15-10, 01:14 PM
This sounds like the finished product would be a mod that many of us would very happy to install. I believe the way this game started out, it was only a degree or two away from having floating power up bubbles!:88)

avee
03-15-10, 01:45 PM
Update here (http://www.mediafire.com/download.php?gzn2lxkwzyh).
Changes:

Skillls enabled:
- Passive:
- Reduce engine noise: 2%, 4%, 6%, 8%, 10%
- Faster torpedo reload: 4%, 8%, 12%, 16%, 20%
- Reduce morale decay: 5%, 10%, 15%, 20%, 25%
- MaxMorale: 1, 2, 3, 4, 5
- Sonar range: 2%, 4%, 6%, 8%, 10%
- Boost Guns - only affects accuracy and damage: 5%, 10%, 15%, 20%, 25%
- Faster gun reload: 5%, 10%, 15%, 20%, 25%
- Active:
- Special Meal: cooldown 12, 8, 4 hours
Added "- DISABLED" comment to disabled skills localization
Skills costs are now gradual: lvl1 costs 1 point, lvl2 - 2 points ets.

BTW. Does anyone know how to edit skill selection menu?

GDFTigerTank
03-15-10, 01:56 PM
Update here (http://www.mediafire.com/download.php?gzn2lxkwzyh).
Changes:

Skillls enabled:
- Passive:
- Reduce engine noise: 2%, 4%, 6%, 8%, 10%
- Faster torpedo reload: 4%, 8%, 12%, 16%, 20%
- Reduce morale decay: 5%, 10%, 15%, 20%, 25%
- MaxMorale: 1, 2, 3, 4, 5
- Sonar range: 2%, 4%, 6%, 8%, 10%
- Boost Guns - only affects accuracy and damage: 5%, 10%, 15%, 20%, 25%
- Faster gun reload: 5%, 10%, 15%, 20%, 25%
- Active:
- Special Meal: cooldown 12, 8, 4 hours
Added "- DISABLED" comment to skills localization
Skills costs are now gradual: lvl1 costs 1 point, lvl2 - 2 points ets.

BTW. Does anyone know how to edit skill selection menu?

Well done m8, that's a great start!

No I don't know how the skill selection menu is modded, but it's probably in the same areas as the other popup menus and windows like the torpedo and subsystem management screens.

So if you can locate them, I bet you're in the ballpark! Might try messaging Conus00, he made a SH3 style graphics for all of those screens.

Letum
03-15-10, 02:50 PM
How would you boost a gun's damage IRL?

reaper7
03-15-10, 03:19 PM
Excellent, I had manualy edited the attributes file to get rid of the Torp speed increases, as they were one of the things messing up my solutions.
Still I never use the abilites (never remember to go to each station and select them).
But this Mod is a great addition and I will be installing it right away.
Thank you. :yeah:

avee
03-15-10, 11:37 PM
How would you boost a gun's damage IRL?
You would aim better and hit weak spots of the ships, i guess... :) It will be tweaked a bit in new update.

LukeFF
03-16-10, 12:12 AM
This is how I propose changing the pre-heat skill for the torpedoman:

[SpecialAbility 18]
ID=Ability-Active-Preheat-Torpedo
NameDisplayable=Ability-Active-Preheat-Torpedo-Name
Description=Ability-Active-Preheat-Torpedo-Description
Levels= 1
AbilityType=TorpedoRange, TorpedoSpeed
AbilityValue= 67, 7

PointsRequirement= 0
AbilityRequirements= 0
LevelUpTree= 0
MoraleCost= 0
PointsCost= 0

AbylityActsIn= ALL

Activation=OnDemand
Duration=1800
Cooldown=0The increase in range and speed is based on the preheated vs. non-preheated states for the T2 and T3. In addition, it's no longer a skill one has to spend experience points on in order to gain access to it.

avee
03-16-10, 01:01 AM
This is how I propose changing the pre-heat skill for the torpedoman:

The increase in range and speed is based on the preheated vs. non-preheated states for the T2 and T3. In addition, it's no longer a skill one has to spend experience points on in order to gain access to it.
I think about it. But the problem is that this ability also affects T1 torpedoes and leads to unrealistic results. :(

LukeFF
03-16-10, 01:09 AM
I think about it. But the problem is that this ability also affects T1 torpedoes and leads to unrealistic results. :(

Really? elanaiba (SH5 dev) says it doesn't.

rascal101
03-16-10, 01:23 AM
This is excellent - something that could make this game really worth while - well done please continue with this

R

avee
03-16-10, 01:36 AM
Really? elanaiba (SH5 dev) says it doesn't.
Both torpedoman speed/damage passive skill and preheat skill use same modifiers: TorpedoSpeed and TorpedoDamage. I`m sure they work for TI torps too...
Check this (http://www.subsim.com/radioroom/showthread.php?t=164712) thread.

avee
03-16-10, 03:39 AM
Version 1.2 released!

Changes:
- tweaked some passive skills
- new passive skill - Rest Crew (Bosun) - see below.

