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Crew don't go to stations.
The only mod I'm using is TMO 2.0. For some reason, when I call General Quarters, no one mans the AA or deck guns.
It's the same if I use the "Man AA guns" or "Man the deck gun" or "Damage Control Team" buttons. I have to manually move crew to the stations, then manually move them back when I no longer need them there. At the same time, I'm able to personally man the guns & shoot them myself, which doesn't seem right either. I know in SH3, if you didn't have a crewman at the gun, it wouldn't operate. Did I miss something? This wasn't covered in either the (admittedly useless) SH4 manual, or the TMO manual, as far as I can tell. |
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Yep. SH4 made the overall crew management so much better than SH3's, but they somehow managed to disable the automatic manning of the guns when ordered. You have to choose the men you want and put them there, and then remove them so they won't be injured during a depth-charging.
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I was also wondering how promotions work? For the last several patrols, I've been unable to promote anybody. I keep getting a message that I'm already maxed out on petty officers and officers.
So there's no way to promote seamen, apparently? I would have assumed that promoting them e.g. from Seaman 3rd Class to Seaman 2nd Class would perhaps improve their abilities, even if they cannot have a specialization like an officer. |
As you have discovered, the whole crew system is FUBAR. |
Promotions, if they are available, can be accessed through the crew management section at Home Port only. Some promotions are done automatically at sea as their experience levels increase to the maximum possible for their rank.
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Well... you could go to your C:\Users\<user>\Documents\SH4\data\cfg\savegames\ and edit the ActivePlayerUnits.upc file with notepad where it says...
[UserPlayerUnit 1] ID=Sargo NameDisplayable=Sargo UnitName=USS Spearfish (SS-190) UpgradeClass=1 Type=Sargo UnitInterval=1939-01-16 00:00:00, 1946-12-11 00:00:00 ExternalClassName=SSSargo Nationality=American Evolution=Normal Damage=0.000000 TextureName=data/Submarine/NSS_Sargo/NSS_Sargo_T01.tga LightmapTextureName=data/Submarine/NSS_Sargo/NSS_Sargo_O01.tga NormalmapTextureName=data/Submarine/NSS_Sargo/NSS_Sargo_N01.tga MenuSilhouetteTextureName=Salmon_Class_01.tga MaxOfficers=24 <-- change this MaxPettyOfficers=30 <-- change this StartUserPlayerUnitMissionDateTime=1941-12-07 13:00:00 CurrentUserPlayerUnitMissionDateTime=1941-12-07 13:00:00 SilentState=false For best results and no CTD's, do it in port before you go to configure the crew. At the start of a carreer is a good time too. You can also edit the player renown the same way in a file called CareerTrack.upc :) |
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Historically the idea was to mix the old salts with the green horns, so their knowledge would rub off and be handed down. An entirely green crew isn't a good idea, and if a boat with an all seasoned crew was lost, then so was the gained knowledge and experience. Quote:
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Yes, I do realize this. Quote:
I wasn't complaining about not having a boat stuffed with petty officers. It just seems odd the way it is in the game; I choose which men are "dismissed" as though I'm court-martialing them for something. The pool of replacements seems too small, requiring that I bring back those previously "dismissed", or consign the experienced men in the crew to inferior and undeserved rank. |
Yeah I agree its crappy, but its all we have to work with. One alterior motive i had with Abilities in TMO was to give you a desire to rotate some of them. The game won't do it for you, and nobody can make you. But to have a want to? :hmmm: (I dunno if i succeeded in that, but that was the idea. )
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I'll admit to being a little disgusted with the crew business. |
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I wouldn't worry about it; its really a minor thing. I know you've had a serious case of burnout. |
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