View Full Version : NYGM tonnage war and crew fatigue
Sturmschnabel
03-10-06, 04:37 AM
Is it possible to use "no fatigue" from SHI commander with NYGM TW? I would prefer not to be bothered with crew management, and keep the other features of NYGM TW.
Never thought of that. Ask "Der Teddy Bar". Frankly i don´t think so since this mod is a "realism-adder".
Cheers ;)
Is it possible to use "no fatigue" from SHI commander with NYGM TW? I would prefer not to be bothered with crew management, and keep the other features of NYGM TW.
I think of no reason why it wouldn´t be possible. Isnt the crew fatigue in a own file? But ask Teddy to be sure. :up:
Der Teddy Bar
03-10-06, 06:28 AM
For those who may not wish to use the NYGM Crew Management Mod simply set the 3DRender= to a value such as 32. This means that at any time compression above 32 the NYGM Crew Management Mod’s Morale & Fatigue effects will not be incurred.
However, please consider this before doing so...
The NYGM Crew Management Mod uses the previously un-used Morale feature.
Morale affects 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 long term 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 emphasise back into you being part of the team/crew, as your success, or lack of it, effect the entire crew.
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