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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Apr 2008
Location: Banana Republic of Germany
Posts: 6,170
Downloads: 62
Uploads: 0
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Are you playing 1.4 or 1.5?
In 1.4 my Sub became a playground for officers and high petty officers within one year. ![]() I usually rotated officers out and replaced them with seamen to simulate realistic crew transfers (your first officer surely wants to command his own sub at some time ![]() I think in 1.5 that problem has been fixed, but I haven't played it long enough to really decide on that (at least people aren't getting promoted so quickly anymore)
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Putting Germ back into Germany. ![]() |
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#2 |
Planesman
![]() Join Date: Oct 2008
Posts: 193
Downloads: 0
Uploads: 0
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I also started my campaign early, and now i have so many officers with so many habilities that they don't fit in the habilites toolbar
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#3 |
Lucky Jack
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#4 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Canada
Posts: 695
Downloads: 1
Uploads: 0
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#5 |
Silent Hunter
![]() Join Date: Jul 2005
Location: Swansea
Posts: 3,903
Downloads: 204
Uploads: 0
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*wants to see what a photon torpedo does to a Sampan*
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Well, here's another nice mess you've gotten me into. |
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#6 |
Mate
![]() Join Date: Feb 2007
Posts: 53
Downloads: 15
Uploads: 0
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1. Modify the deck gun velocity so it becomes a near "hit-scan" weapon.
2. Greatly increase health of your submarine of choice. 3. Somehow turn torpedoes into an area of effect weapon. 4. Surgically enhance your first officer's ears. 5. Skip on the miniskirts. Not so good on hairy legs. ![]() |
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#7 |
The Old Man
Join Date: Feb 2005
Location: Connecticut
Posts: 1,658
Downloads: 14
Uploads: 0
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Damn. With all those Lincoln clones, the South will never rise again on your boat!
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