SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-15-10, 12:10 PM   #1
avee
Seaman
 
Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
Default [REL] No magic skills

Version 1.5

In this little mod I`m trying to make SH5 skills less gamey.

Mod also includes changes of MoraleMod.

Download

Install: JSGME ready. If you are using Athlonic's MCCD "More Crew Commands by Dialog" mod, install "No magic skills v1.5 MCCD compatible" version. Otherwise, stick with standard one.

Changelog:

1.0:
All skills are removed from the game completely
1.1:
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.

1.2:
- tweaked some passive skills
- new active skill - Rest Crew (Bosun) - see below.

1.3:
- some more tweaks of existing skills
- added 4 new active skills - see below
- fixed some grammatic mistakes


1.4:
- added 3 more passive abilities
- some minor tweaks of existing ones


1.5:
- added "Emergency repairs" skill to Chief Engineer. See list of skills below for more information
- you can switch on/off "Rest crew" and "Damage control" skills


List of skills:

Code:
CHIEF ENGINEER
 
EMERGENCY REPAIRS
Level 1: +20% Repair Speed, +5% Pump Speed, +5% O2 Consumption, +15% Engine Noise
Duration: 6 hours
Cooldown: 4 days
Inspired by Gibraltar episode from Das Boot. Engineer will do his best to repair submarine. Repair speed increased but next 4 days Engineer will work less effectively. It`s represented by "side effect" ability "Tired Engineer" (see below).

TIRED ENGINEER
Level 1: -10% Repair Speed, +5% Engine Noise, 5% Fuel Consume, +10% Morale Degeneration Rate
Duration: 4 days
Cooldown: 4 days
This "skill" can not be activated normally. It`s activated with Emergency repairs.
 
DAMAGE CONTROL
Level 1: +20% Repair Speed, +200% Torpedo Reload Time, +50% Gun Reload Time, +20% Engine Noise, +15% O2 Consumption
Cooldown: 1 Min
Type: On/Off activation
Note: You can send more men to damage control, sacrificing other activities. Overall noise level is increased.
 
EXECUTIVE OFFICER
 
Battle Stations
Level 1: +5% Repair Speed, -5% Torpedo Reload Time, -5% Gun Reload  Time, +10% O2 Consumption, +50% Morale Degeneration Rate
Type: On/Off activation
 
Silent Running
Duration: Turn On/Off
Cooldown: 30 Seconds
Type: On/Off activation
Note: Needs Submerged State
 
MOTOR OFFICER
 
Overcharge Diesel
DISABLED
 
Overcharge E-Engine
DISABLED
 
Faster repair
Level 1: +3% Repair Speed
Level 2: +6% Repair Speed
Level 3: +9% Repair Speed
Level 4: +12% Repair Speed
Level 5: +15% Repair Speed
 
Faster Battery
DISABLED
 
Sound Coating
Level 1: -2% Noise Signature
Level 2: -4% Noise Signature
Level 3: -6% Noise Signature
Level 4: -8% Noise Signature
Level 5: -10% Noise Signature
Type: Passive
 
NAVIGATOR
 
Diving Drills
DISABLED
Note: this ability increased speed instead of diving/surfacing rate
 
Crush Depth
DISABLED
 
Expert watch crew
Level 1: +2% Lookout range
Level 2: +4% Lookout range
Level 3: +8% Lookout range
 
TORPEDOMAN
 
Preheat Torpedo:
DISABLED
Note: Works or all torp types! currently bugged with manual tdc.
 
Overcharge Torpedo:
DISABLED
 
Warhead Specialist
DISABLED
 
Torpedo Loading Drills
Level 1: -4% Torpedo Reload Time
Level 2: -8% Torpedo Reload Time
Level 3: -12% Torpedo Reload Time
Level 4: -16% Torpedo Reload Time
Level 5: -20% Torpedo Reload Time
Type: Passive
 
Torpedo Maintenance
DISABLED
 
BOSUN
 
Rest crew              
Level 1: -30% O2 Consumption, +200% Torpedo reload time, -10% Morale Degeneration Rate, -80% Repair Speed, +50% Guns reload time
Cooldown: 1 Min
Type: On/Off activation
Note: this is a first of my new active skills. You can let most of your crew to rest. Imagine they have a sunbath or fishing if surfaced and sleeping when submerged.
In submerged state it helps to preserve oxygen, because you consume less O2 when sleeping. IMHO, it`s not very unrealistic and doesn`t give insane bonuses for free. It can be useful in some rare situations - for example, when you need to spend long time underwater.
 
