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Special abilities
One of my crew just gained the special ability of MASTER ENGINEER. It states in the pop-up that the required compartment is either the engine room or the control room. Fine.
My question is: If I put him in the damage control team, does his special ability go by the board, or is it added to the overall proficiency/efficiency of the DCT? Thanks, Dorj |
Correct.
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reply
Armistead didn't clarify so...
I'd say he is best left in the compartments named. On DC he might be anywhere. The crew in each compartment automatically go into damage control when their section is damaged. The DC team are extras. Just my opinion - never encountered the special abilities yet. |
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Thanks raymond6751. I guess I won't have to post my last post!
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I think best is to put in DC the guy with the little green wrench, when avalaible :yep:
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So. That's 2.5 votes for each option. Perhaps we should start a poll!:-?
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As I understand it, the master engineer needs to be in either the engine room or the control room for his special skills to work. I seem to remember his green wrench icon going dark if you put him on the DC team indicating that his skills are ineffective there. He's physically in the engine room, but from a functional standpoint you can think of him being on the DC team and in the engine room at the same time. You're getting 2 good CPOs while only using 1 crew slot.
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That makes makes sense Armistead and Lokisaga. I did not know the significance of the colour change.
And let me assure you Armistead, I was neither laughing at you nor the handsomest dog I've seen in my entire life. |
Some crew are on a timer for ability, you activate them with the SA tab, then the timer comes on.
If you want to mod your on special crew, you can find the info in the Data/UPCData/UPCCrewData You'll find 3 files inside. Here you can adjust parameters, tweak or build players with SA's. You can open each file with notepad, most values are obvious. Data/UPCData/UPCCrewData/Ranks.upc Basically sets the rank to the ability, percentages, etc. Data/UPCData/UPCCrewData/SpecialAbilities.upc Basically list the abilities and parameters. Here you can choose what compartment the ability works in, including the entire sub. Most values are obvious. Data/UPCData/UPCCrewData/CrewMembers.upc Where you activate the ability for a specific crew member. Many mods have the ability cut off. If you want it back on, replace NULL with the ability. For instance this fellow. You can see his ability is setup, but not active. To cut it on, just paste the ability in place of NULL. [CrewMember 54] ID= Crew-CO-Rank-1-Ability-Torpedo-Expert NameDisplayable= NULL CrewMemberNameIDLinks= NormalUSNames,CommonUSNames DateOfBirth= NULL Head= NULL Voice= NULL Tatoo= NULL Rank= CPO CurrentExperience= 0 Qualifications= QualTorpedo7 SpecialAbilities= NULL (to cut on, paste "Ability-Torpedo-Expert"} IntelligenceCoef= 0.50 LeadershipCoef= 0.15 MechanicalCoef= 0.30 ElectricsCoef= 0.30 GunsCoef= 0.30 WatchmanCoef= 0.30 Medals= Patrols=0 Morale= Normal FatigueCoef=0 Hitpoints= 1.0 RenownCost= 2000 Notes= ; should be editable by the player Many mods tweak the SA's, like TRAV mod does to TMO. If you mod, start with the last files overwritten. I wanted a few SA men with TRAV mod, so I used his files as a base and cut a few of the others on and tweaked a few other things to my liking. |
Thanks Armistead. Good to know.
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