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Old 09-06-11, 09:41 AM   #1
tonschk
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Thank you Sober
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Old 09-06-11, 02:58 PM   #2
ETsd4
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I like the idea of the mod because the
- the success of an operation is also a question of the moral of your crew
- parameters for example max speed are uncertain and varies (maybe from day to day)

Some fundamental questions are:
What increases the moral?

What decreases the moral other than maintain diesel engines, maintain torpedo batteries and maintain torpedo warheads?

How many moral points do you have at campaign start?
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Old 09-06-11, 06:39 PM   #3
Stormfly
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Quote:
Originally Posted by ETsd4 View Post
I like the idea of the mod because the
- the success of an operation is also a question of the moral of your crew
- parameters for example max speed are uncertain and varies (maybe from day to day)

Some fundamental questions are:
What increases the moral?

What decreases the moral other than maintain diesel engines, maintain torpedo batteries and maintain torpedo warheads?

How many moral points do you have at campaign start?
again a good mod Sober !

thx for making it compatible with MCCD, any chance to make it compatible with "No Magic Skills v.1.5" mod ? (i realy like the idea beeing able sending the crew to rest, radio news rise moral, the special engineer repair ability together with the other effects of it)

questions above:
...while leaving the harbor, moral is very high but decrease over time automaticaly.

...using special abilitys, which will cost moral points will decrease them.

...using special abilitys, which will rise moral points rise them (the cook`s food for example).

...sinking enemy ships also rise moral points.
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Old 09-07-11, 07:05 AM   #4
Magic1111
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Quote:
Originally Posted by Stormfly View Post

...

any chance to make it compatible with "No Magic Skills v.1.5" mod ? (i realy like the idea beeing able sending the crew to rest, radio news rise moral, the special engineer repair ability together with the other effects of it)

...
2nd this !

Best regards,
Magic
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Old 09-08-11, 10:34 PM   #5
gvogt12000
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Enabled with OHII V1.3. The special abilities are all dark and I can't use them in the starting port. I have plenty of morale since I haven't even left the dock yet.
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Old 09-09-11, 01:00 AM   #6
THE_MASK
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Quote:
Originally Posted by gvogt12000 View Post
Enabled with OHII V1.3. The special abilities are all dark and I can't use them in the starting port. I have plenty of morale since I haven't even left the dock yet.
Have you enabled the special abilities first ?

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Old 09-09-11, 07:54 AM   #7
gvogt12000
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Thanks that was the missing step. Abilities are working. Leaving port.
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Old 12-29-11, 03:45 AM   #8
charognard
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Hi, thx for this mod, it s a real alternative to no magic skill mod who still unfinished.

A couple of questions...

Do the torpedo man abilities affect the TDC ?
If i have correctly understand your mod, now, crewmen don t received xp, and there aren t any new skill to learn ??

Thx.
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Old 01-20-12, 01:27 PM   #9
Trevally.
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Ya - it is the passive one that bugs the torp speed.
I can't remember the actual one but it could be range (each torp type has a run time set - extra range was added by making it go faster for that set run time ).

If you have given points to the torp man then yes you do need the fix. The fix is within MO if you use that.
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