 
Propaganda
DISABLED
 
Confident Officer
Level 1: -5% Morale Degeneration Rate
Level 2: -10% Morale Degeneration Rate
Level 3: -15% Morale Degeneration Rate
Level 4: -20% Morale Degeneration Rate
Level 5: -25% Morale Degeneration Rate
Type: Passive
 
Rationalize Oxygen
DISABLED
 
COOK
 
Special Meal
Level 1: +1 Morale Point
Level 2: +1 Morale Point
Level 3: +1 Morale Point
Cooldown: 12 Hours, 8 Hours, 4 Hours
Type: Active
 
Morale
Level 1: +1 Max Morale Point
Level 2: +2 Max Morale Points
Level 3: +3 Max Morale Points
Level 4: +4 Max Morale Points
Level 5: +5 Max Morale Points
Type: Passive
 
SOUNDMAN
 
Reveal Hidden Enemies
DISABLED
 
Total Revealing
DISABLED
 
Expert sonarman
Level 1: +2% Hydrophone Range
Level 2: +4% Hydrophone Range
Level 3: +6% Hydrophone Range
Level 4: +8% Hydrophone Range
Level 5: +10% Hydrophone Range
Type: Passive
 
Darkness
DISABLED
 
RADIOMAN
 
FRESH NEWS
Level 1: +1 Morale Point
Cooldown: 24 Hours
Type: Active
Note: Radioman can recieve news by radio. Crew works better when they don`t feel isolated from home.
 
Expert radioman
Level 1: +4% Radio Contact Chance
Level 2: +8% Radio Contact Chance
Level 3: +12% Radio Contact Chance
 
Direction Finder Radar
DISABLED
 
GUNNER
 
Precision Drills
Level 1: +4% Gun Accuracy  +2% Gun Damage
Level 2: +8% Gun Accuracy +4% Gun Damage
Level 3: +12% Gun Accuracy +6% Gun Damage
Level 4: +16% Gun Accuracy +8% Gun Damage
Level 5: +20% Gun Accuracy +10% Gun Damage
Type: Passive
 
Reload Drills
Level 1: -5% Gun Reload Time
Level 2: -10% Gun Reload Time
Level 3: -15% Gun Reload Time
Level 4: -20% Gun Reload Time
Level 5: -25% Gun Reload Time
Type: Passive
Known issues:
- you may want to start a new campaign - in previously started campaign CE skill(s) may work wrong. Other skills are OK though.
- efficiences in crew screen are messed (see picture below - arrows show correct
efficiences). Effects of passive skills are shown wrong. But they work correctly - just dont look at these bars.



Any help and suggestions are welcome!

Last edited by avee; 03-27-10 at 04:43 AM.
avee is offline   Reply With Quote
Old 03-15-10, 12:24 PM   #2
Bilge_Rat
Silent Hunter
 
Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
Uploads: 0
Default

Did you fix the pre-heating to follow real-life practice?

http://www.uboat.net/technical/torpedoes.htm
__________________
Bilge_Rat is offline   Reply With Quote
Old 03-15-10, 12:27 PM   #3
avee
Seaman
 
Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
Default

Quote:
Originally Posted by Bilge_Rat View Post
Did you fix the pre-heating to follow real-life practice?

http://www.uboat.net/technical/torpedoes.htm
Not yet, but it`s a good idea. I`ll try to add this feature.
avee is offline   Reply With Quote
Old 03-15-10, 12:34 PM   #4
Bilge_Rat
Silent Hunter
 
Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
Uploads: 0
Default

Quote:
Originally Posted by avee View Post
Not yet, but it`s a good idea. I`ll try to add this feature.

thanks, I'm trying to see where they came up with these skills to see which we should keep.
__________________
Bilge_Rat is offline   Reply With Quote
Old 03-15-10, 12:43 PM   #5
GDFTigerTank
Machinist's Mate
 
Join Date: Apr 2009
Posts: 121
Downloads: 44
Uploads: 0
Default

Instead of just "setting all skill effects to 0" and making them cost 1000 points, you could actually modify the passive abilities so that they represent realistic abilities and your crew gain them as they become more experienced.

Ex. Sonar detection improvement

yes +25/+50/+100% is stupid.
But what about +5% range per level + a 5% increase in propeller detection?
Much more reasonable AND realistic.

Or a 5% increase in the accuracy of a sonarman's guesses on range to target per level?
Again, sounds like something gained by experience rather than magic.

Ex. 2

Torpedoman increasing warhead damage - yeah pretty dumb

But what if instead it was -10% chance of torpedo failure per level?
Hmmm again much more believeable isn't it?

Ex .3

Chief engineer making your boat faster - what did he add a nitro boost system?

But an ability making you 2 or 3% quieter per level because he's an alte-hassen who knows how to get the most out of the engines?

Useful and realistic.

Why just take these abilities out of the game entirely when they can be modified and made to enhance the game in a realistic fashion?