List of skills:

CHIEF ENGINEER

Repair Items
DISABLED

Increase Repair
DISABLED

Reduce Flooding Times
DISABLED

EXECUTIVE OFFICER

Battle Stations
DISABLED

Silent Running
Duration: Turn On/Off
Cooldown: 30 Seconds
Type: Active
Note: Needs Submerged State

MOTOR OFFICER

Overcharge Diesel
DISABLED

Overcharge E-Engine
DISABLED

Engine Tuning
DISABLED

Faster Battery
DISABLED

Sound Coating
Level 1: -2% Noise Signature
Level 2: -4% Noise Signature
Level 3: -6% Noise Signature
Level 4: -8% Noise Signature
Level 5: -10% Noise Signature
Type: Passive

NAVIGATOR

Diving Drills
DISABLED
Note: this ability increased speed instead of diving/surfacing rate

Crush Depth
DISABLED

Maneuvering
DISABLED

TORPEDOMAN

Preheat Torpedo:
DISABLED
Note: Works or all torp types! currently bugged with manual tdc.

Overcharge Torpedo:
DISABLED

Warhead Specialist
DISABLED

Torpedo Loading Drills
Level 1: -4% Torpedo Reload Time
Level 2: -8% Torpedo Reload Time
Level 3: -12% Torpedo Reload Time
Level 4: -16% Torpedo Reload Time
Level 5: -20% Torpedo Reload Time
Type: Passive

Torpedo Maintenance
DISABLED

BOSUN

Rest crew !!!!! New !!!!!
Level 1: -30% O2 consume, +200% Torpedo reload time, -10% Morale Degeneration Rate, -80% Repair Speed, +50% Guns reload time
Duration: 3 Hours
Cooldown: 1 Min
Type: Active
Note: this is a first of my new active skills. You can let most of your crew to rest. Imagine they have a sunbath or fishing if surfaced and sleeping when submerged.
In submerged state it helps to preserve oxygen, because you consume less O2 when sleeping. IMHO, it`s not very unrealistic and doesn`t give insane bonuses for free. It can be useful in some rare situations - for example, when you need to spend long time underwater.


Propaganda
DISABLED

Confident Officer
Level 1: -4% Morale Degeneration Rate
Level 2: -8% Morale Degeneration Rate
Level 3: -12% Morale Degeneration Rate
Level 4: -16% Morale Degeneration Rate
Level 5: -20% Morale Degeneration Rate
Type: Passive

Rationalize Oxygen
DISABLED

COOK

Special Meal
Level 1: +1 Morale Point
Level 2: +2 Morale Point
Level 3: +3 Morale Point
Cooldown: 12 Hours, 8 Hours, 4 Hours
Type: Active

Morale
Level 1: +1 Max Morale Point
Level 2: +2 Max Morale Points
Level 3: +3 Max Morale Points
Level 4: +4 Max Morale Points
Level 5: +5 Max Morale Points
Type: Passive

SOUNDMAN

Reveal Hidden Enemies
DISABLED

Total Revealing
DISABLED

Direction Finder Hydrophone
Level 1: +2% Hydrophone Range
Level 2: +4% Hydrophone Range
Level 3: +6% Hydrophone Range
Level 4: +8% Hydrophone Range
Level 5: +10% Hydrophone Range
Type: Passive

Darkness
DISABLED

RADIOMAN

Safe Communication
DISABLED

Direction Finder Radio
DISABLED

Direction Finder Radar
DISABLED

GUNNER

Precision Drills
Level 1: +5% Gun Accuracy +2% Gun Damage
Level 2: +10% Gun Accuracy +4% Gun Damage
Level 3: +15% Gun Accuracy +6% Gun Damage
Level 4: +20% Gun Accuracy +8% Gun Damage
Level 5: +25% Gun Accuracy +10% Gun Damage
Type: Passive

Reload Drills
Level 1: -5% Gun Reload Time
Level 2: -10% Gun Reload Time
Level 3: -15% Gun Reload Time
Level 4: -20% Gun Reload Time
Level 5: -25% Gun Reload Time
Type: Passive
I need suggestions for new skills. What would you like to see?

Therion_Prime
03-16-10, 04:06 AM
Repair Items
DISABLED

Increase Repair
DISABLED

Reduce Flooding Times
DISABLED


Hmm .... I find these pretty realistic. Why disable them?
An experienced LI (and Crew) can certainly repair things faster.

avee
03-16-10, 04:15 AM
Repair Items
DISABLED

Increase Repair
DISABLED

Reduce Flooding Times
DISABLED


Hmm .... I find these pretty realistic. Why disable them?
An experienced LI (and Crew) can certainly repair things faster.
Yes, experienced crew repairs faster. BUT! These skills are active.

Here`s what they so in stock version:

Repair Items
Allows to repair destroyed equipment. It`s totally unrealistic.

Increase Repair
Increases repair speed for 10 minutes. Is it real? I`m going to make a passive skill that improves repair times.

Reduce Flooding Times
Reduces flooding for 10 minutes. I thought that pumping capacity depends on equipment and (less) on general crew abilities, but not on the engineer`s temporary boost. :)


In my opinion, active skills have to be something like crew focus - slightly increase one ability and decrease others.

Therion_Prime
03-16-10, 05:28 AM
Yes, experienced crew repairs faster. BUT! These skills are active.

Here`s what they so in stock version:

Repair Items
Allows to repair destroyed equipment. It`s totally unrealistic.

