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Old 01-01-12, 12:49 AM   #1
Hinrich Schwab
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Default Skill Rebalancing

I am wondering if there are any mods that address the balance issues in the crew skills in the game. It seems that some skills are overpowered while others are either useless or do not last long enough to be practical. If there are no mods addressing this, I would be more than happy to give a list of observations to any modders interested in this discrepancy.
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Old 01-01-12, 04:31 AM   #2
Commander Mysenses
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[REL] No magic skills

[REL] SAS special abilities simplified (SH5)

[REL] sobers green crew training SH5
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Old 01-01-12, 05:57 AM   #3
THE_MASK
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My mods are only until someone makes something better .
What the game needs is a modder who can take the folder UPCDataGE\UPCCrewData and make a mod that integrates crewmembers,medals,ranks,special abilities
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Old 01-01-12, 06:50 AM   #4
troopie
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Default Good idea!

@Sober

I have been wanting to try my hand at making a real mod, but haven't yet found anything easy that hasn't allready been covered.

This sounds like the perfect guinea pig!

Unfortunately though I'm still pretty ignorant.

What program do I need to open .upc files?
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Old 01-01-12, 06:57 AM   #5
THE_MASK
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Right mouse click and open with notepad . Its all text based .
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Old 01-01-12, 07:04 AM   #6
THE_MASK
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HINT , look in you save games folder to see what is saved .
C:\Users\*****\Documents\SH5\data\cfg\SaveGames
For example in ActiveUserPlayerUnits i see that the radio guy has these saved attributes .
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember]
ID=Crew-Jr-NCO-Rank-1-Sensors-Radio
NameDisplayable=Theo A. Theodor (I changed his name with sobers Alt crew names V4 SH5 mod)
DescriptionDisplayable=Wolfram has always had a passion for radios. He loves technology and is also very innovative. He is the second youngest crew member on board, and still transitioning from boyhood to manhood. His ears are excellent, but his ability to handle stress is not. Wolfi is respected by the crew simply because they know their lives depend on him, so he is often spared harassment. Wolfi is usually very professional, but can also be quite stubborn, and he doesn't shy away from fighting if necessary. His father passed away at an early age, so he was raised by his older brother and mother. He joined the navy after he was recruited at an event. Wolfi is not a Nazi, but believes it is his duty to serve his fatherland.
CrewMemberNameIDLinks=NormalGermanNames
DateOfBirth=1941-12-07 00:00:00
Head=7
Voice=0
Tatoo=0
Rank=Captain-Rank-2
CurrentExperience=4.933213
SpecialAbilities=Ability-Active-Safe-Communications,-1,Ability-Active-Safe-Communications,1
SpecialAbilityTimers=100000000,33229
SpecialAbilityDurations=86400,86400
SpecialAbilityOldDurations=0,0
SpecialAbilityCooldowns=0,0
SpecialAbilityOldCooldowns=0,0
Morale=5.966931
MoralePool=5.000000
PointsInvestedIn=0
Medals=
Patrols=0
Notes=
Hitpoints=5.000000
RenownCost=250.000000
Health=1.000000
CurrentStatus=ON_DUTY
Efficiency=1.000000
PotentialEfficiency=1.000000
HumanEfficiency=1.000000
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
CurrentActivities=2
DamageDescription1=NULL,0,0.2,1,Minor Wound,NULL,0.2,0.3,29.7444
DamageDescription2=NULL,0,0.2,1,It's just a scratch,NULL,0.05,0.1,1.21946
DamageDescription3=NULL,0.2,0.5,1,Broken Arm,HumanDamageArmwound,0.6,0.5,213.713
DamageDescription4=NULL,0.4,0.8,0.1,Liver wound,HumanDamageArmwound,1,0.7,268.648
DamageDescription5=NULL,0.6,1,1,Sucking chest wound,HumanDamageLegWound,1,0.8,108.137
Selected=false
[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2.CrewMember.Rank]
ID=Captain-Rank-2
Level=2
TreeType=Kriegsmarine
NameDisplayable=TRAINED-58%.........changed with the mod sobers green crew training V3 SH5
ShortNameDisplayable=TRAINED-58%.........
Image=2
XPRequirement=250.000000.........
MoralePoolAdd=0.000000
MoraleRefill=true
LeadershipAdd=0.000000
LevelUp=Free
MaxSpecialAbilities=0
AvailableSpecialAbilities=
GetSpecialAbilityChance=0.000000
EfficiencyMod=0.580000
DescriptionWhenPlayerHasTheRank=EXPERIENCE ACHIEVED 58%
DescriptionWhenPlayerDoesntHaveTheRank=YOU NEED 200 EXPERIENCE POINTS
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Old 01-01-12, 07:35 AM   #7
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Cheers sober, that should keep me busy for a while!

