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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Electrician's Mate
![]() Join Date: Jun 2008
Location: Stoughton, WI
Posts: 140
Downloads: 50
Uploads: 0
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One thing I miss about the v1.4 is being able to get an ensign with little to no cost. With v 1.5 it seems 95% of the time the officers have some special ability (which I don't care for the special abilities but whatever) and thus costs quite a lot of renown. Rare is the chance to get a "plain vanilla" ensign.
Is there any way to fix this, or a mod that offers what I'd call the "plain vanilla" low cost ensign? As an aside, I'd love to eliminate the special abilities (with possible exception of the medic, which I feel is maybe somewhat realistic). Any suggestions? |
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#2 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Go to UPCData\UPCCrewData\Ranks.upc. Open that file up and edit the highlighted, just change it to NULL. If I were you I'd go ahead and do it to all officers, only the enlisted had different rates.
[Rank 10] ID=ENS Level=10 TreeType= USNavy NameDisplayable=Ensign Image=5 3DClothingIDLink= ClothingOfficers XPRequirement= 6200 LevelUp= Base MaxQualifications= 1 MaxSpecialAbilities= 1 AvailableQualifications= NULL AvailableSpecialAbilities= Ability-Master-Engineer, Ability-Sharpshooter, Ability-Torpedo-Specialist, Ability-Torpedo-Expert, Ability-Medic, Ability-Engines-Expert, Ability-Propulsion-Specialist, Ability-Expert-Sonarman, Ability-Expert-Radarman, Ability-Watchman, Ability-Radioman, Ability-Theoretician, Ability-Active-Stalker, Ability-Active-Overcharge, Ability-Active-Riposte, Ability-Active-Bombarde, Ability-Active-Quick-Repair, Ability-Active-Quick-Escape, Ability-Active-Perfect-Pitch, Ability-Active-Medic, Ability-Active-Sensors-Alert GetSpecialAbilityChance= 0.30 EfficiencyMod= 1.0 DescriptionWhenPlayerHasTheRank=The player has the DescriptionWhenPlayerDoesntHaveTheRank=Description of the
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#3 |
Navy Seal
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I miss the crew management prior to V 1.5....
There were always plenty of Lt's, LT JG, ensigns to chose from, as well as chiefs PO 1,2 and 3's, Seaman.Nearly everytime you got a new sub, you would get a different crew.Then you could rotate men out as they did in RL. For some idiotic reason, they changed it in 1.5, which has carried over into the mods.You get the same crew over and over usually, occasionally you get different crew.So if you play for too long, youll have a boat full of Master Chiefs and Lt's, bs. Only thing that needed to be fixed in the crew in 1.4 was they advanced too fast.Devs shouldve just left it alone. Really wish someone if possible, could mod it so have a large crew selection again, without special abilities, hate special abilities, such crap.This way could get a new crew everytime you start new career.Tired of "Lt Tucker Janney" being my XO over and over and over.Awful name too ![]() |
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#4 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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I dont like how giving a promotion to someone gives them some random ability instead of taking into account what they're actually good at.
For instance, promoting someone with a torpedo specialization gives him an engines special ablitily. How useless is that? For that ability to have any use, i have to put that torpedoman in the engines compartment. I find myself saving before i hand out promotions.. and if i get some thing stupid like that i'll just reload. |
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#5 |
Navy Seal
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They just fudged up when they messed with the crew in 1.5.As I said, 1.4 had great selection of crew, much more historically accurate.Then the whole special abilities crap.
Just imagine if they had spent dev time working on other aspects of 1.5 instead of fouling up the crew. ![]() |
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#6 |
Electrician's Mate
![]() Join Date: Jun 2008
Location: Stoughton, WI
Posts: 140
Downloads: 50
Uploads: 0
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At some point I plan to try RFB in part to see how the crew management is there--my understanding is LukeFF had some changes to the crew to help, but only available in RFB (and not as a stand-alone mod).
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