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Old 03-21-10, 04:55 AM   #46
avee
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Quote:
Originally Posted by gouldjg View Post
Now that I just sussed that out I am thinking of what it can come in useful for e.g. manually controlling things rather than timers?
Yes, I know about this feature, but there is one problem. To make OnDemand->OnOff conversion you need to rewrite dialog scripts. I tryed to do it once but failed - something was wrong and game crashed on loading.
I`ll try to do it once more...

Quote:
Originally Posted by gouldjg View Post
My question for you is are you able to edit and add extra passive abilities in addition to the ones already listed?
That`s the problem. Not yet.

Quote:
Originally Posted by Mraah View Post
Repair Items - Not totally unrealistic, however, returning the item to full operation capability would be. Perhaps you can compromise on this. If a player's boat has an item that's totally destroyed then it's safe to assume his boat took a pretty good whack. You could take all the effects of the boat and apply a negative modifier to it with a 2 week cooldown. In other words, if the port diesel is broke you can fix it but the caveat is that everything else in the boat will have diminished effects including 1/2 surface speed, and weaker batteries, sound gear, torpedo accuracy, etc. Basically the whole boat is in shambles and needs to be nursed home.
Sounds nice, but... If you use this ability to repair destroyed periscope, why will it affect engines? Unfortunately, possible skills effects are not very flexible...

About morale. Does anyone know, how exactly morale affect crew efficiency and does it at all?

Quote:
Originally Posted by Mraah View Post
2. Anti-Propaganda .... To counter act the Bosun's bug that permantly add's delay time to the abilities.
Is this bug confirmed and does it work without propaganda skill?
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Old 03-21-10, 10:36 AM   #47
Mraah
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Quote:
Originally Posted by avee View Post
Sounds nice, but... If you use this ability to repair destroyed periscope, why will it affect engines? Unfortunately, possible skills effects are not very flexible...
I know is sounds absurd, but I'm thinking of shock damage to the entire boat. More than likely if something was destroyed on the boat then other items were damaged (not destroyed) and although repaired, they just don't function at 100%.

Perhaps there might be a way to assign specific repaired items to abilities with a cause/effect so you can fix an item and it will come back online albeit at less effeciency ... More digging and experiments I suppose.

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Originally Posted by avee View Post
Is this bug confirmed and does it work without propaganda skill?
I have that problem and checked a few times when issuing the propaganda skill. Could always reverse the values and see if cool downs get better.
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Old 03-23-10, 03:22 PM   #48
PL_Andrev
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My friend asked about the possibility of controlling the "depth rudder" in SH5. According to his opinion, through such control rudders on SH2 could quickly escape the depths before the destroyer.

In my opinion, it is a great idea for special skill for Chief Officer ... what do you know?
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Old 03-24-10, 05:08 AM   #49
PL_Andrev
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More proposals:

CHIEF ENGINEER

>>> Dive expert (passive)
Level 1: +2% of submerged speed
Level 2: +4% of submerged speed
Level 3: +6% of submerged speed
Level 4: +8% of submerged speed
Level 5: +10% of submerged speed
Note: Experienced chief engineers knows how to use depth rudders to more effectively go to depth.

>>> Rescue pumping out (active)
Level 1: -10% to weight of boat, next 'dive' command possible after 30 sek from surfacing the boat
Note: Chief can total pump-out water from ballast tank to try emergency surface the boat.


NAVIGATOR

>>>Expert navigation (passive)
Level 1: -0.5% of fuel consumption
Level 2: -1% of fuel consumption
Level 3: -1.5% of fuel consumption
Note: Navigator can use sea currents to more efficient fuel consumption.

>>>Optimal depth (active)
Level 1: -2% of noise reduction
Level 2: -4% of noise reduction
Level 3: -5% of noise reduction
Duration: 2 hours
Cooldown: 12 hours
Note: Navigator can find optimal depth to use sea parameters (density, sea current, salt level) which can be helpful for noise elimination.


