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Old 11-08-05, 11:20 AM   #1
gouldjg
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Default Morale = Could we Mod it to include other things?.

Wounded=-0.02
Dead=-0.05
SunkShips=0.1
TorpedoHit=0.05

So what about

torpedo Miss=-0.01
taking damage = ???? thats if it works at all


Can you suggest some that may work and I will test it out.

I will first try the torpedo miss as that will show if there is any chance at all.

Will report back soon
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Old 11-08-05, 05:36 PM   #2
Der Teddy Bar
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gouldjg,
We already have a Morale mod up and running as a work in progress. We hope to be able to 'road test' it shortly, and afterwards release it on the unsuspecting public.

Quote:
torpedo Miss=-0.01
taking damage =
I am presuming that these are made up? Either that or I am blind, NOOoooooooo surely not.....

Remember, that morale is used in the compartment effeciency calculations as per my previous posts.
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Old 11-08-05, 07:15 PM   #3
Jungman
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I think the morale should be a harder hit if someone dies. It is too little change.
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Old 11-08-05, 07:15 PM   #4
gdogghenrikson
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does moral actually DO anything?
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Old 11-08-05, 07:28 PM   #5
Jungman
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Yes it does. Look at that formula for compartmet effeciency/repair rate. Tweak that and you can get some interesting results! hehe.

HOUR long repairs?? :hmm:

It main thrust is when someone/ person is injured or dead. It is a bit weak there. Plus mised torpedo is so lame, I would increase it. HINT HINT.
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Old 11-08-05, 07:36 PM   #6
gdogghenrikson
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what file is this that we are talking about?
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Old 11-08-05, 07:47 PM   #7
Marhkimov
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Basic.cfg
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Old 11-08-05, 07:54 PM   #8
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Tweak some and if you get one or two guys dead/injured in a DC drop near the compartment which they are in, they will not work very well at all.

Even if a seaman is not showing injured or dead, their Resilience bar (heath) will be down to half what is was or less, and this will cause them to work very slowly until they can get an extended long rest.
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Old 11-09-05, 12:11 AM   #9
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Quote:
Originally Posted by Jungman
I think the morale should be a harder hit if someone dies. It is too little change.
In the mod Teddy mentions above, it does. Believe me it does.

One line in the Basic.cfg

Code:
TorpedoHit=0.05
doesn't appear to do anything as far as I can currently tell.

I have a Monte Carlo model for crew members and compartment efficiency. PM me if you are interested and I can send a link to the spreadsheet (Excel based).
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Old 11-09-05, 02:15 AM   #10
gdogghenrikson
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does moral even have a perpose, its not like A revolt could break out (like in the game Pirates! when you don't devide the gold.) funny thought, a sword fight with rapiers on a U-Boat :rotfl:
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Old 11-09-05, 02:55 AM   #11
Der Teddy Bar
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Quote:
Originally Posted by gdogghenrikson
does moral even have a perpose, its not like A revolt could break out (like in the game Pirates! when you don't devide the gold.) funny thought, a sword fight with rapiers on a U-Boat :rotfl:
Here you go....
The formula used to calculate compartment efficiency is:
- if the compartment is not destroyed or flooded and all the men inside are healthy:
o 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)
o Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad)* QualEffect
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Old 11-09-05, 03:27 AM   #12
gouldjg
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Quote:
Originally Posted by Der Teddy Bar
gouldjg,
We already have a Morale mod up and running as a work in progress. We hope to be able to 'road test' it shortly, and afterwards release it on the unsuspecting public.

Quote:
torpedo Miss=-0.01
taking damage =
I am presuming that these are made up? Either that or I am blind, NOOoooooooo surely not.....

Remember, that morale is used in the compartment effeciency calculations as per my previous posts.
They are made up?

Just wondered if the devs may have tried something out but later abandoned it and it is still hardcoded somewhere.

Heres a thought for you guys though it may not work.

What if,

One was too higher the hp for each crew member but set their protection lower so we get more variation.

Does anyone know where the injury trigger is stored. Ahhh wait I think I may be onto something here guys.

Either I am thinking what Jungmann has already thought and he knows something I don't or may have just discovered.

I need to test something brb later
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Old 11-09-05, 03:27 AM   #13
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Oops, let the cat out of the bag! Had been hoping to keep this under wraps for a bit longer. Oh well

The Morale mod (part of the Tonnage War mod) will make your success and actions a key component of how well your men perform.

Reckless actions where your men are injured or die will effect your crew's morale, which in turn effects thier performance. Sadely, bad luck will also have an impact, life is hard as a captain.

Go a long time between sinkings and again, this will impact upon your mens performance. Not in a way to punish you, but it will be an impact.

Sink ships and your men will be in top spirits keeping your mens performance at it peak within the limits of thier 'Effeciency', Observer's new name for fatigue, a word that shall from here forth not be spoken of :rotfl:
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Old 11-09-05, 03:35 AM   #14
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Sounds like a winner!

What does the "f" in the formula mean??

fCoefMoral_per_grad

Is it function? I have a college degree in calculus and never seen this except as 'it is a function of'. Thanks.!

AM I missing an ")" at the end of the formula?

Moral *(10fCoefMorale_per_grad) + fCoefMoral_per_grad*(1-fatigue*(1-CoefFatigue_per_grad) ")"
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Old 11-09-05, 03:36 AM   #15
gouldjg
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Well

That certanly sound very interesting and exciting.

I was scrathching my head for that as I thought there was possibilities.

I look forward to it.

We all know what a powerful tool sh3 commander is when it comes to giving people choices in CFG files.

If you look on Jscones thread for sh3 commander you will see where Jscones has advised me on how to have different settings in the medals cfg.

That is where I stored the compartment interval changes and it worked.

I feel guys,

That soon with the help of Jscones, a player will be able to use whatever fatigue model, whatever work rates, whatever morale model and also new injury models.

I have one thing to say about the future of sh3 crew.


Their Alive their Alive
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