[REL] Gouldjg's Manage Your Crew Mod V1.10
Stage 2 complete
Modded workaround and toning down of the Crew uber abilities
Updated to version 1.10 after some further work and testing
Try it Here
http://www.filefront.com/15894977/Ma...Crew%20Mod.rar
Remember to back up original files
1. Adjusted various figures in zones cfg for better flood modeling
2. Adjusted equipment hit points so some things get damaged a little quicker (not touched repair times yet but will be looking at that soon)
3. Adjusted crew special abilities in both UPCdatage and UPCData so perks are not so uber to try and get a semi realistic feel to the sub.
4. Removed the uber fix destroyed items talent and changed the menu text to suit.
5. Removed the Bosuns time penalty bonus on Propaganda and placed a morale boost instead. (First impressions suggest this has fixed the bug.
6. Changed some command text on the menus to my liking.
7. Tweaked effect and cooldown times further so one can potentially not run out of morale if crew are managed correctly.
8. Both the reveal hidden enemy and show all contacts have much shorter durations but still in use.
9. Repair and flood control now have shorter durations as well as a morale penalty so be careful not to overspam their use e.g. do not push your men too hard.
10. All Level 1 abilities are available at start so player can get used to the basic effects that have changed.
Overall the aim of this mod is to provide a more tense game without super uber powers yet with powers that could save the day e.g careful use of repair boost etc.
Whilst I have tried to balance between Morale and skills, I wanted to get rid of uber fast torps and engines so please pass comment as you rank up.
I really do not want to see the sub sailing past 20 knots at max skills.