Increase Repair
Increases repair speed for 10 minutes. Is it real? I`m going to make a passive skill that improves repair times.

Reduce Flooding Times
Reduces flooding for 10 minutes. I thought that pumping capacity depends on equipment and (less) on general crew abilities, but not on the engineer`s temporary boost. :)


In my opinion, active skills have to be something like crew focus - slightly increase one ability and decrease others.


OK, I'm convinced :DL

GDFTigerTank
03-16-10, 05:40 AM
Really like what you're putting together avee. Thanks and good work!

sergei
03-16-10, 06:11 AM
This is definitely moving the whole crew skills thing in the right direction. Good work.
I am wondering about the silent running routine. 30 seconds seems a bit short?
Planning on tweaking this at all?

EDIT: Sorry, I read it wrong. It's a 30 second cooldown. I get it now!

GDFTigerTank
03-16-10, 06:47 AM
I've been looking for a way to detach skills from the crewmen but I can't.

I'm not a very big fan of my XO getting wounded and then magically my crew can't run silent or go to battle stations...

avee
03-16-10, 08:12 AM
I encountered a strange problem creating new active skills.
They work correctly only when I start a new career or historical mission. If I try to use them in old career, all skills work correctly but their duration is wrong - for example, 10 minutes instead of 2 hours. And whatever I do, duration stays the same.
Should I continue my work on this mod if it only works correctly for new campaigns?

Hyfrydle
03-16-10, 08:27 AM
Is this due to points already been used on the game? If this mod makes the game more realistic I for one would be tempted to start a new campaign with all the mods and knowledge I now have.

so my vote is to keep working on it.

avee
03-16-10, 04:31 PM
Version 1.3 is released - see original post for details. :)

sergei
03-16-10, 04:37 PM
I just finished my first patrol, I'll give this a go tomorrow thanks :DL

avee
03-16-10, 04:41 PM
I just finished my first patrol, I'll give this a go tomorrow thanks :DL
I hope you`ll like it.
BTW, I want some feedback! :DL

sergei
03-16-10, 05:07 PM
Well my first patrol today was using 1.2.
Made it back to base and now I have some promotion points to spend.
I saved it in base, hadn't spent any points.
So tomorrow I'll uninstall 1.2 and install 1.3, and go spend those points!
Feedback in a few days :DL

Highbury
03-17-10, 06:23 PM
Thanks for working on this stuff avee, I don't mind the RP elements if they are kept believable so this is certainly a step in the right direction.

ReallyDedPoet
03-17-10, 07:04 PM
Nice :yep:

avee
03-20-10, 05:00 PM
A small update - 3 new abilities:
- faster repair
- better watch crew
- better radio contact chance
All 3 passive.

I`m running out of ideas and need advice. What other abilities would you like to see?

Chromius
03-20-10, 05:11 PM
I suppose it is not possible to have Overcharge Diesels / Overcharge Elec be usable on diesels or elec and have some chance per time passing that you could 100% destroy an engine or cause serious damage with a small semi realistic boost like pushing rpms into the red.

Great mod, thanks.

Vandecker
03-20-10, 05:45 PM
Give the Chief engineer the passive ability to get a little bit more out of the engines with experience. Say a knot or two more speed (at flank speed) and 5% greater fuel efficiency, including the Electrical engines.

A good Engineer will be able to tune the engines and keep them in peak working condition allowing for such things to happen. Anyone who has tuned a car by hand should know that this sort of thing would be possible.

Also the passive ability to keep the engines just that little bit more quiet at silent running say 2-3%. A good engineer would know exactly where the engine needs to be oiled, rags to be tied to stop two parts knocking into each other and how to keep his own noises to a minimum as he moves around the engine room making tweaks here and there.

Arclight
03-20-10, 05:57 PM
More power and more efficiency? Not sure that's even possible, the 2 seem mutually exclusive. :hmmm:

Great mod, was getting sick of those torpedo-speed-buffs screwing the trigonometry. :salute:

gouldjg
03-20-10, 08:58 PM
Avee, I am working on a crew mod also but wanted to share some findings with you due to long load times e.g. 2 minds better than one etc.

Did you know you can use the onoff command on your active abilities e.g. you can potentially set the engines on overcharge but rather than wait for it to time out, you can now just switch it off again if you edit the command as shown below.

[SpecialAbility 9]
ID=Ability-Active-Overcharge-Diesel
NameDisplayable=Ability-Active-Overcharge-Diesel-Name
Description=Ability-Active-Overcharge-Diesel-Description, Ability-Active-Overcharge-Diesel-Description, Ability-Active-Overcharge-Diesel-Description
Levels= 3
AbilityType=SurfaceSpeed, FuelConsume ;increases engine speed (in percents) but gives a higher fuel consumption (in percents)
AbilityValue= 2, 10, 3, 12, 4, 14
AbilityInternalValue= 37, 20, 74, 30, 111, 50 ; factor1: 3.7, factor2: 1.0
RunOnActivate= IfIsSurfaced, SpeedAheadFlank

PointsRequirement= 0, 0, 0
AbilityRequirements= 0, 1, Ability-Active-Overcharge-Diesel, 1, 1, Ability-Active-Overcharge-Diesel, 2
LevelUpTree= 2, 3, 0
MoraleCost= 1, 1, 1,
PointsCost= 0, 1, 2

AbylityActsIn= ALL

Activation=OnOff
Duration=600, 900, 1440
Cooldown=4320, 2880, 1440


Now that I just sussed that out I am thinking of what it can come in useful for e.g. manually controlling things rather than timers?

