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-   -   [REL] SAS special abilities simplified (SH5) (https://www.subsim.com/radioroom/showthread.php?t=187552)

THE_MASK 09-05-11 09:20 PM

[REL] SAS special abilities simplified (SH5)
 
[REL] SAS special abilities simplified (SH5)

Version 4 18/04/2012

You must start a new campaign

Enable with the mod enabler (jsgme)
Do not allow this mod to be overwritten by other mods .


Deleted the silly crew abilities .
Done away with the points system .
Implimented a morale based system .

http://www.subsim.com/radioroom/downloads.php?do=file&id=3367

THE_MASK 09-05-11 09:23 PM

http://img855.imageshack.us/img855/8...selenginey.jpg
http://img191.imageshack.us/img191/4610/torps.jpg
http://img651.imageshack.us/img651/4766/torp2.jpg




There are 2 versions .
One version is for enabling if you have MCCD (more crew commands by dialogue) . Enable after MCCD .
The other version is if you are not using MCCD .

THE_MASK 09-05-11 09:37 PM

Have a play in the campaign . Test it out and tell me what needs changing for version 2 . Morale points cost , duration of ability , delete ability , add ability etc .

mobucks 09-05-11 11:12 PM

care to elaborate on exactly what this mod does?

I mean, i kinda have an idea but, Its been so long since i've even seen the vanilla crew abilities, I dont know what to compare it to.

THE_MASK 09-05-11 11:24 PM

Just enable with the mod enabler last . Start a second campaign , try it out . Uninstall the mod before loading your usual campaign .

Magic1111 09-06-11 02:30 AM

Sounds interesting, will try the MOD ! :yeah:

THE_MASK 09-06-11 03:21 AM

How do i look at a dds file again ? Even though i have opened then a million times before . I just cannot remember for the life of me .

kapitan_zur_see 09-06-11 03:48 AM

Quote:

Originally Posted by sober (Post 1743422)
How do i look at a dds file again ? Even though i have opened then a million times before . I just cannot remember for the life of me .

Using photoshop and Nvidia's dds plugin: http://developer.nvidia.com/nvidia-t...dobe-photoshop

urfisch 09-06-11 04:56 AM

thanks, sober!

:salute:

stoppro 09-06-11 07:57 AM

thank's sober, I was just wondering is there a way to set ability and or morale to the highest and leave it there so it stays the same all the time.I myself could do without this feature.there is engough to do without horsing with this. thanks!

tonschk 09-06-11 09:41 AM

:salute: Thank you :DL Sober :yeah:

ETsd4 09-06-11 02:58 PM

I like the idea of the mod because the
- the success of an operation is also a question of the moral of your crew
- parameters for example max speed are uncertain and varies (maybe from day to day)

Some fundamental questions are:
What increases the moral?

What decreases the moral other than maintain diesel engines, maintain torpedo batteries and maintain torpedo warheads?

How many moral points do you have at campaign start?

Stormfly 09-06-11 06:39 PM

Quote:

Originally Posted by ETsd4 (Post 1743948)
I like the idea of the mod because the
- the success of an operation is also a question of the moral of your crew
- parameters for example max speed are uncertain and varies (maybe from day to day)

Some fundamental questions are:
What increases the moral?

What decreases the moral other than maintain diesel engines, maintain torpedo batteries and maintain torpedo warheads?

How many moral points do you have at campaign start?

again a good mod Sober !

thx for making it compatible with MCCD, any chance to make it compatible with "No Magic Skills v.1.5" mod ? (i realy like the idea beeing able sending the crew to rest, radio news rise moral, the special engineer repair ability together with the other effects of it)

questions above:
...while leaving the harbor, moral is very high but decrease over time automaticaly.

...using special abilitys, which will cost moral points will decrease them.

...using special abilitys, which will rise moral points rise them (the cook`s food for example).

...sinking enemy ships also rise moral points.

Magic1111 09-07-11 07:05 AM

Quote:

Originally Posted by Stormfly (Post 1744077)

...

any chance to make it compatible with "No Magic Skills v.1.5" mod ? (i realy like the idea beeing able sending the crew to rest, radio news rise moral, the special engineer repair ability together with the other effects of it)

...

2nd this ! :yep:

Best regards,
Magic

gvogt12000 09-08-11 10:34 PM

Enabled with OHII V1.3. The special abilities are all dark and I can't use them in the starting port. I have plenty of morale since I haven't even left the dock yet.


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