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Modding Officers
I have noticed that crewmembers get specialties (gunner, sensors etc) given to them when two things happen.
1. They get experience. 2. They get promoted. Trouble is, both need to happen. My boat has the max amount of officers allowed. OK fine, but when the officer in say command gets a radioman ability, I have to move him to a sensor in order to gain that benefit. So now my command is down one officer and I cant buy an officer or promote another person to an officer to to maximum officers in the boat. Where or which file governs the maximum officers per boat allowed? I cant seem to find a correlation and a few mods I downloaded that claim elite crews are also not evident where the changes are. Does anyone know?:Kaleun_Cheers: |
It's in ActivePlayerUnits.UPC
Careful choosing the right number of officers and petty officers. Max them out and soon everyone will have special abilities and managing them will be messy. |
Yep found it.
That file above if you started the game already, or NSS_subtype.upc if a new career or boat. MaxPettyOfficers=32 is default |
Devs made the crew settings without any real thinking done.
I've gone thru all of my NSS_subtype.upc files and just about doubled the amount of officers and petty-officers for each sub type to take into account the game counting CPOs (E-7), SCPOs (E-8) and MCPOs (E-9) as officers. This also has the effect of lowering the number of non-rated (untrained) seaman/firemen among my crews. Total crew complements were carry-overs from SH3 I'll wager as they don't reflect the larger crew complements found on US fleet boats. Average crew complement in game is 50-60 where as in reality the crews totaled 70-85 depending on sub class. The devs did fairly well with coding the subs, ships and armaments but "missed the boat" when coding the crews. :( |
You can also try the Crew Rank Fix mod in my sig below.
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