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Old 02-13-12, 12:18 AM   #75
misha1967
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Join Date: May 2004
Location: Texas, USA
Posts: 470
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Quote:
Originally Posted by tscharlii View Post
I have encountered 2 problems with this mod.

  1. It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines
    Code:
    PointsRequirement= 0
    LevelUpTree= 2, 3, 4
    MoraleCost= 0
    among others in the definition of these two abilities. I think it should read
    Code:
    PointsRequirement= 0, 0, 0
    LevelUpTree= 2, 3, 0
    MoraleCost= 0, 0, 0
    instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
  2. You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
    Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.
re: 2: That might explain why I'm having morale trouble after installing this mod. Previously I could at least reach the English East Coast before having to worry about my crew murdering me in my sleep

Not that it's a huge problem, I just spam them with "special meals" until they're about to choke on them and the advantages of this mod completely outweigh that minor inconvenience, but it would be nice if I could correct it.

To save me some time searching, what's the file that "CrewMoraleDegenerationRate" is hidden in?
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