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-   -   [REL] Gouldjg's Manage Your Crew Mod (https://www.subsim.com/radioroom/showthread.php?t=165632)

gouldjg 03-20-10 04:12 PM

[REL] Gouldjg's Manage Your Crew Mod
 
[REL] Gouldjg's Manage Your Crew Mod V1.10


Stage 2 complete

Modded workaround and toning down of the Crew uber abilities

Updated to version 1.10 after some further work and testing

Try it Here
http://www.filefront.com/15894977/Ma...Crew%20Mod.rar

Remember to back up original files

1. Adjusted various figures in zones cfg for better flood modeling

2. Adjusted equipment hit points so some things get damaged a little quicker (not touched repair times yet but will be looking at that soon)

3. Adjusted crew special abilities in both UPCdatage and UPCData so perks are not so uber to try and get a semi realistic feel to the sub.

4. Removed the uber fix destroyed items talent and changed the menu text to suit.

5. Removed the Bosuns time penalty bonus on Propaganda and placed a morale boost instead. (First impressions suggest this has fixed the bug.

6. Changed some command text on the menus to my liking.

7. Tweaked effect and cooldown times further so one can potentially not run out of morale if crew are managed correctly.

8. Both the reveal hidden enemy and show all contacts have much shorter durations but still in use.

9. Repair and flood control now have shorter durations as well as a morale penalty so be careful not to overspam their use e.g. do not push your men too hard.

10. All Level 1 abilities are available at start so player can get used to the basic effects that have changed.


Overall the aim of this mod is to provide a more tense game without super uber powers yet with powers that could save the day e.g careful use of repair boost etc.

Whilst I have tried to balance between Morale and skills, I wanted to get rid of uber fast torps and engines so please pass comment as you rank up.

I really do not want to see the sub sailing past 20 knots at max skills.

ReallyDedPoet 03-20-10 05:09 PM

Will have to give this a go :yep:

Stormfly 03-20-10 05:14 PM

sounds that a lot of work was going into this, Thanks !

gouldjg 03-20-10 05:30 PM

Just a very long 2 days. The reloading part is the pain.

I think its getting there but would like any unrealistic things pointed out so I can nerf them to a more balanced gameplay.

When I get it so a player is fighting for the sub frantically to stop it going down I will have done what i needed to do.

I am sill looking at ways to implement maintenance/wear and tear into the game but this requires being able to add more passive skills to the crew so it works in the background.

Either way, the stock model really does suck

mikaelanderlund 03-21-10 02:37 AM

A very important mod! Will give it a try this evening.

gouldjg 03-21-10 05:27 AM

It appears from my last game that the Bosuns Prop buff is bugged so will be tweaking this later along with a few new ideas.

Paco 03-21-10 05:35 AM

Will give it a try,

But does this Mod works with AOTDs MOD RDA?


Greets,
Paco.

gouldjg 03-21-10 04:29 PM

Updated to version 1.10

@ Paco

Could not tell you yet mate as this has been a constant tweak, load, tweak, reload, fix, reload, tweak, reload. Basically I have been on this for 3 days solid so no time to check compatability yet.

Best way is to check what files are in my mod and if other mods also have them, there may be a incompatability issue.

I am merely building the mod until it hopefully gets either fixed properly by devs or implemented into a bigger mod.

All I know is that the stock model is Super Uber overskill and has a few bugs.

Can't play a game that broke so will fix it myself where possible.

See first post for details

gouldjg 03-22-10 11:16 AM

Just wondering if anyone was going to give any feedback on this mod because it would help a lot for further improvements.

Maybe there are just too many crew mods floating around at the moment or people prefer to abolish the morale system all together?

Paco 03-22-10 03:26 PM

Quote:

Originally Posted by gouldjg (Post 1327152)
Updated to version 1.10

Best way is to check what files are in my mod and if other mods also have them, there may be a incompatability issue.

Hi,

it seems to be working with the Mod. JSGME don't ask to overwrite any other installed Mod and in game i haven't seen any problems.

So I have to look over the crew etc. I don't know, but perhaps it belongs to Your Mod, I haven't get any Points for the Crew after ending the "Total Germany" :06:


Greets,
Paco.

gouldjg 03-22-10 03:45 PM

Paco,

When you say you dont have points to spend, is that points to spend in the crew talent tree screen or morale points in the game.