My question for you is are you able to edit and add extra passive abilities in addition to the ones already listed?

I ideally want some long term manipulated passive abilities clicking away in the background that can contain a few lets say malfunction / rapair problems. Just not completly sussed it out yet.

There is of course coming a time where the text will need editing and the ui interface and icons but I am sure once the basics are formed and a good mod is created, someone with those skills can be called upon to assist.

Vandecker
03-21-10, 12:28 AM
More power and more efficiency? Not sure that's even possible, the 2 seem mutually exclusive. :hmmm:

I'm judging by experience with 1940's Motorcycle engines here but....certainly you can. Clean the air filters, tune the engine timing, Make sure all surfaces in moving contact are well oiled, modify the richness of the fuel/air mixture, change the gear ratio, etc....

All of these can mean that the engine is running cleaner and more smoothly, improving fuel efficiency at cruising speeds and allowing for better Revs and subsequently speed when the engine is pushed to her limits.

I'm not saying you should get both at the same time but with proper maintenance you could certainly get a knot or two extra out of the engines at Maximum Revs and slightly better fuel efficiency at cruising speeds.

Since this would require constant high quality maintenance I would definitely include it as a passive ability of the Chief Mechanic.

You could also have this ability decrease the chance of the U-Boat being spotted at long range since the visibility of the exhaust gasses would greatly depend on the richness of the fuel/air mixture that the Chief Engineer tunes the engine for and how well maintained the Diesel Engine is. Anyone noticed the black crud most diesel trucks throw out? This is because the engines are in poor tune and failing to burn all the fuel in the cylinders, throwing out carbon particulates (soot) as exhaust instead, imagine if a U-boats engine was as badly tuned as that:dead:!

Mraah
03-21-10, 03:17 AM
Yes, experienced crew repairs faster. BUT! These skills are active.

Here`s what they so in stock version:

Repair Items
Allows to repair destroyed equipment. It`s totally unrealistic.

Increase Repair
Increases repair speed for 10 minutes. Is it real? I`m going to make a passive skill that improves repair times.

Reduce Flooding Times
Reduces flooding for 10 minutes. I thought that pumping capacity depends on equipment and (less) on general crew abilities, but not on the engineer`s temporary boost. :)


In my opinion, active skills have to be something like crew focus - slightly increase one ability and decrease others.

Avee,

Some suggestions/ideas ....

Repair Items - Not totally unrealistic, however, returning the item to full operation capability would be. Perhaps you can compromise on this. If a player's boat has an item that's totally destroyed then it's safe to assume his boat took a pretty good whack. You could take all the effects of the boat and apply a negative modifier to it with a 2 week cooldown. In other words, if the port diesel is broke you can fix it but the caveat is that everything else in the boat will have diminished effects including 1/2 surface speed, and weaker batteries, sound gear, torpedo accuracy, etc. Basically the whole boat is in shambles and needs to be nursed home.

Reduced Flooding Times - Sure, why not ... Yeah, the pump can only pump so fast but there's a difference when you leave the pump unmonitored by itself and when you leave someone there to ensure it's doing the job properly. Heck, someones dicarded cigartette butt's or small metal shaving's may reduce pump flow. If someone attends to the pumping it can do it's job. Perhaps you could lower the pump's base rate and when you use the "Reduce Flooding Time" ability it actually pumps at the manufactured rating values?

Morale Ideas ....

1. Each officer can boost morale by 1-point ... Call it "Reassurance". Nothing like the skipper walking around to personaly reassure the other officers that life is good and we'll be home soon.

2. Anti-Propaganda .... To counter act the Bosun's bug that permantly add's delay time to the abilities.

For the most part, the term "morale" in this game is wrong ... It should be called "fatigue". It's probably going to take some time to balance everything out .... Appreciate your work Avee!!

:up:

Rob

avee
03-21-10, 04:55 AM
Now that I just sussed that out I am thinking of what it can come in useful for e.g. manually controlling things rather than timers?
Yes, I know about this feature, but there is one problem. To make OnDemand->OnOff conversion you need to rewrite dialog scripts. I tryed to do it once but failed - something was wrong and game crashed on loading. :(
I`ll try to do it once more...

My question for you is are you able to edit and add extra passive abilities in addition to the ones already listed?
That`s the problem. Not yet. :(


Repair Items - Not totally unrealistic, however, returning the item to full operation capability would be. Perhaps you can compromise on this. If a player's boat has an item that's totally destroyed then it's safe to assume his boat took a pretty good whack. You could take all the effects of the boat and apply a negative modifier to it with a 2 week cooldown. In other words, if the port diesel is broke you can fix it but the caveat is that everything else in the boat will have diminished effects including 1/2 surface speed, and weaker batteries, sound gear, torpedo accuracy, etc. Basically the whole boat is in shambles and needs to be nursed home.
Sounds nice, but... If you use this ability to repair destroyed periscope, why will it affect engines? Unfortunately, possible skills effects are not very flexible...

