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Old 04-30-21, 10:12 AM   #11
propbeanie
CTD - it's not just a job
 
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Now, I might have this backwards, but in FotRSU, the "Medic" in SpecialAbilities is set to:
[SpecialAbility 5]
ID=Ability-Medic
NameDisplayable=Ability-Medic-Name
Description=Ability-Medic-Description
AbilityType= HealSpeed, CrewFatigue
AbilityValue=50, -50
AbylityActsIn= ALL
SkillRequiredLeadership= 0
SkillRequiredMechanical= 0
SkillRequiredElectrics= 0
SkillRequiredGuns= 0
SkillRequiredWatchman= 0
Which I thought that meant "no requirements", other than the Ranks requirement of:
[Rank 7]
ID=CPO
Level=7
TreeType= USNavy
NameDisplayable=Chief Petty Officer
Image=4
3DClothingIDLink= ClothingCPOs
XPRequirement= 3650
LevelUp= Base
MaxQualifications= 1
MaxSpecialAbilities= 1
AvailableQualifications= NULL
AvailableSpecialAbilities= Ability-Master-Engineer, Ability-Sharpshooter, Ability-Torpedo-Specialist, Ability-Torpedo-Expert, Ability-Medic, Ability-Engines-Expert, Ability-Propulsion-Specialist, Ability-Expert-Sonarman, Ability-Expert-Radarman, Ability-Watchman, Ability-Radioman, Ability-Theoretician, Ability-Active-Stalker, Ability-Active-Overcharge, Ability-Active-Riposte, Ability-Active-Bombarde, Ability-Active-Quick-Repair, Ability-Active-Quick-Escape, Ability-Active-Perfect-Pitch, Ability-Active-Medic, Ability-Active-Sensors-Alert
GetSpecialAbilityChance= 0.15
EfficiencyMod= 1.0
Which (again, my understanding) means that you have to have a CPO, and you have a 15% chance each go-round upon returning to base, of a CPO acquiring the "skill". Most of those other skills have the 70% level in one of the "SkillRequired" fields in the SpecialAbilities file. There are generally several CPO in the player's crew at the start, and would usually have a medic after several patrols, since the game's "chance" ("random seed") defaults to giving a player the "hit" before the "no". Now, I could very well be completely wrong in this, but I get a "medic" ("Pharmacist's Mate" in the description) rather often, and the same with the battery re-charge fix (Propulsion Specialist) and Theoretician. These are FotRSU attempts to "fix" some deficiencies. The other speical abilities can indeed be rather difficult to come by, and none of the regular "rates" in the crew are eligible for them. Only CPO and higher (only Rank 7 and higher).

Sorry for derailing the original post, Bubblehead1980 - btw, the "wound" name in the game is either the "Liver wound", or "Sucking chest wound". I'm not certain which one can do the continual decline, but it looks like the player has to ignore the crewman that sustained the wound, or do something else to cause them to die, because it looks like they should heal after 240 hours... apparently (a well-known fact among the available crew pool), I am a bad skipper...
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