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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | |
Ocean Warrior
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#77 |
Navy Seal
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Yes, i don't forget about them anymore, now!
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#78 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#79 | ||
Grey Wolf
![]() Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
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#80 |
Swabbie
![]() Join Date: May 2012
Posts: 12
Downloads: 56
Uploads: 0
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please tell me what is the mod for creew bar in the botom of the screen?
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#81 |
Ace of the Deep
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#82 |
Seaman
![]() Join Date: Jan 2010
Location: A long, long way from Tipperary
Posts: 40
Downloads: 60
Uploads: 0
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I don't mean to be overly critical as I really like the changes to the abilities in this mod, they make a lot more sense than in vanilla, yet I'm only 2 weeks into a patrol, I've sunk 7 ships for 41k tons and not received a scratch in return, yet all my officers' morale is at zero, which just doesn't seem remotely realistic.
So if I go to the GAMEPLAY_Shipsunk file and change Code:
strategy ShipSunkDefault(Event) { precond { Event:GetLastSankShipType() == ShipSunk_DefaultShip } action { Event:RewardMorale( 0.0 ); Event:ScriptCompleted(); } } Code:
strategy ShipSunkDefault(Event) { precond { Event:GetLastSankShipType() == ShipSunk_DefaultShip } action { Event:RewardMorale( 1.0 ); Event:ScriptCompleted(); } } that would presumably then give me 1 morale for sinking each ship, right? Or wrong? Probably equally unrealistic tbh, but that's UBI's fault, and I'd personally rather have a crew be happy about success than mutiny against it. That's just my personal preference though, so tell me if I'm right (or if I'm not tell me how to do it) and I'll shut up ![]() Otherwise great work on this mod. As I said, the reworked abilities make a lot more sense than UBI's BS ![]() Last edited by VacantName; 05-09-13 at 04:03 PM. |
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#83 |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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hiiiiiiiiii!!!!ç
what is Vanilla?? bye. xD
__________________
. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
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#84 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#85 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
Uploads: 0
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![]() An unmodded game. ok. I did not know this. thanks. "Do not will go to sleep without knowing a more thing" "No te acostarás sin saber una cosa más" es que en español no se conoce así. jeje.
__________________
. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
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#86 |
Sparky
![]() Join Date: Aug 2012
Posts: 157
Downloads: 344
Uploads: 3
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Don't know if it a problem in my configuration or a mod problem, or a translation problem, but can someone with the english version of the game tell me if the bar progression of the bosco (first ability) work with reworked moral and abilities.
This a vanilla version screenshoot, with the mod the bar stay at 50/100, no matter the number of point put in his first abilities. ![]() edit : It's the mod which broke the game menu, I just start with the vanilla game + this mod, So i don't know if the ability still works or not, as all other abilities are correctly detected. Last edited by Choum; 06-04-13 at 11:14 AM. |
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#87 | ||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Couple of quick answers!
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#88 |
Sparky
![]() Join Date: Aug 2012
Posts: 157
Downloads: 344
Uploads: 3
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Thanks, for your mod only the bosun bar seems to not work correctly (demoralisation), from time to time the bar move to 54/100 then return to 50/100.
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#89 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I have not considered Morale mods since I have started SH5, I had not really noticed them, but now all the wrongs with the stock game have been lit right up.
I am very impressed with this mod, not one part I don't like. Cheers to you! ![]() |
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#90 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Interesting news!
I finally figured out how to make the abilities show up correctly in the crew page: ![]() Now it's also easier to see how the different abilities affect each other, for example if you have battle stations, boosted repairs and silent running on at the same time, the repair speed is still lower than the default 50. New version coming up sometime in the future! ![]() |
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