About morale. Does anyone know, how exactly morale affect crew efficiency and does it at all?

2. Anti-Propaganda .... To counter act the Bosun's bug that permantly add's delay time to the abilities.
Is this bug confirmed and does it work without propaganda skill?

Mraah
03-21-10, 10:36 AM
Sounds nice, but... If you use this ability to repair destroyed periscope, why will it affect engines? Unfortunately, possible skills effects are not very flexible...

I know is sounds absurd, but I'm thinking of shock damage to the entire boat. More than likely if something was destroyed on the boat then other items were damaged (not destroyed) and although repaired, they just don't function at 100%.

Perhaps there might be a way to assign specific repaired items to abilities with a cause/effect so you can fix an item and it will come back online albeit at less effeciency ... More digging and experiments I suppose.

Is this bug confirmed and does it work without propaganda skill?

I have that problem and checked a few times when issuing the propaganda skill. Could always reverse the values and see if cool downs get better.

PL_Andrev
03-23-10, 03:22 PM
My friend asked about the possibility of controlling the "depth rudder" in SH5. According to his opinion, through such control rudders on SH2 could quickly escape the depths before the destroyer.

In my opinion, it is a great idea for special skill for Chief Officer ... what do you know?

PL_Andrev
03-24-10, 05:08 AM
More proposals:

CHIEF ENGINEER

>>> Dive expert (passive)
Level 1: +2% of submerged speed
Level 2: +4% of submerged speed
Level 3: +6% of submerged speed
Level 4: +8% of submerged speed
Level 5: +10% of submerged speed
Note: Experienced chief engineers knows how to use depth rudders to more effectively go to depth.

>>> Rescue pumping out (active)
Level 1: -10% to weight of boat, next 'dive' command possible after 30 sek from surfacing the boat
Note: Chief can total pump-out water from ballast tank to try emergency surface the boat.


NAVIGATOR

>>>Expert navigation (passive)
Level 1: -0.5% of fuel consumption
Level 2: -1% of fuel consumption
Level 3: -1.5% of fuel consumption
Note: Navigator can use sea currents to more efficient fuel consumption.

>>>Optimal depth (active)
Level 1: -2% of noise reduction
Level 2: -4% of noise reduction
Level 3: -5% of noise reduction
Duration: 2 hours
Cooldown: 12 hours
Note: Navigator can find optimal depth to use sea parameters (density, sea current, salt level) which can be helpful for noise elimination.


TORPEDOMAN

>>>Faster reloading (active)
Level 1: -10% torpedo reloading time, +5% air consumption, +10% morale consumption, +5% noise
Level 2: -15% torpedo reloading time, +10% air consumption, +50% morale consumption, +10% noise
Level 3: -20% torpedo reloading time, +10% air consumption, +20% morale consumption, +15% noise
Level 4: -25% torpedo reloading time, +15% air consumption, +25% morale consumption, +20% noise
Level 5: -30% torpedo reloading time, +15% air consumption, +30% morale consumption, +25% noise


WATCH OFFICER or XO or NAV

>>>Stormy weather (active)
Level 1: +1 morale point, if submerged time is minimum 12 h
Level 2: +1 morale point, if submerged time is minimum 8 h
Level 3: +1 morale point, if submerged time is minimum 6 h
Note: During the storm better go down into the deep and wait out bad weather

charognard
03-24-10, 06:39 AM
i really like this mod and your ideas ! Do you think about creat new and dedicaced skills icons ?

avee
03-24-10, 01:55 PM
Version 1.5 is released.
download (http://www.mediafire.com/download.php?tt5zznnhzyz)

Changes:
- added "Emergency repairs" skill to Chief Engineer. See list of skills below for more information
- you can switch on/off "Rest crew" and "Damage control" skills


>>> Rescue pumping out (active)
Level 1: -10% to weight of boat, next 'dive' command possible after 30 sek from surfacing the boat
Note: Chief can total pump-out water from ballast tank to try emergency surface the boat.
Unfortunately, game doesn`t allow so complicated comands... Or I just don`t know how to implement them...


>>>Expert navigation (passive)
Level 1: -0.5% of fuel consumption
Level 2: -1% of fuel consumption
Level 3: -1.5% of fuel consumption
Note: Navigator can use sea currents to more efficient fuel consumption.
Sounds good! :up:

>>>Optimal depth (active)
Level 1: -2% of noise reduction
Level 2: -4% of noise reduction
Level 3: -5% of noise reduction
Duration: 2 hours
Cooldown: 12 hours
Note: Navigator can find optimal depth to use sea parameters (density, sea current, salt level) which can be helpful for noise elimination.
Hey! We can see current depth and it`s not affected by crew skills. :) I think, it`s too gamey...



>>>Faster reloading (active)
Level 1: -10% torpedo reloading time, +5% air consumption, +10% morale consumption, +5% noise
Level 2: -15% torpedo reloading time, +10% air consumption, +50% morale consumption, +10% noise
Level 3: -20% torpedo reloading time, +10% air consumption, +20% morale consumption, +15% noise
Level 4: -25% torpedo reloading time, +15% air consumption, +25% morale consumption, +20% noise
Level 5: -30% torpedo reloading time, +15% air consumption, +30% morale consumption, +25% noise
I can barely imagine how more crew can make torpedo reloading faster. I think, there is some optimal number of crew in torpedo compartent and more people can make reload only slower...