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Old 01-01-12, 03:41 PM   #8
Hinrich Schwab
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Since there is sufficient interest, I will post my list of suggestions in the next day or two. I also do not like some of the "magic" skills as well as some of the broken ones.
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Old 01-01-12, 04:05 PM   #9
THE_MASK
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I could never work out how to add more special abilities . I couldnt work out why the navigator has no special abilities . You will need to look at the localisation folder as well .
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Old 01-02-12, 09:10 PM   #10
Hinrich Schwab
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Here are my suggestions for new and modified skills. I am aware that some of these suggestions, while more realistic, would be challenging to mod in the game. I do not have the coding skill to try this myself, so I leave my suggestions to the mod community to do with as necessary.

Skill Modification Suggestion List

XO Skills
Battle Stations: Increase active skill time by 15% and boost general crew efficiency by same
CHANGE: This should give the crew efficiency boost that is missing in the current model.

Silent Running: (No Changes)


LI Skills
[Active] Increase Repair: Morale decay doubles while skill is active.
[Active]Reduce Flooding: Morale decay triples while active.
[Active]Repair Items: Only available if an item is below 25% or destroyed. If destroyed, can only repair up to 50%
[Passive] Increase Crush Depth (moved from Navigator)
[Passive] Diving Drills (moved from Navigator)
[Passive] Increase Turning Speed: (moved from Navigator) adds 1 degree of rudder per level. Base Rudder +-35 degrees. Max Skill +-40 degrees rudder.



2WO Skills
The current "skills" are actually commands that are also bound to the F-keys. This is a waste of space.
*New Skill* [Active] Scan Sectors: 2WO ensures efficient scanning while watch is on bridge. Increases visual range by 1.25x Duration: 2 hours
*New Skill* [Active] Red Lights: Reduces Darkness penalty from crew for duration. Duration 4 hours.


Dieselman Skills
*New Skill* [Passive] Adjust Fuel Ratio: Provides minor boost in range by altering fuel-air mix. Current equivalent skill gives a Type VII the range of a Type IXB at max level. Extended range should not exceed ~9500 NM (17,575km) at 12kts surfaced.
[Passive] Fine Tuning (formerly Sound Coating) Reduces engine noise through meticulous maintenance. This skill should be half as effective as it is currently modeled.
(Faster Battery Charge Skill removed. Set Battery Charge rate based on speed. 80% at Ahead Standard in 10 Hours)
[Active] Wahnsinnige Geschwindigkeit-Diesel. Same as Overcharge Diesels except damages Engine by 20% at Level 1, 10% at Level 2 and no damage at Level 3
[Active] Wahnsinnige Geschwindigkeit-Electric. Same as Overcharge Electrics except damages Engine by 20% at Level 1, 10% at Level 2 and no damage at Level 3

Navigator Skills
[Command] Plot Intercept Course. Select an update mark on map and plot an intercept course at Ahead Standard.
[Passive] Accurate Plotting: Increases accuracy of Plot Intercept Skill by taking into account various factors. Level 1-Compensate for speed. Level 2-Rounds range to nearest 5 kilometers. Level 3-Rounds Range to nearest kilometer. Level 4-accounts for age of contact. Level 5-calculates based off true range;no rounding.


All other skills removed.


Torpedoman Skills
[Passive] Torpedo Loading Drills (No Change)
[Passive] Torpedo Maintenance (I have no problems with a skill reducing the chance of a dud. However, the game models dud percentages so low that duds are extremely rare, by default. The game needs dud percentages raised to historical levels to make this skill useful. It is probably modeled just fine.)
[Passive] Warhead Specialist (removed. Torpedoes have a fixed amount of fuel and explosive. There is little that can be done to boost range or damage without more fuel or explosives)
[Active] Overcharge Torpedo (removed)
[Active] Pre-heat Torpedo- The effect is modeled fine, but there should be a new mechanic to more accurately emulate historical activity. When activated, ALL torpedo tubes have load percentages reset to 0 as if the tubes were just fired. Tubes "reload" normally. Upon the first successfully loaded tube, skill activates and remains active until all loading tubes are fired or after 3 hours. This emulates the historical procedure of actual crews unloading the torpedos from the tubes to provide necessary maintenance of the ordinance and, in the case of electric torpedoes, prepare the propulsion batteries to avoid failures common to early electric torpedoes from inert power cells. This will be a challenge to script, but has never been modeled in a Silent Hunter game and adds a new level of realism. Also, there is no "magic" torpedo double damage skill as the tubes must still be reloaded.


Boatswain Skills
No Changes except as follows

Rename Propaganda to Rally Crew. Reflects the historical state of affairs and Politics in the Kriegsmarie as "political" reinforcement did not occur until later in the war.
[Active] Distribute Rebreather Cartridges: Halts CO2 build up for 2 hours. CAN ONLY BE USED ONCE PER LEVEL PER PATROL. As with all active skills, there are three levels.



Cook Skills
No Changes


Gunner Skills
No Changes to Passive Skills
[Active] Secure Lifelines-Orders Deck Gun Crew to secure lifelines to prevent washing overboard to allow deck gun usage in seas rougher than advisable for deck gun usage. Current default max is 11 m? Each level of 3 levels would increase this by 1. 15m or greater prevents activating this skill and if active, deck gun will not fire. Lasts for 1, 1.5 and 2 hours respective of level. Morale decay for gunner triples while skill is active. Random chance for Gunner injury. If Gunner is injured, skill cancels and reverts to default state.



