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-   -   [REL] No magic skills (https://www.subsim.com/radioroom/showthread.php?t=164996)

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

Quote:

Originally Posted by sober (Post 1838553)
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

Quote:

Originally Posted by pedrobas (Post 1830691)
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

Quote:

Originally Posted by flostt (Post 1838924)
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

Quote:

Originally Posted by misha1967 (Post 1839287)
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

Quote:

Originally Posted by Stormfly (Post 1839423)
...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

Quote:

Originally Posted by pedrobas (Post 1839426)
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

Quote:

Originally Posted by Stormfly (Post 1839434)
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???)

Quote:


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


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