>>>Stormy weather (active)
Level 1: +1 morale point, if submerged time is minimum 12 h
Level 2: +1 morale point, if submerged time is minimum 8 h
Level 3: +1 morale point, if submerged time is minimum 6 h
Note: During the storm better go down into the deep and wait out bad weather
Again, I`m not sure it can be implemented.... :(

Anyway, nice suggestions, Antar! :yeah:

i really like this mod and your ideas ! Do you think about creat new and dedicaced skills icons ?
Yeah, I think about it but still don`t know how to do it...

avee
03-27-10, 04:45 AM
Added MCCD compatible version for those who use Athlonic's MCCD "More Crew Commands by Dialog" mod (http://www.subsim.com/radioroom/showthread.php?t=166236).

mikaelanderlund
03-29-10, 09:01 AM
I think we need a version compatible with MCCD 1.0. Jesus, to many mods right now:88)

avee
03-29-10, 09:29 AM
I think we need a version compatible with MCCD 1.0. Jesus, to many mods right now:88)
1.5 version is still compatible with MCCD 1.0. :salute:

t0maz
04-11-10, 04:51 AM
Hmm.. I'm not sure about sonar man and his range.
Even in Vanilla max experienced sound guy sometimes don't hear what u can her yourself on hydrophone loud and clear. :down:

So your mod could be to restrective to him, or human player have too good range and that is problem to fix. :hmmm:

THE_MASK
07-23-10, 11:32 PM
This is a good mod but seems to have been forgotten about .

THE_MASK
08-09-10, 05:42 PM
I notice a few people looking for this thread lately .

tonschk
08-10-10, 12:47 AM
This is a good mod but seems to have been forgotten about .

:up: I Agree :DL

Stormfly
08-10-10, 03:22 PM
Thanks for refreshing it, looks good !

charognard
08-25-10, 02:10 AM
I m using this mod since release, and i d really like to see any update to polish it...

Abd_von_Mumit
08-28-10, 02:23 PM
Downloading to try (in the middle of my campaign, which is probably risky). I like the idea and the name of the mod. :) Thanks.

pzrshrek
10-06-10, 03:16 AM
using 1.2 i didnt know the skills in the game was so uber, yet i feel that a full trained sonar man should have his skill increased by easily 100%, its 10% now, but maybe this is self editable?

Perhaps a casual version of this mod is doable? With skills very good still not superhuman?

Fearless
10-06-10, 04:05 AM
http://img40.imageshack.us/img40/4369/messrg.jpg

Any help and suggestions are welcome!

Just noticed and wondering how you were promoted to Kapitan zur See :06: I'm yet to get promoted after 7 patrols

Matador.es
01-04-11, 09:58 AM
Sober pointed me out on this mod. I dont fully understand what it does. So, i would like to ask you.

Is this mod the solution for this problem:


http://img718.imageshack.us/img718/4585/sscrew.jpg (http://img718.imageshack.us/i/sscrew.jpg/)

it takes me over one week before i can pre heat my torps again. Same for special meal.

I cant spend any exp points etc.

Matador.es
01-06-11, 05:14 AM
When i understand correct, the hole system is changed right? It just works on a differant way, you cant pre heat on command, it will just allways do so according to its levels...?

What is realistic. Since i am Dutch i can read german, and i really love to read the KTB's (Kriegstagebuch; War Diary) in which you see that they dived refularly for torpedo maintanance. Especially in bad weather the need to dive seemed to be big. Allthough, in contrast to what i red below in this thread they did not dive for a storm but rather turned one diesel of and used low rpm on the surface, not to make headway, but just not to loose "ground".

They always logged the distance travalled per day, divided by surface and sub surface runs. Especially in transit, sub runs are about 10 to 30 km a day or less. just 2 or 3 test dives and maintanance for the torps. But not for the weather or morale, at least, i have not red it yet....


Anyway, this mod is not the solution for the problem i have, can pre heat and cook just ones a week or some.

Aye

Sokolov
03-04-11, 12:32 PM
How this work with TSAF? Both mods uses same file -SpecialAbilities.upc, so if install TSAF after this mod, are there no conflict?

stoianm
03-04-11, 12:34 PM
How this work with TSAF? Both mods uses same file -SpecialAbilities.upc, so if install TSAF after this mod, are there no conflict?
they are not compatible... if you want to use both mods you must to use MO... if not you must to choose one of other

Sokolov
03-04-11, 12:46 PM
Really, there have to be a mod, which remove effect of crew on torpedo speed and damage and make other crew abilities realistic.

tscharlii
12-18-11, 12:51 PM
I have encountered 2 problems with this mod.



It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines PointsRequirement= 0
LevelUpTree= 2, 3, 4
MoraleCost= 0
among others in the definition of these two abilities. I think it should read PointsRequirement= 0, 0, 0
LevelUpTree= 2, 3, 0
MoraleCost= 0, 0, 0 instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.

Magic1111
12-20-11, 10:51 AM
I have encountered 2 problems with this mod.



