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Old 08-04-05, 06:32 AM   #3
CB..
Ace of the Deep
 
Join Date: Apr 2002
Location: UK
Posts: 1,278
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Default Col!

it's possible to make a little more of the damaged ships bonus points for the crew.i've been experimenting with the crew management and experience points etc...it takes far too long to build up an experienced crew for my liking (after 19 patrols they can be still barely above novice state unless your a real tonnage king which i am not lol) sooo..

on the points for individual torp hits there's a section for this in the basic cfg file

[CREW_0] ;SEAMAN
MoraleMin=0.30
MoraleMax=0.60
MoraleStep=0.05
FatigueMin=0
FatigueMax=0.5
FatigueStep=0.2
CoefMorale=0.4
CoefFatigue=0.2
QualEffect=1
Hp=10
Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05
Experience=0


for every torp hit while the crew man is in the torpedo room he gets an increase in experience

TorpedoHit=0.05


if you crank it up to say

TorpedoHit=1.5

this should make a major difference to his resilience and experience meaning he will be liable for promotion etc much quicker than normal

i know we can get shot of the fatigue stuff with a mod (forget whoose sorry bowt that) but i'd rather mod the stats given for the results of a patrol so you get a tougher crew much quicker as it makes a HUGE difference to their abiity and staying power etc....

here's where i am at with it right now

[RENOWN]
RenownReachGridObjCompleted=500
RenownPatrolGridObjCompleted=200
CompletedPatrol=1000
NEUTRAL=-1
ALLIED=1
AXIS=-10
WrongShipSunk=-5000
FirstRankRenown=1000
SecondRankRenown=3500
EndCampaign=-5000

[PLAYER_RENOWN]
AcademyBonus=1000
RankLevel0=0; SCORE
RankLevel1=5000; SCORE
RankLevel2=15000; SCORE
RankLevel3=25000; SCORE
MedalSettings0=0.25
MedalSettings1=0.5
MedalSettings2=1
MedalScore0=3000;2 class, SCORE
MedalScore1=6000;1 class, SCORE
MedalScore2=10000; knight, SCORE
MedalScore3=15000; oak leaves, SCORE
MedalScore4=20000;swords, SCORE
MedalScore5=25000;diamonds, SCORE
MedalScore6=30000;all, SCORE

[MEDALS_CREW]
DecreaseFatigueMax=0.5
IncreaseMoraleMin=0.5
RenownStep=500; RENOWN, u-boat badge
SunkInPatrol=600; TONNAGE, front clasp
RenownStep2ndClass=5000; TONNAGE, IC 2nd
SunkInPatrol1stClass=8000; TONNAGE, IC 1st
SunkInPatrolGerman=12000; TONNAGE, GC
SunkInPatrolKnights=15000; TONNAGE, KC
HpStep=5
HpStep1stClass=10
Experience=1.50
StepForMorale=0
StepForFatigue=0

[PROMOTIONS]
RenownStep0=500
RenownStep1=600
RenownStep2=700
RenownStep3=800

[TIME]
TransferFlotilla=1
NbDaysInBase=68
NbPatrolsInFlotilla=3
NbMonthsInFlotilla=6



this gives a major boost to the amount of medals recieved at the end of the patrol for the crew AND greatly increases the effect giving the medals to a crew member has...allso increases the amount of promotions available and allso cranks up the promotions benifit for the crew member and so on...

allso i increased the fugure for maximum days in port before the next patrol so i could have fewer patrols per campaign (i had 19 and was still in 1940 as stock when starting from the beginning)

NbDaysInBase=68


it randomises the days in port up to this maximum time....

there's a lot of room for playing about with this stuff...as it is after a couple of reasonably succesfull patrols i have a hardy crew who can get by withut being constantly swopped in and out of the quaters for a rest...tho here's a tip...lol NEVE use time excell when n the crew management screen argghh...you can go for days on the map screen with virtually no drain on the crews strength but half a minute at times 32 on the managment screen will have them all flashing red ...dunno what that's caused by..anyhuw theres a way to make individual torp hits meaningfull


nother thought was the aircraft ..they seemed to have vanished of the face of the earth so i increased the range and probabilitys via the airstrike cfg and this so far seems to have woken them back up without setting them all to elite (there ability level remains as per stock )

Maximum Aircraft Range=5500 ;[>0] in kilometers
Poor Airbase Modifier=0.6 ;[>0] Modifier for poor airbase (carrier) rating
Novice Airbase Modifier=0.75 ;[>0] Modifier for novice airbase (carrier) rating
Competent Airbase Modifier=0.8 ;[>0] Modifier for competent airbase (carrier) rating
Veteran Airbase Modifier=0.9 ;[>0] Modifier for veteran airbase (carrier) rating
Elite Airbase Modifier=1 ;[>0] Modifier for elite airbase (carrier) rating
Night Modifier=0.5 ;[>0] Modifier on strike probability at night
Default Air Strike Probability=40 ;[>0] Default probability to send an airstrike from a airbase (carrier)
Enemy Air Strike Probability Increase on Radio Messages Sent=60 ;[>0] Increase over the default probability on a radio message sent
Friendly Air Strike Probability Increase on Contact Report Sent=60 ;[>0] Increase over the default probability on a contact message sent
Enemy Air Strike Probability Increase on Player Detection=70 ;[>0] Increase over the default probability on player detection
Atenuation Factor=10 ;[>0] decrease from an increased probability to default one on each air session
Logic Steps Between Air Sessions=10


the torp hit bonus does depend on you having the crew stats still enabled tho..but taking a look at the stats as listed in the basic cfg gives you complete freedom to customise their abilitys etc gained from medals promotions etc etc making them very very quickly become hard as nails..

just dont use time excell on the managment screen
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