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

avee 03-15-10 12:10 PM

[REL] No magic skills
 
Version 1.5

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

Mod also includes changes of MoraleMod.

Download

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:

Code:

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: Passive

Known 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

Quote:

Originally Posted by Bilge_Rat (Post 1316994)
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

Quote:

Originally Posted by avee (Post 1316996)
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

Quote:

Originally Posted by GDFTigerTank (Post 1317031)
...

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

Version 1.1
 
Update here.
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

Quote:

Originally Posted by avee (Post 1317152)
Update here.
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.


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