It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines PointsRequirement= 0
LevelUpTree= 2, 3, 4
MoraleCost= 0
among others in the definition of these two abilities. I think it should read PointsRequirement= 0, 0, 0
LevelUpTree= 2, 3, 0
MoraleCost= 0, 0, 0 instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.


***BUMP*** and...

:salute::salute::salute:Welcome aboard/Willkommen hier!!!:salute::salute::salute:

pedrobas
01-31-12, 12:46 PM
TORPEDOMAN

Preheat Torpedo:
DISABLED
Note: Works or all torp types! currently bugged with manual tdc.

Overcharge Torpedo:
DISABLED

Warhead Specialist
DISABLED

Torpedo Loading Drills
Level 1: -4% Torpedo Reload Time
Level 2: -8% Torpedo Reload Time
Level 3: -12% Torpedo Reload Time
Level 4: -16% Torpedo Reload Time
Level 5: -20% Torpedo Reload Time
Type: Passive

Torpedo Maintenance
DISABLED

That means that we donīt need the : "Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC" ?:hmmm:

Luken
02-12-12, 10:39 AM
I have problem with some incompatibility, don't know what exactly is wrong.

My mod soup is built around Ui-Boat:

RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
Grossdeutscher Rundfunk
Radio Paris French Music Full Version 1.2
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
sobers best ever waves SH5
sobers best ever fog V4 SH5
Small_trees_SH5_V1
sobers NO water drops V1
North Atlantic Green 1.1
sobers see thru wake fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V2
sobers_realistic_underwater_FX2
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MightyFine Less Annoying Footsteps 1.0
FX_Update_0_0_19_ByTheDarkWraith
sobers chimney smoke V2
TDW FX Fix for Sobers chimney smoke
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
IRAI_0_0_30_No_hydrophone_on_surface
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Enhanced FunelSmoke1.2_by HanSolo78
Cerberus62 Corrected Depth Charge Projector 1.0
smaller flags for Warships 1_0b
Ui-Boat V4.14
IO_StrategicMap_4_3_for_Ui-Boat V4.14
U-boat Historical Specifications 1.7 for Ui-Boat
stoianm realistic color exterior mod (low color)v1
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1.41_Compatablity_UI_Boat_ V4.14
MCCD_1.04_MFCM_1.2.1_compatible
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional louder engine sounds
sobers green crew training V3 SH5
Real_Sink_1.0
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
OH II Campaign Radio Messages v4
MineField Map for IO_StrategicMap_for_UIBoat
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
mtns - more traffic, nations and ships 1_8c
mtns - OHII&HarbourAdditon_Fix_1_6c

When I add "No magic skills v1.5 MCCD compatible" I get this:

http://i40.tinypic.com/2hhjhqr.png

Without it, everything seems to be ok:

http://i43.tinypic.com/dra7t.png

Could anyone take a look at this please? :-?

pedrobas
02-12-12, 10:47 AM
See this: http://www.subsim.com/radioroom/showpost.php?p=1834954&postcount=23
:salute:

Luken
02-12-12, 01:16 PM
See this: http://www.subsim.com/radioroom/showpost.php?p=1834954&postcount=23
:salute:

Ah thanks, I thought that if in its name is "MCCD compatible" - it was made to be applied after MCCD. _^_ These mods doesn't stop confusing me :D .

misha1967
02-13-12, 12:18 AM
I have encountered 2 problems with this mod.



It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines PointsRequirement= 0
LevelUpTree= 2, 3, 4
MoraleCost= 0
among others in the definition of these two abilities. I think it should read PointsRequirement= 0, 0, 0
LevelUpTree= 2, 3, 0
MoraleCost= 0, 0, 0 instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.


re: 2: That might explain why I'm having morale trouble after installing this mod. Previously I could at least reach the English East Coast before having to worry about my crew murdering me in my sleep :03:

Not that it's a huge problem, I just spam them with "special meals" until they're about to choke on them and the advantages of this mod completely outweigh that minor inconvenience, but it would be nice if I could correct it.

To save me some time searching, what's the file that "CrewMoraleDegenerationRate" is hidden in? :)

Raven_2012
02-13-12, 07:31 PM
I've installed this mod and got it working. In reading in the readme file it says that skills cost are now gradual: lvl1 cost 1 point and lvl2 cost 2 points, etc. Well I got 1 promotion point and was trying to unlock one of the skills but none of them could unlock.

How do I fix this problem?

THE_MASK
02-13-12, 07:37 PM
enable them first by clicking the + on the panel you get when clicking on the men

Raven_2012
02-13-12, 08:19 PM
enable them first by clicking the + on the panel you get when clicking on the men

I looked in the SpecialAbilities.upc and minimum is 2 promotion points for lvl1's.

flostt
02-14-12, 01:27 PM
That means that we donīt need the : "Athlonic's TSAF Mod : Torpedo_Speed_Abilitie_Fix_for_TDC" ?:hmmm:


BUMP --- Anyone know the answer ? Thanks in advance...

pedrobas
02-14-12, 09:08 PM
BUMP --- Anyone know the answer ? Thanks in advance...
No luck, nobody answer :wah:

misha1967
02-15-12, 12:39 AM
OK, I didn't answer at first because I don't know for sure that No Magic Skills fixes the torpedo speed issue, but seeing as there aren't any other takers at the moment and seeing as how I use the mod, I'm fairly certain that you don't need the Speed Ability Fix anymore if you use No Magic Skills.

