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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Aug 2013
Posts: 17
Downloads: 3
Uploads: 0
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Hello sea devils,
i use SH3+GWX3+SH3cmdr3.2 .. i'm used to make things harder to yield more fun from there .. i would like to ask for your personal preference and opinion about "Realistic" Vs "Already in SH3" option crew mode and/or current crew fine tunning in sh3cmdr .. 1) is it okay, that for stock crew I can add at the very beggining of the campaign (after first patrol usually still before ww2 started) unlimited amount of promotions and some badges, so I can turn initial 3 hellsmans + 1 watchman to four 3-skill officers each + same with adding skill to each Petty Officer ? How is it meant and what will it do with original concept of campaign, which should be that you receive these promotions and *skills as reward for service .. 2) When I start with "Realistic" crew when starting new campaign in SH3cmdr i have to suffer first mission (usually before ww2 starts as in Aug/1939) with given set of 2 watchmans + 1 repairman and after first mission i can give them all promotions and skills same like described above .. how is this feature meant ? Why I can give Iron Cross to anybody before first encounter ? 3) What do you think and do you use the feature of changing next patrol location as you wish ? Isn't AI making some global tactic decisions like covering with AI controlled captains other areas by some key ? why can single captain select his next mission targets ? I am confused from things above .. I play with 100% of realism with no god's eye and i really don't understand how are these cheaty things meant in SH3cmdr .. thanks in advance, daniel |
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#2 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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I can't really comment on 1) and 2),...
but for 3) the grids are simply selected at random out of a small list specific for a Flotilla and time period. (which probably resembled real-life history) There is no tactical or strategic consideration that leads to the decision of which grid to go to. You can choose your own desired grid to go to. Nothing in the game prevents you from going your own way and doing what you please. |
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#3 |
Watch
![]() Join Date: Aug 2013
Posts: 17
Downloads: 3
Uploads: 0
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thanks for input ..
i'd really like to encourage someone to comment points 1) and 2) .. what is the best practise for maintaining campaign in some reality close borders in regard of human resources ? should I then ommit using this feature of sh3cmdr at all ? talking about crew manager .. it's weird indeed to be able to add and save any skills you want to your crew at the beginning of the game .. i've also noticed, that if you use "Realistic" settings i start before war with 550/600 experienced commander as well as several other sailors having ~200 - 300 exp probably good compromise would be to use "Realistic" settings and don't use all (or any) allowed promotions and skill adds in there .. thanks for the comment .. ntz |
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#4 | |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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What I would like to see is two sets of skill badges. The first being a "just out of school" badge making the petty officer a bit better than a petty officer without it and then after war patrol experience a second "taught by combat experience" badge making the petty officer a lot better in his task. |
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#5 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#6 | |
Sea Lord
![]() Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
Posts: 1,698
Downloads: 173
Uploads: 7
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![]() Anyways hopefully somebody with some modding interest reads this as I think this might be modded in relatively easily. |
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#7 | |
Old enough to know better
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Hi Daniel, welcome to SubSim.
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SH3 Commander is a game enhancing tool I could not do without. ![]() Once again, welcome.
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“Two possibilities exist: either we are alone in the Universe or we are not. Both are equally terrifying.” ― Arthur C. Clarke ![]() |
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#8 | |||
Eternal Patrol
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Like U Crank, my career starts with a shakedown patrol, which for me involves cruising to an open part of the harbor and then going right back to the dock. I then make sure that every PO has a skill before going on my first real patrol. Quote:
Commander letting you pick your own grid is neither more nor less realistic than the way the game already does it.
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“Never do anything you can't take back.” —Rocky Russo |
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#9 |
Bosun
![]() Join Date: Jul 2013
Location: Mansfield, Notts. UK
Posts: 69
Downloads: 521
Uploads: 0
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I hadn't realised that was possible. What I do to get decent crew, is to go to the boat outfitting screen, then right back to the barracks and I will find crew with 200 or so renown waiting - if renown allows of course.
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#10 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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There's this bug with renown awarded during your first patrol. If you modify anything to your boat before the first patrol, you'll likely loose the renown gained during it. So that includes crew changes. Been there, done that.
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#11 |
Helmsman
![]() Join Date: Nov 2008
Posts: 103
Downloads: 288
Uploads: 0
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Greetings all,
My own method with a new career is to dismis two of my 'helmsman' officers for zero cost ones with different skills, there might be a torpedo, engine or repair specialist. Having done that and as my career starts in Aug '39 I usually go on a couple of short 'shakedown' patrols into the Heligoland bight. Completing them gives me two opportunities to get a couple of my POs upgraded. As for the fifth officer slot I'll see what is on offer for my money(prestige points) and if there's no combination of skills available I'll wait 'till I complete my first patrol. |
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#12 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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As noted above. Use CMDR but after the first patrol..
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Irish1958 ![]() |
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