PDA

View Full Version : [REL] SAS special abilities simplified (SH5)


THE_MASK
09-05-11, 09:20 PM
[REL] SAS special abilities simplified (SH5)

Version 4 18/04/2012

You must start a new campaign

Enable with the mod enabler (jsgme)
Do not allow this mod to be overwritten by other mods .


Deleted the silly crew abilities .
Done away with the points system .
Implimented a morale based system .

http://www.subsim.com/radioroom/downloads.php?do=file&id=3367 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3367)

THE_MASK
09-05-11, 09:23 PM
http://img855.imageshack.us/img855/8530/dieselenginey.jpg (http://imageshack.us/photo/my-images/855/dieselenginey.jpg/)
http://img191.imageshack.us/img191/4610/torps.jpg (http://imageshack.us/photo/my-images/191/torps.jpg/)
http://img651.imageshack.us/img651/4766/torp2.jpg (http://imageshack.us/photo/my-images/651/torp2.jpg/)




There are 2 versions .
One version is for enabling if you have MCCD (more crew commands by dialogue) . Enable after MCCD .
The other version is if you are not using MCCD .

THE_MASK
09-05-11, 09:37 PM
Have a play in the campaign . Test it out and tell me what needs changing for version 2 . Morale points cost , duration of ability , delete ability , add ability etc .

mobucks
09-05-11, 11:12 PM
care to elaborate on exactly what this mod does?

I mean, i kinda have an idea but, Its been so long since i've even seen the vanilla crew abilities, I dont know what to compare it to.

THE_MASK
09-05-11, 11:24 PM
Just enable with the mod enabler last . Start a second campaign , try it out . Uninstall the mod before loading your usual campaign .

Magic1111
09-06-11, 02:30 AM
Sounds interesting, will try the MOD ! :yeah:

THE_MASK
09-06-11, 03:21 AM
How do i look at a dds file again ? Even though i have opened then a million times before . I just cannot remember for the life of me .

kapitan_zur_see
09-06-11, 03:48 AM
How do i look at a dds file again ? Even though i have opened then a million times before . I just cannot remember for the life of me .

Using photoshop and Nvidia's dds plugin: http://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

urfisch
09-06-11, 04:56 AM
thanks, sober!

:salute:

stoppro
09-06-11, 07:57 AM
thank's sober, I was just wondering is there a way to set ability and or morale to the highest and leave it there so it stays the same all the time.I myself could do without this feature.there is engough to do without horsing with this. thanks!

tonschk
09-06-11, 09:41 AM
:salute: Thank you :DL Sober :yeah:

ETsd4
09-06-11, 02:58 PM
I like the idea of the mod because the
- the success of an operation is also a question of the moral of your crew
- parameters for example max speed are uncertain and varies (maybe from day to day)

Some fundamental questions are:
What increases the moral?

What decreases the moral other than maintain diesel engines, maintain torpedo batteries and maintain torpedo warheads?

How many moral points do you have at campaign start?

Stormfly
09-06-11, 06:39 PM
I like the idea of the mod because the
- the success of an operation is also a question of the moral of your crew
- parameters for example max speed are uncertain and varies (maybe from day to day)

Some fundamental questions are:
What increases the moral?

What decreases the moral other than maintain diesel engines, maintain torpedo batteries and maintain torpedo warheads?

How many moral points do you have at campaign start?

again a good mod Sober !

thx for making it compatible with MCCD, any chance to make it compatible with "No Magic Skills v.1.5" mod ? (i realy like the idea beeing able sending the crew to rest, radio news rise moral, the special engineer repair ability together with the other effects of it)

questions above:
...while leaving the harbor, moral is very high but decrease over time automaticaly.

...using special abilitys, which will cost moral points will decrease them.

...using special abilitys, which will rise moral points rise them (the cook`s food for example).

...sinking enemy ships also rise moral points.

Magic1111
09-07-11, 07:05 AM
...

any chance to make it compatible with "No Magic Skills v.1.5" mod ? (i realy like the idea beeing able sending the crew to rest, radio news rise moral, the special engineer repair ability together with the other effects of it)

...