Sonarman Skills
[Passive] Reduce Darkness Penalty (removed. Moved to 2WO. Sonarman is not on bridge)
[Passive] Direction Finder-Hydrophone: No changes
[Active] Locate Hidden Enemies (removed. Move to Radioman. Enemies are susceptible to DF just as much as a sub is)
[Active] Total Revealing (Removed. Magic Skill. Realistic alternative given to 2WO)

[Active] Identify Machinery Signature. Identifies all ships in hydrophone range and classifies both type and speed. Duration set by skill level. One hour per skill level. Reflects expert sonarman's ability to classify type of ship by machinery signature and speed by counting propeller revolutions. Cooldown starts at 6 hours and reduced by 2 hours per level.



Radioman Skills
[Passive] Direction Finder-Radar-No proposed changes
[Passive] Direction Finder-Radio (removed-useless skill)
[Passive] Reduce Radar Emissions-Reduces chance of radar counterdectection by a specific percentage. Skill should not compromise the historical fact that METOX was a giant "Kick Me" sign on a sub. However, it can be reduced for the sake of playability.
[Active] Safe Communications-No change
[Active] Locate Hidden Enemies- same as former Sonarman skill. It makes more sense for this to be on the Funker (radioman) as direction finding radio signals and radar transmissions was this position's job. The Hydrophone operator could only do so much. The skill makes more sense, here. Duration and cooldown same as Sonarman's Identify Machinery Signature skill


EDIT: I had another idea that can be considered, but I would not sweat it if this was ignored as it stretches realism to some degree.

LI Skill-One Time Use (per patrol)
[Active-One Time Use] Patch Pressure Hull-in Extreme emergencies, perform desperation repairs to hull to ensure it is possible to survive trip back to port. Game Mechanic. Assuming a Crush Depth of 240, 70 meters (Crash Dive Depth) is 29% of that figure, meaning that at 29% Hull Integrity, Crash Dive Depth is Crush Depth. This skill would allow a one-time repair to the hull integrity to boost it to 29 or 30% if it is below that figure. The penalty would be reducing the crew's morale by half and sending ALL active skills into cooldown to represent the magnitude of work and scrounging needed to even try a stunt like this. Again, this skill is more afterthought than anything.

Last edited by Hinrich Schwab; 01-03-12 at 02:31 PM.
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Old 01-03-12, 03:44 AM   #11
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sound really good
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Old 01-03-12, 01:37 PM   #12
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Quote:
Originally Posted by Schwartzritter View Post
Gunner Skills
No Changes to Passive Skills
[Active] Secure Lifelines-Orders Deck Gun Crew to secure lifelines to prevent washing overboard to allow deck gun usage in seas rougher than advisable for deck gun usage. Current default max is 11 m? Each level of 3 levels would increase this by 1. 15m or greater prevents activating this skill and if active, deck gun will not fire. Lasts for 1, 1.5 and 2 hours respective of level. Morale decay for gunner triples while skill is active. Random chance for Gunner injury. If Gunner is injured, skill cancels and reverts to default state.

Boatswain Skills
No Changes except as follows

Rename Propaganda to Rally Crew. Reflects the historical state of affairs and Politics in the Kriegsmarie as "political" reinforcement did not occur until later in the war.
[Active] Distribute Rebreather Cartridges: Halts CO2 build up for 2 hours. CAN ONLY BE USED ONCE PER LEVEL PER PATROL. As with all active skills, there are three levels.

.
I think that SH V u-boat crew is invulnerable to damage or ar least i did´t see any damage or injury, despite that there are several references in crew files and savegames about this.

This Distribute Rebreather Cartridges could be very useful to bypass the snorkel problem, for example reducing co2 build up for 4 days for example when using snorkel, but i don´t know if it could be done.
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Old 01-03-12, 02:20 PM   #13
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Youv'e sure put plenty of thought into that lot Schwartzritter!!

It's way outa my league but I'm gonna enjoy messin round with some of those suggestions.
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Old 01-03-12, 02:26 PM   #14
Hinrich Schwab
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The crewmembers can be "injured", but not killed. Morale takes a hit and efficiency understandably takes a dive (no pun intended). The Rebreather cartridges is a challenge because of the 1-use-per-level, per patrol mechanic. I acknowledge the difficulty in scripting this. However, realistically, those cartidges would be expended sooner or later.
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Old 01-05-12, 07:37 AM   #15
Rongel
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I'm not sure if this is the best thread for this but here goes anyway...

Last night I was playing SH 5 and I forgot to disable the Battle stations after the attack (XO special ability). So days passed and nothing much happened. I started to observe the crews morale (individual stats) and it went down really slowly. Basically I could have sailed about two weeks with the battle stations on. But I'm not sure if it was because of the Battle stations or just general morale decay.

So my question is, that is there any side effects because of the Battle Stations, does the crew get fatigued eventually?


If I remember correctly, in previous games the crew got exhausted if the battle stations was on too long.

I hope too that somebody looks into this, this section of the game is pretty much unmodded (except sobers great tweaks).
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