There is a known stock save / reload bug that wipes your morale out in the game (Which I think only the Devs can fix).

To counter this in the mean time, I have set the bosun to give +2 morale to all crew at periodic times and the cook also gives a bigger morale boost with his treat e.g. +3. The timers then kick in.

This way, even when the existing morale is wiped after a re-load, you can get full morale quite easily then go into management mode while you play.

At the moment, the focus is on various timings during a attack run from either yourself or the enemy.

Version 1.20 is nearly ready in which I plan to add a further morale correction.

Can anyone tell me if the uber sonar abilities work on realistic mode e.g. shows enemy on map? Playing a game now to test as if these do not show, then I have 2 spare talent slots for when playing realistic game settings.

Paco 03-22-10 05:56 PM

Quote:

Originally Posted by gouldjg (Post 1328718)
Paco,

When you say you dont have points to spend, is that points to spend in the crew talent tree screen

Thanks for Your answer.

The moral is ok, I mean the talent-points. With ending of "Total Germany" I expected these points, but nothing happened. But ok, perhaps another problem, I will test it.

Paco.

EAF274 Johan 03-23-10 04:35 AM

I haven't played long with the mod yet, but it doesn't seem compatible with the German localised version of the game. Some of the text and dialogue now appears in English (and sometimes very bad English - but I imagine that's Ubi's fault, not yours).

If the morale bug ever gets fixed, I imagine the morale boost should be toned down. Even now I find it a little too easy to get full morale.

Sgtmonkeynads 03-23-10 04:52 AM

Is it possible to ....

If you do "Spam" the engine boost or whatever it is called, or use extreme speed to long, for one or both of the engines blow out - suffer damage ?
Basicly, if you over push the equipment, it eventually needs to be completely stopped for maintanence or simply gives out forceing you to stop and fix it.

gouldjg 03-23-10 12:06 PM

Quote:

I haven't played long with the mod yet, but it doesn't seem compatible with the German localised version of the game. Some of the text and dialogue now appears in English (and sometimes very bad English - but I imagine that's Ubi's fault, not yours).
I have edited a couple of lines in the dialogs file. You should be able to find those lines and change to a german version.

Quote:

Originally Posted by EAF274 Johan (Post 1329497)
If the morale bug ever gets fixed, I imagine the morale boost should be toned down. Even now I find it a little too easy to get full morale.

Is that whilst attacking or under a attack e.g. I have set this up for mainly for attacking or defending because realistically this is going to be the main times when one would use the skills anyway.

You could be right in the fact that maybe a 1 or 2 drop from either the bosun or cook may be a good thing to do.

I am nearly done with the next version so will post it up shortly which will have a few things changed.



Quote:

Is it possible to ....

If you do "Spam" the engine boost or whatever it is called, or use extreme speed to long, for one or both of the engines blow out - suffer damage ?
Basicly, if you over push the equipment, it eventually needs to be completely stopped for maintanence or simply gives out forceing you to stop and fix it.
Unfortuantly no it is not. You could simulate a timed service of the sub which reduces all mechanical effects but this would have to be on a on/off in case you come under attack. Imagine if your are caught out and it takes like 3 mins to submerge etc. I think the players would kill me :hmmm:



It would have been nice if you could set random % with min and max but I do not have the skills.

:know:

Basically the list below shows what you can manipulate with the crew uber powers. For me there are a few choices here

1. Use them to get the sub performance to realistic values as much as possible e.g. Max speeds,

2. Use them to provide a kinda skill set that can, IF used correctly, mean the difference between living or dying on a mission.

3. Uber them out so your average 7 year old has a uber sub.

4. Ditch them all together and leave this aspect out till fixed properly = long wait IMHO

Right now, I am trying to get a mix of 1 and 2 whilst still making it in a such a way that as you level, it also represents some minor uplifts but nothing too far fetched.



I also have to try and workout if promotions etc once added then take the game to a too gamey point.



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
CrewMorale
CrewMoralePool
RevealEnemyConvoys
HighlightSonarTargets
HighlightRadarTargets
HighlightVisualTargets
RevealMinefields
LocateResupplyShip
RevealShallowWaters
ManTheDeckGun
ManTheFlakGun


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