2nd this ! :yep:

Best regards,
Magic

gvogt12000
09-08-11, 10:34 PM
Enabled with OHII V1.3. The special abilities are all dark and I can't use them in the starting port. I have plenty of morale since I haven't even left the dock yet.

THE_MASK
09-09-11, 01:00 AM
Enabled with OHII V1.3. The special abilities are all dark and I can't use them in the starting port. I have plenty of morale since I haven't even left the dock yet.Have you enabled the special abilities first ?

http://img571.imageshack.us/img571/6843/panells.jpg (http://imageshack.us/photo/my-images/571/panells.jpg/)

gvogt12000
09-09-11, 07:54 AM
Thanks that was the missing step. Abilities are working. Leaving port.

TheBeast
12-06-11, 10:34 PM
I think Rongle is working on Torpedo Malfinctions that is also related to these files.

Do you plan to work with Rongle in adding another level of realism to game?

Regards!
TheBeast

charognard
12-29-11, 03:45 AM
Hi, thx for this mod, it s a real alternative to no magic skill mod who still unfinished.

A couple of questions...

Do the torpedo man abilities affect the TDC ?
If i have correctly understand your mod, now, crewmen don t received xp, and there aren t any new skill to learn ??

Thx.

Trevally.
01-20-12, 01:27 PM
Ya - it is the passive one that bugs the torp speed.
I can't remember the actual one but it could be range (each torp type has a run time set - extra range was added by making it go faster for that set run time :nope:).

If you have given points to the torp man then yes you do need the fix. The fix is within MO if you use that.:up:

Husksubsky
01-21-12, 06:49 PM
Thx Trev. I stopped using Mo. I better look if I can find the fix only.

THE_MASK
01-21-12, 07:05 PM
here is what i used for the torpedoman
;TORPEDOMAN - Active abilities
[SpecialAbility 10]
ID=Ability-Active-Preheat-Torpedo
NameDisplayable=Ability-Active-Preheat-Torpedo-Name
Description=Ability-Active-Preheat-Torpedo-Description, Ability-Active-Preheat-Torpedo-Description, Ability-Active-Preheat-Torpedo-Description
Levels= 1
AbilityType=TorpedoDamage ;increases torpedo damage but decreases torpedo speed (in percents) < I should have deleted this part as i didnt use it . Its a leftover.
AbilityValue= 25
PointsRequirement= 0
AbilityRequirements= 0
LevelUpTree= 0
MoraleCost= 1
PointsCost= 0
AbylityActsIn= ALL
Activation=OnDemand
Duration=86400
Cooldown=0
[SpecialAbility 11]
ID=Ability-Active-Overcharge-Torpedo
NameDisplayable=Ability-Active-Overcharge-Torpedo-Name
Description=Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description
Levels= 1
AbilityType=TorpedoRange ;increases torpedo range and increases torpedo dud chance (in percents) increses range only
AbilityValue= 25
PointsRequirement= 0
AbilityRequirements= 0
LevelUpTree= 0
MoraleCost= 1
PointsCost= 0
AbylityActsIn= ALL
Activation=OnDemand
Duration=86400
Cooldown=0

I dont use anything that increses torp speed in my mod .

THE_MASK
01-21-12, 07:08 PM
Special abilities list

; TorpedoLoadingTime
; TorpedoMalfunctions
; TorpedoSpeed
; TorpedoDamage
; SurfaceSpeed
; SubmergedSpeed
; RepairSpeed
; PumpSpeed
; HealSpeed
; CanRepairDestroyedItems
; GunsAccuracy
; GunsReloadTime
; GunsDamage
; DiveSpeed
; BatteryConsume
; FuelConsume
; SonarRange
; RadarRange
; DarknessPenalty
; LookoutRange
; EnemyRadioDFAirstrikeChance
; ReceiveContactChance
; ReceiveContactRate
; PlayerRenown
; CrewExperience
; SonarContactsAsVisual
;
; CrewMoraleDegenerationRate
; AffectUpTime
; AffectCooldown
; AffectPassiveBonuses
; TorpedoRange
; MaxDiveDepth
;
; TorpedoLoadingTimeSimple
; BatteryRecharge
; EnginesNoiseSignature
; RudderAngle
; RudderSpeed
;
; GunsRange
; ShellDrag
; ShellSpeed
; CO2LevelIncreaseRate
;
; new ability type - additive ( if more then 1 active - cummulate results ) / on|off
;
; CrewMorale
; CrewMoralePool
; RevealEnemyConvoys
;
; HighlightSonarTargets
; HighlightRadarTargets
; HighlightVisualTargets
; RevealMinefields
; LocateResupplyShip
; RevealShallowWaters
; ManTheDeckGun
; ManTheFlakGun

