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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
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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 - 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. |
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#2 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
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Did you fix the pre-heating to follow real-life practice?
http://www.uboat.net/technical/torpedoes.htm
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#3 | |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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#4 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
Posts: 3,855
Downloads: 344
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![]() thanks, I'm trying to see where they came up with these skills to see which we should keep.
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#5 |
Machinist's Mate
![]() Join Date: Apr 2009
Posts: 121
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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. |
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#6 |
Commodore
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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.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#7 |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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#8 |
Chief
![]() Join Date: Feb 2010
Posts: 327
Downloads: 30
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#9 |
Chief
![]() Join Date: Feb 2010
Posts: 327
Downloads: 30
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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 |
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#10 |
Stowaway
Posts: n/a
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How this work with TSAF? Both mods uses same file -SpecialAbilities.upc, so if install TSAF after this mod, are there no conflict?
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#11 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
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This is excellent - something that could make this game really worth while - well done please continue with this
R |
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#12 |
Canadian Wolf
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Nice
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#13 |
Seaman
![]() Join Date: Feb 2010
Posts: 42
Downloads: 28
Uploads: 0
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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? |
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#14 |
Sailor man
![]() Join Date: Aug 2009
Location: Manchester, NH
Posts: 43
Downloads: 151
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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. |
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#15 |
Sailor man
![]() Join Date: Apr 2007
Posts: 45
Downloads: 25
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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.
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