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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Loader
![]() Join Date: Mar 2005
Posts: 87
Downloads: 101
Uploads: 0
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This sounds like the finished product would be a mod that many of us would very happy to install. I believe the way this game started out, it was only a degree or two away from having floating power up bubbles!
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#2 |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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Update here.
Changes: Skillls enabled: - Passive: - Reduce engine noise: 2%, 4%, 6%, 8%, 10% - Faster torpedo reload: 4%, 8%, 12%, 16%, 20% - Reduce morale decay: 5%, 10%, 15%, 20%, 25% - MaxMorale: 1, 2, 3, 4, 5 - Sonar range: 2%, 4%, 6%, 8%, 10% - Boost Guns - only affects accuracy and damage: 5%, 10%, 15%, 20%, 25% - Faster gun reload: 5%, 10%, 15%, 20%, 25% - Active: - Special Meal: cooldown 12, 8, 4 hours Added "- DISABLED" comment to disabled skills localization Skills costs are now gradual: lvl1 costs 1 point, lvl2 - 2 points ets. BTW. Does anyone know how to edit skill selection menu? Last edited by avee; 03-15-10 at 01:57 PM. |
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#3 | |
Machinist's Mate
![]() Join Date: Apr 2009
Posts: 121
Downloads: 44
Uploads: 0
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No I don't know how the skill selection menu is modded, but it's probably in the same areas as the other popup menus and windows like the torpedo and subsystem management screens. So if you can locate them, I bet you're in the ballpark! Might try messaging Conus00, he made a SH3 style graphics for all of those screens. |
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#4 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
Posts: 6,079
Downloads: 43
Uploads: 0
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How would you boost a gun's damage IRL?
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#5 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Excellent, I had manualy edited the attributes file to get rid of the Torp speed increases, as they were one of the things messing up my solutions.
Still I never use the abilites (never remember to go to each station and select them). But this Mod is a great addition and I will be installing it right away. Thank you. ![]() |
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#6 |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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#7 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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This is how I propose changing the pre-heat skill for the torpedoman:
Quote:
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#8 | |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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#9 |
Watch
![]() Join Date: Oct 2010
Posts: 17
Downloads: 78
Uploads: 0
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using 1.2 i didnt know the skills in the game was so uber, yet i feel that a full trained sonar man should have his skill increased by easily 100%, its 10% now, but maybe this is self editable?
Perhaps a casual version of this mod is doable? With skills very good still not superhuman? |
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