Stormfly
01-22-12, 12:43 PM
Hi Sober,

question regarding "DiveSpeed":

ithink the dive speed or better "crash dive speed" is still untouched by a mod and is unrealistic high (low time), does your mod take care of realsitic untrained and realsitic trained crew diving times ?

THE_MASK
02-07-12, 06:35 PM
Does this part work as intended .

[SpecialAbility 1]
ID=Ability-Active-Repair-Destroyed-Items
AbilityType=CanRepairDestroyedItems, SurfaceSpeed
AbilityValue=1, -90
RunOnActivate= IfIsSurfaced

You can repair destroyed items but you must be surfaced and your surface speed is reduced to 10% of your top speed while fixing the items . In other words to fix destroyed items you cannot have enemies around .

mikaelanderlund
02-08-12, 01:41 AM
Hi Sober,

question regarding "DiveSpeed":

ithink the dive speed or better "crash dive speed" is still untouched by a mod and is unrealistic high (low time), does your mod take care of realsitic untrained and realsitic trained crew diving times ?

I think "crash dive speed" is broken in the game and can't be used. It will only increase or decrease the surface speed:cry:.

Tolkemec
02-10-12, 01:46 AM
Hello Sober. Thx for the mod... I have one question though, because I think that I may have made a mistake somewhere.

The first time I applied the sonarguy ability, then asked the guy, I had a CTD (but afterwards, and without making any changes in the modsoup, I never managed to repeat that, so you may disregard it).

The second time, the sonarguy got his +25% but his moral didn't change.

The third time, the sonarguy got ANOTHER +25%, and again no moral loss (so now he's got a 100% efficiency).

The other crew abilities doesn't seem to make a difference.

Don't think your mod was ment to behave like this, so I probably made a mistake somewhere. This is my modsoup and it is stable right now. SAS is not overwritten (still black in JGME).


RemoveLogoIntro
NDB, NDH, OM#1 - No dialog Indicator
A Fistfut of Emblems v.1.51
A Fistfut of Emblems v.1.51 (Weathered)
Accurate German Flags
MightyFine Crew MOd 1.2.1. Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
U-Boat historical Specifications 1.7 for TDW mods
German U Boat Crew Language Pack
Dynamic environment SH5 Realistic version
Dynamic environment SH5 Realistic Colors v.2.1
Dynamic environment SH5 Waves (realistic version) v.2.1
Sobers best ever fog SH5
sobers see thru wake fix
Steelviking's Inetrior Mod v1.2
Steelviking's interior mod v1.2.2 Patch
FX_Update 0 0 19 By TheDarkWraith
IRAI 0 0 30 by TheDarkWraith
TheDarkWraith DC Water Disturbances v 2.0 sh5
NewsUIs_TDC 6 8 0 ByTheDarkWraigh
NewsUIs_TDC 6 8 0 Alt officer wounded by Torpedo
NewsUIs_TDC 6 8 0 New Radio Messages German
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 0101 by AvM add on Couloured Simple Tools
IO StrategicMap 4.5 for TDWv680
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal PIlot v2.8
Manos Scopes patch for 16x9
Critical hits Torpedos
SAS special abilites simplified V1 (MCCDD) SH5
OPEN HORIZONS II full v.16
mtns more traffic nations and ships 1.8c
OHII&Harbouraddition fix 1.6c
OH II Campaign Radio Messages v4
SH5Lifeboats by Rongel TDW stoianm v2.1
Church's Compass dials Mod v2.2 Option Three
U Boat ballast tanks SFX
Less annoying stopwatch ticking LAST v0100 by AvM
Diesel
IRAI 0 0 30 No hidrophone on surface no Aircraft Spotting
SUB hid fix SH5


Thx for your help!

