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View Full Version : (WIP) Managing The Crew (directions possible)


gouldjg
03-20-10, 04:31 AM
Stage 1 beta complete


Try it Here
http://www.filefront.com/15884785/Manage%20the%20Crew%20Mod.rar

1.Adjusted various figures in zones cfg for better flooding modeling (if it still works)
2. Adjusted equipment hit points so some things get damaged a little quicker (not touched repair times yet)
3. Adjusted crew special abilities in both UPCdatage and UPCData

Basically nerfed it all down to hopefully not go too extreme e.g. torp speeds set to very low numbers e.g. 1, 2, 3, increase. Same with engine speeds.

Moral hit is still in effect and used on some items but taken out of essential skills.

Some actice skills have a shorter duration and cooldown e.g. repairs and stopping flooding as i suspect these will get used a number of times. Moral effect is set to minimum but you cannot spam it which is a deliberate move on my part = Cant manage your crew = die die die.

Cook set to cook meals and give bigga morale boost as you will need them but has been given a 3 meal a day shift.

All skill level 1 are available at start so you can set them and get used to them on first patrol. Some upgrades are a bit more expensive now.

1. Tried to hide the activated icons as I wanted to use my head rather than look at cooldown timers but this failed and caused crashing so stying away from that.

2. Tried to replace a skill with another but it failed (may have just not sussed it yet)

3. Still trying to add additional passive skills (just not sussed it yet) If we can suss out how to add extra skills to crew we can have a ying yang system.

THE_MASK
03-20-10, 04:57 AM
SH5 engine looks way more powerful than SH3 . My head hurts from just looking at all the possabilities .

gouldjg
03-20-10, 03:34 PM
First post updated.

Getting somewhere but need to test some more tomorrow :hmmm:.

Feel free to give it a try as it is IMHO much better than Stock. I am specifically interested in your experiences during at attack.

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