TORPEDOMAN

>>>Faster reloading (active)
Level 1: -10% torpedo reloading time, +5% air consumption, +10% morale consumption, +5% noise
Level 2: -15% torpedo reloading time, +10% air consumption, +50% morale consumption, +10% noise
Level 3: -20% torpedo reloading time, +10% air consumption, +20% morale consumption, +15% noise
Level 4: -25% torpedo reloading time, +15% air consumption, +25% morale consumption, +20% noise
Level 5: -30% torpedo reloading time, +15% air consumption, +30% morale consumption, +25% noise


WATCH OFFICER or XO or NAV

>>>Stormy weather (active)
Level 1: +1 morale point, if submerged time is minimum 12 h
Level 2: +1 morale point, if submerged time is minimum 8 h
Level 3: +1 morale point, if submerged time is minimum 6 h
Note: During the storm better go down into the deep and wait out bad weather
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Old 03-24-10, 06:39 AM   #50
charognard
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i really like this mod and your ideas ! Do you think about creat new and dedicaced skills icons ?
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Old 03-24-10, 01:55 PM   #51
avee
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Version 1.5 is released.
download

Changes:
- 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

Quote:
Originally Posted by Antar View Post
>>> Rescue pumping out (active)
Level 1: -10% to weight of boat, next 'dive' command possible after 30 sek from surfacing the boat
Note: Chief can total pump-out water from ballast tank to try emergency surface the boat.
Unfortunately, game doesn`t allow so complicated comands... Or I just don`t know how to implement them...

Quote:
Originally Posted by Antar View Post
>>>Expert navigation (passive)
Level 1: -0.5% of fuel consumption
Level 2: -1% of fuel consumption
Level 3: -1.5% of fuel consumption
Note: Navigator can use sea currents to more efficient fuel consumption.
Sounds good!

Quote:
Originally Posted by Antar View Post
>>>Optimal depth (active)
Level 1: -2% of noise reduction
Level 2: -4% of noise reduction
Level 3: -5% of noise reduction
Duration: 2 hours
Cooldown: 12 hours
Note: Navigator can find optimal depth to use sea parameters (density, sea current, salt level) which can be helpful for noise elimination.
Hey! We can see current depth and it`s not affected by crew skills. I think, it`s too gamey...


Quote:
Originally Posted by Antar View Post
>>>Faster reloading (active)
Level 1: -10% torpedo reloading time, +5% air consumption, +10% morale consumption, +5% noise
Level 2: -15% torpedo reloading time, +10% air consumption, +50% morale consumption, +10% noise
Level 3: -20% torpedo reloading time, +10% air consumption, +20% morale consumption, +15% noise
Level 4: -25% torpedo reloading time, +15% air consumption, +25% morale consumption, +20% noise
Level 5: -30% torpedo reloading time, +15% air consumption, +30% morale consumption, +25% noise
I can barely imagine how more crew can make torpedo reloading faster. I think, there is some optimal number of crew in torpedo compartent and more people can make reload only slower...


Quote:
Originally Posted by Antar View Post
>>>Stormy weather (active)
Level 1: +1 morale point, if submerged time is minimum 12 h
Level 2: +1 morale point, if submerged time is minimum 8 h
Level 3: +1 morale point, if submerged time is minimum 6 h
Note: During the storm better go down into the deep and wait out bad weather
Again, I`m not sure it can be implemented....

Anyway, nice suggestions, Antar!

Quote:
Originally Posted by charognard View Post
i really like this mod and your ideas ! Do you think about creat new and dedicaced skills icons ?
Yeah, I think about it but still don`t know how to do it...
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Old 03-27-10, 04:45 AM   #52
avee
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Added MCCD compatible version for those who use Athlonic's MCCD "More Crew Commands by Dialog" mod.
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Old 03-29-10, 09:01 AM   #53
mikaelanderlund
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I think we need a version compatible with MCCD 1.0. Jesus, to many mods right now
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Old 03-29-10, 09:29 AM   #54
avee
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Quote:
Originally Posted by mikaelanderlund View Post
I think we need a version compatible with MCCD 1.0. Jesus, to many mods right now
1.5 version is still compatible with MCCD 1.0.
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Old 04-11-10, 04:51 AM   #55
t0maz
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Hmm.. I'm not sure about sonar man and his range.
Even in Vanilla max experienced sound guy sometimes don't hear what u can her yourself on hydrophone loud and clear.

So your mod could be to restrective to him, or human player have too good range and that is problem to fix.

Last edited by t0maz; 04-12-10 at 04:00 PM.
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Old 07-23-10, 11:32 PM   #56
THE_MASK
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This is a good mod but seems to have been forgotten about .
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Old 08-09-10, 05:42 PM   #57
THE_MASK
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I notice a few people looking for this thread lately .
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Old 08-10-10, 12:47 AM   #58
tonschk
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Quote:
Originally Posted by sober View Post
This is a good mod but seems to have been forgotten about .
I Agree
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Old 08-10-10, 03:22 PM   #59
Stormfly
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Thanks for refreshing it, looks good !
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Old 08-25-10, 02:10 AM   #60
charognard
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I m using this mod since release, and i d really like to see any update to polish it...
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