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Originally Posted by HEMISENT
Beery,
I've been using Commander since its beginning but so far find it only useful for the short monthly news summaries and for the gramaphone broadcasts. I think I'm missing something here.
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Those are the main 'mods' that have been added to it so far. The other stuff is either very small or it has no immediately visible effect. Originally, SH3 Commander was to include realistic crush depths for the different U-boat sub-types, but since SH3 1.3 fixed the crush depths the differences weren't enough to warrant it, so now only the Type VIIC/41 has this feature. Similarly, the flotillas get U-boats at different times based on their historical availability - it's hardly noticeable, and so far it's only implemented for flotillas 1, 2 and 7.
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In the area of crew selection you can basically "build" a crew with whatever ratings or qualifications you desire. how then is this crew implemented in a career? Or is this component used only for setting up a single mission? Do the qualifications actually affect the game or are they just eye candy. The readme tells what it does but doesn't exactly get into the area of how to use it properly for full effect.
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So far the medals and promotions are really just eye candy - a way of rewarding a good crewman when the game won't allow it. Qualifications should work properly, unless you award more than that crew type can use. Basically, to get the full effect, have the game award what it can, and just use the crew manager when you really feel a crewman deserved more than to be passed over for an Iron Cross, etc.
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As before Your work is greatly appreciated. There are so many different factors involved in getting used to Commander, RUB and pretty soon the upcoming Ops mod it all gets a bit confusing at times.
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The Ops mod will be a part of RUb, so that should make things a bit easier. RUb and SH3 Commander were created to lessen the confusion that normally happens when players have literally hundreds of little mods to choose from. Basically, the SH3 Mod Team chooses the mods that go into RUb based on their preferences, and if players share those preferences they have only one or two mods to worry about.