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Old 10-19-05, 06:52 PM   #1
Der Teddy Bar
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Join Date: Jan 2002
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Default Insights into the crew system

All credit for the following goes to the relevant individuals within Ubisoft and the SHIII Dev Team.

[MEDALS_CREW]
DecreaseFatigueMax=0.1 <== For “Wound Badge” – max level of wearer decrease with 10%
IncreaseMoraleMin=0.1 <== Minimum morale level of wearer increased by 10% - pt U-Boat Badge
HpStep=5 <== Add 5 hit points to the wearer of “U-Boat Front Clasp” - permanent
HpStep1stClass=10 <== Add 10 hit points to the wearer of “Iron Cross 1st Class” - permanent
Experience=1.25 <== Gained experience multiplied by 1.25 for the wearer of “Iron Cross 2nd Class”
StepForMorale=0 <== For “German Cross” and “Knight’s Cross” the morale should be on maximum all the time - this means step 0
StepForFatigue=0 <== For “German Cross” and “Knight’s Cross” the fatigue should be on maximum all the time - this means step 0

The min/max values for morale and fatigue where given accordingly with the rank of the officer/seaman.

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[CREW_0] ;SEAMAN
MoraleMin=0.30 <== minumum that moral can go. Effects ability to perform. Nothing negatively affects moral besides the wounded and dead
MoraleMax=0.60 <== maximum and starting moral
MoraleStep=0.05 <== how quickly moral is recovered when in the rest quarters
FatigueMin=0 <== equals no fatigue i.e. 100% endurance
FatigueMax=0.5 <== maximum % from 100% i.e. in this case 50% is maxed fatigue
FatigueStep=0.2 <== how quickly fatigue is recovered when in the rest quarters
CoefMorale=0.4 <== used in the equations
CoefFatigue=0.2 <== used in the equations
QualEffect=1 <== multiplies base effect of a qualification by #
Hp=10 <== the amount of hit points for a entity i.e Resilience equals life/health. Rank dependent
Wounded=-0.02 <== The % hit to moral when someone gets wounded. Affects only the morale
Dead=-0.05 <== The % hit to moral when someone gets killed. Affects only the morale
SunkShips=0.1 <== the amount of moral added when a ship is sunk
TorpedoHit=0.05 <== ?? Does not appear to have any effect – Does not appear to work.
Experience=0 <== As per the experience for achieving promotion/s

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If the damage in a compartment is > 50% the fatigue is not increased if is < 50% is increased with FatigueSpecificTime. FatigueSpecificTime depends of the U-Boat position - surfaced/underwater.

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[FATIGUE_COEF]
RegularFactor#0 <== One off hit being placed into compartment
RegularFactor#1: <== ???
SpecificFactor#0 <== Continuous loss while within compartment while surfaced
SpecificFactor#1 <== Continuous loss while within compartment while submerged
Badweather <== surfaced and submerged

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[SUBMARINE0]
TimeRecovery01=# <== Corespond with DaysRecovery inside code and this means how much time should be added in base if some subsystems are damaged.

[SUBMARINE2]

Comp0=0; Tower Watch
Nb0=5
Subs00=AttackPeriscope
AttackPeriscope=0; E_AttackPeriscope
TimeRecovery00=1

e.g. The AttackPeriscope will take 1 day to be replaced/repaired in base

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The formula used to calculate compartment efficiency is:

- if the compartment is not destroyed or flooded and all the men inside are healthy:
Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad)

- if there is a petty officer and has the right qualification for that compartment (e.g. if is a PO with Torpedo man qualification inside the Bow Torpedo Room)
Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad)* QualEffect

- if there is a superior officer - the officers have 3 qualifications (similar with petty officer only that is good in other two critical situations than a petty – the officers are your jolly jokers)

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Interval1_0=7.1
Interval2_0=9.6
Interval3_0=19.7

Those intervals are used to establish when the compartment efficiency is:
- 33% - means < 7.1
- > 33% but < 66% - means < 9.6
- Maximum - means > 19.7
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