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Old 07-16-05, 10:59 AM   #16
HMCS
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Join Date: May 2005
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Quote:
. RUb's battle stress model is a careful balance of the game's fatigue and qualification systems that drives the player into a positive 'reward for work' process
Except that the time compression issue with harbor traffic and the unavoidable effect of weather on "combat stress" mean that whatever you do, in the first two missions, you will reach a point where you can't reload your last two torpedoes.
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Old 07-16-05, 11:37 AM   #17
Beery
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Originally Posted by CCIP
Actually, it can be and is done! If my boat gets hit hard enough, I always have 'exclamation marks' popping up above people in a certain compartment. :hmm:

It's not frequent though, as that has to involve some rather heavy damage.
Yup. The problem is it only happens with very serious damage. It's not triggered by combat/threat/damage. It's only triggered by damage as far as I can tell.
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Old 07-16-05, 11:43 AM   #18
Beery
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Quote:
Originally Posted by HMCS
Quote:
. RUb's battle stress model is a careful balance of the game's fatigue and qualification systems that drives the player into a positive 'reward for work' process
Except that the time compression issue with harbor traffic and the unavoidable effect of weather on "combat stress" mean that whatever you do, in the first two missions, you will reach a point where you can't reload your last two torpedoes.
You should ALWAYS be able to load every torpedo if you're using RUb 1.42. The only thing stopping you would be if you didn't get the right people in the compartment. Actually, this version is a lot easier - too easy - because the crew was not fully balanced in 1.42. 1.43 has been balanced correctly and will be more like previous versions (harder to manage). Basically, if you can't load torpedoes with a fully fatigued crew in RUb 1.42, you're definitely doing something wrong.

However, there is a bug in the game that sometimes stops compartments from working even with the proper number of men in it. All you need to do to fix it is juggle crewmen about a bit and it will soon 'click'.
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Old 07-16-05, 01:10 PM   #19
mpugsley
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Quote:
Originally Posted by Beery
This certainly can't be done without some heavy duty reprogramming of the sort that only developers can do.
I thought that would be true. I started thinking about the mod in response to the first post of the thread, but then decided to expand to work through my thoughts on how I would like the game to function (apart from how it could be modded, which, I admit, is off-topic for the mods forum).

In the end, I agreed that the only thing that we (non-developers) could do would be to tweak some of the numbers of the mod, but that's just an issue of 'exactly' what numbers are best. And I think your numbers are good. I don't think any noticeable changes should be effected. I've finished my first two patrols and the crew is much better now. Even the first patrol with my highly fatigued sonarmen went well.

Only problem was that I threw away two fish on a fishing boat (and missing both times!) only to shortly later run into a C3 in perfect firing position -- 400 m at 90 degrees port-- with only one fish left...
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