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Old 04-17-13, 01:51 PM   #1
Dorjun Driver
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Default Special abilities

One of my crew just gained the special ability of MASTER ENGINEER. It states in the pop-up that the required compartment is either the engine room or the control room. Fine.

My question is: If I put him in the damage control team, does his special ability go by the board, or is it added to the overall proficiency/efficiency of the DCT?

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Dorj
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Old 04-17-13, 01:53 PM   #2
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Correct.
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Old 04-17-13, 01:59 PM   #3
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Armistead didn't clarify so...

I'd say he is best left in the compartments named. On DC he might be anywhere. The crew in each compartment automatically go into damage control when their section is damaged. The DC team are extras. Just my opinion - never encountered the special abilities yet.
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Old 04-17-13, 02:01 PM   #4
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Uh, which one? Does he keep those abilities or lose them?

Or is that the joke?

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Old 04-17-13, 02:02 PM   #5
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Thanks raymond6751. I guess I won't have to post my last post!
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Old 04-17-13, 03:13 PM   #6
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I think best is to put in DC the guy with the little green wrench, when avalaible
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Old 04-17-13, 03:31 PM   #7
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So. That's 2.5 votes for each option. Perhaps we should start a poll!
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Old 04-17-13, 05:18 PM   #8
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Quote:
Originally Posted by Dorjun Driver View Post
Uh, which one? Does he keep those abilities or lose them?

Or is that the joke?


If he isn't lit up green, he ain't working and he will only light up green if he's in the required compartment....
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Old 04-17-13, 06:02 PM   #9
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That makes makes sense Armistead and Lokisaga. I did not know the significance of the colour change.

And let me assure you Armistead, I was neither laughing at you nor the handsomest dog I've seen in my entire life.

Last edited by Dorjun Driver; 04-17-13 at 06:04 PM. Reason: Missed post
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Old 04-17-13, 06:06 PM   #10
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Some crew are on a timer for ability, you activate them with the SA tab, then the timer comes on.


If you want to mod your on special crew, you can find the info in the

Data/UPCData/UPCCrewData

You'll find 3 files inside. Here you can adjust parameters, tweak or build players with SA's. You can open each file with notepad, most values are obvious.

Data/UPCData/UPCCrewData/Ranks.upc

Basically sets the rank to the ability, percentages, etc.

Data/UPCData/UPCCrewData/SpecialAbilities.upc

Basically list the abilities and parameters. Here you can choose what compartment the ability works in, including the entire sub.
Most values are obvious.

Data/UPCData/UPCCrewData/CrewMembers.upc

Where you activate the ability for a specific crew member. Many mods have the ability cut off. If you want it back on, replace NULL with
the ability. For instance this fellow. You can see his ability is setup, but not active. To cut it on, just paste the ability in place of NULL.

[CrewMember 54]
ID= Crew-CO-Rank-1-Ability-Torpedo-Expert
NameDisplayable= NULL
CrewMemberNameIDLinks= NormalUSNames,CommonUSNames
DateOfBirth= NULL
Head= NULL
Voice= NULL
Tatoo= NULL
Rank= CPO
CurrentExperience= 0
Qualifications= QualTorpedo7
SpecialAbilities= NULL (to cut on, paste "Ability-Torpedo-Expert"}
IntelligenceCoef= 0.50
LeadershipCoef= 0.15
MechanicalCoef= 0.30
ElectricsCoef= 0.30
GunsCoef= 0.30
WatchmanCoef= 0.30
Medals=
Patrols=0
Morale= Normal
FatigueCoef=0
Hitpoints= 1.0
RenownCost= 2000
Notes= ; should be editable by the player

Many mods tweak the SA's, like TRAV mod does to TMO. If you mod, start with the last files overwritten. I wanted a few SA men with TRAV mod, so I used his files as a base and cut a few of the others on and tweaked a few other things to my liking.
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You see my dog don't like people laughing. He gets the crazy idea you're laughing at him. Now if you apologize like I know you're going to, I might convince him that you really didn't mean it.

Last edited by Armistead; 04-17-13 at 07:17 PM.
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Old 04-18-13, 11:03 AM   #11
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Thanks Armistead. Good to know.
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