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Old 03-04-11, 12:32 PM   #1
Sokolov
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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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Old 03-04-11, 12:34 PM   #2
stoianm
Ocean Warrior
 
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Quote:
Originally Posted by Sokolov View Post
How this work with TSAF? Both mods uses same file -SpecialAbilities.upc, so if install TSAF after this mod, are there no conflict?
they are not compatible... if you want to use both mods you must to use MO... if not you must to choose one of other
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Old 03-04-11, 12:46 PM   #3
Sokolov
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Really, there have to be a mod, which remove effect of crew on torpedo speed and damage and make other crew abilities realistic.
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Old 12-18-11, 12:51 PM   #4
tscharlii
Watch
 
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I have encountered 2 problems with this mod.

  1. It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines
    Code:
    PointsRequirement= 0
    LevelUpTree= 2, 3, 4
    MoraleCost= 0
    among others in the definition of these two abilities. I think it should read
    Code:
    PointsRequirement= 0, 0, 0
    LevelUpTree= 2, 3, 0
    MoraleCost= 0, 0, 0
    instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
  2. You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
    Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.

Last edited by tscharlii; 12-18-11 at 07:30 PM. Reason: Was a bit sloppy with the necessary changes to be able to learn the third level of those 2 abilities.
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Old 12-20-11, 10:51 AM   #5
Magic1111
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Quote:
Originally Posted by tscharlii View Post
I have encountered 2 problems with this mod.

  1. It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines
    Code:
    PointsRequirement= 0
    LevelUpTree= 2, 3, 4
    MoraleCost= 0
    among others in the definition of these two abilities. I think it should read
    Code:
    PointsRequirement= 0, 0, 0
    LevelUpTree= 2, 3, 0
    MoraleCost= 0, 0, 0
    instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
  2. You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
    Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.
***BUMP*** and...

Welcome aboard/Willkommen hier!!!
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Old 02-13-12, 12:18 AM   #6
misha1967
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Quote:
Originally Posted by tscharlii View Post
I have encountered 2 problems with this mod.

  1. It's impossible to learn level 3 of "expert watch crew" and "expert radioman". In data\UPCDataGE\UPCCrewData\SpecialAbilities.upc there are three lines
    Code:
    PointsRequirement= 0
    LevelUpTree= 2, 3, 4
    MoraleCost= 0
    among others in the definition of these two abilities. I think it should read
    Code:
    PointsRequirement= 0, 0, 0
    LevelUpTree= 2, 3, 0
    MoraleCost= 0, 0, 0
    instead. I do NOT really know what I'm doing here, I just applied pattern matching to a multi-level ability that works, like "Special meal" or "Expert sonarman".
  2. You are using "CrewMoraleDegenerationRate" the wrong way around. It has been the wrong way around in the stock version of the game already. A positive value means a higher degeneration rate, ie. the morale drops faster. A negative value represents a lower rate. The morale drops not so fast. Note, that a negative value doesn't mean the morale will rise over time. I, however, haven't tested this with values less than -100, maybe the morale actually rises, then.
    Right now, this means: With active Battle Stations, the morale drops slower. The same applies to "Tired Engineer". On the other hand, "Confident Officer" and "Rest Crew" abilities let the morale drop faster.
re: 2: That might explain why I'm having morale trouble after installing this mod. Previously I could at least reach the English East Coast before having to worry about my crew murdering me in my sleep

Not that it's a huge problem, I just spam them with "special meals" until they're about to choke on them and the advantages of this mod completely outweigh that minor inconvenience, but it would be nice if I could correct it.

To save me some time searching, what's the file that "CrewMoraleDegenerationRate" is hidden in?
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Old 02-13-12, 07:31 PM   #7
Raven_2012
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I've installed this mod and got it working. In reading in the readme file it says that skills cost are now gradual: lvl1 cost 1 point and lvl2 cost 2 points, etc. Well I got 1 promotion point and was trying to unlock one of the skills but none of them could unlock.

How do I fix this problem?
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Old 02-13-12, 07:37 PM   #8
THE_MASK
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enable them first by clicking the + on the panel you get when clicking on the men
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