It's also a much more pressing issue imho to untie detection range from morale.... there's no way a crew is going to miss a destroyer at 3000 yards in broad daylight just because they're not happy.... You take out the morale building abilities and save game files become completely useless unless you're in port.
GDFTigerTank is offline   Reply With Quote
Old 03-15-10, 12:51 PM   #6
Heretic
Commodore
 
Join Date: Mar 2005
Location: Nebraska
Posts: 617
Downloads: 240
Uploads: 2


Default

That's a nice stopgap. But building on GDFTigerTank's thoughts, the midrange of a skill could be the normal, unmodifed value and have the lower sets provide a negative to portray a green crew's rising level of competencey. Something like -10%, -5%, 0%, +5%, +10%. It'd be nice if you could make it so each crewman could only raise the skill once per patrol to make a more realisitc rate of progress.

This would all be part of turning the skill/rpg elements away from the dark side to be a force for good.
Heretic is offline   Reply With Quote
Old 03-15-10, 01:00 PM   #7
avee
Seaman
 
Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
Default

Quote:
Originally Posted by GDFTigerTank View Post
...
Sounds reasonable. In next version i`ll enable some realistic skills and morale boosts.
avee is offline   Reply With Quote
Old 01-04-11, 09:58 AM   #8
Matador.es
Chief
 
Join Date: Feb 2010
Posts: 327
Downloads: 30
Uploads: 0
Default

Sober pointed me out on this mod. I dont fully understand what it does. So, i would like to ask you.

Is this mod the solution for this problem:




it takes me over one week before i can pre heat my torps again. Same for special meal.

I cant spend any exp points etc.
Matador.es is offline   Reply With Quote
Old 01-06-11, 05:14 AM   #9
Matador.es
Chief
 
Join Date: Feb 2010
Posts: 327
Downloads: 30
Uploads: 0
Default

When i understand correct, the hole system is changed right? It just works on a differant way, you cant pre heat on command, it will just allways do so according to its levels...?

What is realistic. Since i am Dutch i can read german, and i really love to read the KTB's (Kriegstagebuch; War Diary) in which you see that they dived refularly for torpedo maintanance. Especially in bad weather the need to dive seemed to be big. Allthough, in contrast to what i red below in this thread they did not dive for a storm but rather turned one diesel of and used low rpm on the surface, not to make headway, but just not to loose "ground".

They always logged the distance travalled per day, divided by surface and sub surface runs. Especially in transit, sub runs are about 10 to 30 km a day or less. just 2 or 3 test dives and maintanance for the torps. But not for the weather or morale, at least, i have not red it yet....


Anyway, this mod is not the solution for the problem i have, can pre heat and cook just ones a week or some.

Aye
Matador.es is offline   Reply With Quote
Old 03-04-11, 12:32 PM   #10
Sokolov
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

How this work with TSAF? Both mods uses same file -SpecialAbilities.upc, so if install TSAF after this mod, are there no conflict?
  Reply With Quote
Old 03-16-10, 01:23 AM   #11
rascal101
Grey Wolf
 
Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
Default Thank god -

This is excellent - something that could make this game really worth while - well done please continue with this

R
rascal101 is offline   Reply With Quote
Old 03-17-10, 07:04 PM   #12
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,884
Downloads: 946
Uploads: 5


Default

Nice
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 03-20-10, 05:00 PM   #13
avee
Seaman
 
Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
Default

A small update - 3 new abilities:
- faster repair
- better watch crew
- better radio contact chance
All 3 passive.

I`m running out of ideas and need advice. What other abilities would you like to see?
avee is offline   Reply With Quote
Old 03-20-10, 05:11 PM   #14
Chromius
Sailor man
 
Join Date: Aug 2009
Location: Manchester, NH
Posts: 43
Downloads: 151
Uploads: 0
Default

I suppose it is not possible to have Overcharge Diesels / Overcharge Elec be usable on diesels or elec and have some chance per time passing that you could 100% destroy an engine or cause serious damage with a small semi realistic boost like pushing rpms into the red.

Great mod, thanks.
Chromius is offline   Reply With Quote
Old 03-20-10, 05:45 PM   #15
Vandecker
Sailor man
 
Join Date: Apr 2007
Posts: 45
Downloads: 25
Uploads: 0
Default

Give the Chief engineer the passive ability to get a little bit more out of the engines with experience. Say a knot or two more speed (at flank speed) and 5% greater fuel efficiency, including the Electrical engines.

A good Engineer will be able to tune the engines and keep them in peak working condition allowing for such things to happen. Anyone who has tuned a car by hand should know that this sort of thing would be possible.

Also the passive ability to keep the engines just that little bit more quiet at silent running say 2-3%. A good engineer would know exactly where the engine needs to be oiled, rags to be tied to stop two parts knocking into each other and how to keep his own noises to a minimum as he moves around the engine room making tweaks here and there.
__________________
"If all else fails immortality can be obtained by through spectacular error"

John Kenneth Galbroith
Vandecker is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:53 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.