THE_MASK
02-10-12, 02:53 AM
Thankyou for the detailed feedback . I will have a look at it . That is how modders fix things by feedback , thankyou . Usually all i get is this mod sux :O:

Tolkemec
02-10-12, 03:52 AM
No problem, but I am not much of a beta tester myself. oh, btw, I think I made a mistake with the other guys abilitie. Let me see if I can explain it:
1. Tried talking to the guys and enable their special abilities. In thedialog box the special abilieties were greyed, so I couldn't.
2. Then I went to the crew management screen and enable the abilities there.
3. Then I tried talking to the guys and their special abilities were selecable (I didn't check if it worked, but assumed this was the way it was ment to work)
4. I tried the same thing with the sonar guy (enable the ability from the crew management screen), then went to talk to him, but the options were the usual ones (total reveal, reveal hidden enemies, ertc... CTD)
5. Then I tried again in the management screen and the sonar guy got its +25
6. I tried to talk, same options, no CTD
7. Quit and restart game, management screen, another +25 (total efficiency).

I am at work now, when I get to my pc again this afternoon I will try to check the abilitires from the other guys through the dialog box.

THE_MASK
02-10-12, 05:06 AM
Tolkemec , did you start a new career . In port install is no good .
I dont have this behaviour so we must get to the bottom of this :hmmm:

Tolkemec
02-10-12, 05:25 AM
I'm always restarting carriers in SH.. Since SH III... I really don't know, I had a big mess up with my modsoup this week, getting really desperate, so maybe I fumbled with SAS.
I sure will restart one this evening, and I will update you. It is probably my fault. Just to check, how should the mod work? Enabling abilities from crew management screen and NO need to chat with the guys? Enabling AND chatting? Should the dialog options change for the sonar guy and the others?

THE_MASK
02-10-12, 05:33 AM
I just tried it , i can either enable it on the crew screen or talk to them .

Tolkemec
02-10-12, 09:36 AM
Ok, tried again with new campaign.

To enable abilites I HAVE to go to the crew management screen, enable, THEN talk to the guy. It works fine, loosing 1 morale point... EXCEPT for the sonar guy, it is written that enabling the maintain sonar will be a permanent effect that costs 3 morale points, but he only looses one :-?

Also a minor glitch ocurred when talking to the Diesel motor guy. Once the
ability enabled trhought his dialog box, I couldn't access the crew management screen anymore. I reloaded and worked fine. I couldn't repeat this glitch so I think it is not important at all.

Don't know if anything stated above helps you...

THE_MASK
02-10-12, 04:30 PM
Ok, tried again with new campaign.

To enable abilites I HAVE to go to the crew management screen, enable, THEN talk to the guy. It works fine, loosing 1 morale point... EXCEPT for the sonar guy, it is written that enabling the maintain sonar will be a permanent effect that costs 3 morale points, but he only looses one :-?

Also a minor glitch ocurred when talking to the Diesel motor guy. Once the
ability enabled trhought his dialog box, I couldn't access the crew management screen anymore. I reloaded and worked fine. I couldn't repeat this glitch so I think it is not important at all.

Don't know if anything stated above helps you...
You dont have to go to the crew management screen at all . Click on the crew then click on the + sign then anable the abilily . Is your game patched to 1.2 ?
When you start a new career with OH2 mod you must be able to access the upgrade screen .

Tolkemec
02-11-12, 01:06 AM
Ah, ok, never saw the + sign. Everithing is working now, the only thing is that the sonarguy looses only one morale point instead of three.

THE_MASK
02-11-12, 04:08 AM
Ah, ok, never saw the + sign. Everithing is working now, the only thing is that the sonarguy looses only one morale point instead of three.I will have a look at it , cheers .

Bilge_Rat
03-28-12, 07:16 AM
so what is the verdict on this mod?

I use it and it seems to work fine, but I see Sober lists the "No Magic skills" mod in his mod list instead of this one.