The 'torpedo speed issue' was caused by the TDC not taking your torpedo man's increased speed skill into account when you promoted that skill and, since No Magic Skills has done away entirely with that particular "make the torps run faster" skill, that issue should never occur again.

:)

Stormfly
02-15-12, 07:10 AM
OK, I didn't answer at first because I don't know for sure that No Magic Skills fixes the torpedo speed issue, but seeing as there aren't any other takers at the moment and seeing as how I use the mod, I'm fairly certain that you don't need the Speed Ability Fix anymore if you use No Magic Skills.

The 'torpedo speed issue' was caused by the TDC not taking your torpedo man's increased speed skill into account when you promoted that skill and, since No Magic Skills has done away entirely with that particular "make the torps run faster" skill, that issue should never occur again.

:)

...i wouldnt say so, because there are some players out there (like me) who are using a customized version of "No Magic skills mod", where preheating the torps is enabled again, so for me this question is still open. :D

pedrobas
02-15-12, 07:18 AM
...i wouldnt say so, because there are some players out there (like me) who are using a customized version of "No Magic skills mod", where preheating the torps is enabled again, so for me this question is still open. :D But Stormfly, obviously if we use the "standard" version we donīt need it, right ?

Stormfly
02-15-12, 07:38 AM
But Stormfly, obviously if we use the "standard" version we donīt need it, right ?

as the standard version have it disabled, you wont need it :03:

pedrobas
02-15-12, 07:41 AM
as the standard version have it disabled, you wont need it :03:
Thanks :up:

Rongel
04-15-12, 08:25 AM
Bump!

Just tried this mod for the first time! Great work, seems to be the only mod that actually investigates the ability system and morale I wonder if the creator Avee is still lurking around...

Now I finally think I understand how the Morale and Efficiency works. The Efficiency bar in crew management page is just the total sum of the officers skills. It goes up when the skills are upgraded and basically never goes down, as skills don't downgrade. The same is with the Crew Morale bar. It's just the sum of the officers morale (but the Leadership value is added to it I think???)



About morale. Does anyone know, how exactly morale affect crew efficiency and does it at all?Avee was asking this question some time ago, and what I have seen, morale doesn't affect efficiency at all. Even if you have zero morale, you can still go flank speed at 17 knots. I think that the makers of the SH 5 (was it Dan?) said in some interview that the crew still does it's job even with low morale, as they are military professionals.

So the only penalty for low morale is that you can't use special abilities that cost morale points. All morale mods should keep this in mind and keep the morale cost on in some of the abilities. It's the only way to get reactions to poor morale without some crazy exe modding. Basically the stock system works, but it's not very realistic that the crew doesn't want to man the guns when in low morale, or to shout battle stations. But I guess it's almost the same situation than in previous games when crew is fatigued and can't keep the boat going.

I think that the whole "Morale" word is a bit misleading. It could also be called Efficiency points (or Strenght or even Mana :haha:). I believe we could use the Special Abilites and build somekind of working system that actually makes the Morale important. Avee had a great new skill "Rest Crew" that is basically the opposite of the Battle Stations. I think that ability could be very important aspect of the morale mod.

Rongel
04-15-12, 11:47 AM
I think I noticed a nasty bug in stock game and also in this mod. Bosun's passive ability "Reduce morale decay" actually speeds the decay when upgraded further. I did 4 hour tests and checked the decay values, the higher the value in Special Ability.aix file, higher the morale loss!

mikaelanderlund
04-16-12, 12:41 AM
Good info! Then I need to modifie my mod. Thanks!

:salute:

Rongel
04-16-12, 06:48 AM
Ofcourse you can still double check it by counting the morale loss using different values. Sometimes I don't trust my eyes :D. But I'm 99 % sure about this.

I think I will make a new morale mod that will actually punish for low morale and reward for good morale, now it really doesn't matter at all. But I'm going to Germany tomorrow and return next week, so it will have to wait. Still I have already a pretty good concept for it!

It's a bit scary that I can't seem just play the game without spotting some irritating bug that I must try to fix :D

THE_MASK
04-16-12, 05:49 PM
Comment found in C:\Ubisoft\Silent Hunter 5\data\UPCDataGE\UPCCrewData\SpecialAbilities

PositiveBonus= true ; csaitan: if ability gives a positive bonus, but the percentage values are negative. then we'll have to mark it as positive.

what does this mean :damn:

If i want the CO2LevelIncreaseRate to decrease do i put -25 or 25 ?

I guess its -25

finchOU
06-26-12, 08:07 PM
Anyone tired installing this MOD in port during a campaign? First pages says you can but the CE is screwy? Anyone had an issue with this? Has anyone installed this after already giving points to your crew?

Niels
08-24-15, 05:24 AM
This mod destroyed my savegame. :up:
Tried it out, didn't liked it, removed it. Savegame corrupt.

vdr1981
08-24-15, 04:11 PM
This mod destroyed my savegame. :up:
Tried it out, didn't liked it, removed it. Savegame corrupt.

Maybe because the mod is 5 YEARS outdated? :D