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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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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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#77 |
Ace of the deep .
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enable them first by clicking the + on the panel you get when clicking on the men
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#78 |
Commander
![]() Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
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#79 | |
Sonar Guy
![]() Join Date: Sep 2010
Location: Switzerland
Posts: 388
Downloads: 86
Uploads: 0
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BUMP --- Anyone know the answer ? Thanks in advance...
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Von den 40'000 deutschen U-Boot-Männern des Zweiten Weltkrieges kehrten 30'000 nicht zurück... 40’000 German sailors served on U-boats during World War II – 30’000 never returned home... |
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#80 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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#81 |
Commander
![]() Join Date: May 2004
Location: Texas, USA
Posts: 470
Downloads: 78
Uploads: 0
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OK, I didn't answer at first because I don't know for sure that No Magic Skills fixes the torpedo speed issue, but seeing as there aren't any other takers at the moment and seeing as how I use the mod, I'm fairly certain that you don't need the Speed Ability Fix anymore if you use No Magic Skills.
The 'torpedo speed issue' was caused by the TDC not taking your torpedo man's increased speed skill into account when you promoted that skill and, since No Magic Skills has done away entirely with that particular "make the torps run faster" skill, that issue should never occur again. ![]()
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Ansonsten, Herr Lutter, ist alles in Butter Liqui-cooled Intel i2550K @ 4.2 GHz, 8 Gb RAM, GTX 970 GPU |
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#82 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#83 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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But Stormfly, obviously if we use the "standard" version we don´t need it, right ?
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#84 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#85 |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
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#86 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Bump!
Just tried this mod for the first time! Great work, seems to be the only mod that actually investigates the ability system and morale I wonder if the creator Avee is still lurking around... Now I finally think I understand how the Morale and Efficiency works. The Efficiency bar in crew management page is just the total sum of the officers skills. It goes up when the skills are upgraded and basically never goes down, as skills don't downgrade. The same is with the Crew Morale bar. It's just the sum of the officers morale (but the Leadership value is added to it I think???) Quote:
So the only penalty for low morale is that you can't use special abilities that cost morale points. All morale mods should keep this in mind and keep the morale cost on in some of the abilities. It's the only way to get reactions to poor morale without some crazy exe modding. Basically the stock system works, but it's not very realistic that the crew doesn't want to man the guns when in low morale, or to shout battle stations. But I guess it's almost the same situation than in previous games when crew is fatigued and can't keep the boat going. I think that the whole "Morale" word is a bit misleading. It could also be called Efficiency points (or Strenght or even Mana ![]() |
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#87 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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I think I noticed a nasty bug in stock game and also in this mod. Bosun's passive ability "Reduce morale decay" actually speeds the decay when upgraded further. I did 4 hour tests and checked the decay values, the higher the value in Special Ability.aix file, higher the morale loss!
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#88 |
Captain
![]() Join Date: Apr 2005
Location: Sweden
Posts: 529
Downloads: 267
Uploads: 0
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Good info! Then I need to modifie my mod. Thanks!
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#89 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Ofcourse you can still double check it by counting the morale loss using different values. Sometimes I don't trust my eyes
![]() I think I will make a new morale mod that will actually punish for low morale and reward for good morale, now it really doesn't matter at all. But I'm going to Germany tomorrow and return next week, so it will have to wait. Still I have already a pretty good concept for it! It's a bit scary that I can't seem just play the game without spotting some irritating bug that I must try to fix ![]() |
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#90 |
Ace of the deep .
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Comment found in C:\Ubisoft\Silent Hunter 5\data\UPCDataGE\UPCCrewData\SpecialAbilities
PositiveBonus= true ; csaitan: if ability gives a positive bonus, but the percentage values are negative. then we'll have to mark it as positive. what does this mean ![]() If i want the CO2LevelIncreaseRate to decrease do i put -25 or 25 ? I guess its -25 Last edited by THE_MASK; 04-16-12 at 06:10 PM. |
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