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#77358 - 11/27/05 06:11 AM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
Update to come this week...
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Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!


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#77359 - 11/27/05 10:09 AM Re: NYGM SHIII Tonnage War Mod
Subguru Offline
Member

Registered: 01/07/04
Posts: 244
Loc: Alabama
I hope it will be here in time for Christmas!

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#77360 - 11/28/05 06:56 AM Re: NYGM SHIII Tonnage War Mod
Rubini_dup1 Offline
Junior Member

Registered: 06/04/06
Posts: 1
Loc: São Paulo, Brasil
Hi Teddy Bar,

I'm working with dates and grids for HT mod and notice that SH3 don't manage correctly the dates and grids when you frequently use a large amount of days for upgrades. It's a stock SH3 bug. So look for this with attention, ok?

Rubini.

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#77361 - 11/28/05 05:57 PM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
Rubini,
Thankyou kindly for your insight.

Edit... Observer explained the issue to be this
You end your last patrol on 1 Dec 1941. Your nbdaysinbase value is 14 (just to make the math easy). When you ended your mission, the office calander said 1 Dec 1941. You quit playing and reload SH3 later and enter the office (you loaded the in base before patrol save game). This time the calander says 15 Dec 1941 (1 Dec + 14 days). Lets say you decide to upgrade some widget before patrol which has a 7 day upgrade period. You install the widget and go back to the office to start the patrol. The calander will correctly say 21 Dec. 1941. When you start the mission, the clock on the boat will say 15 Dec. 1941.

You were supposed to get penalized for time when installing the widget. You didn't. The reason why is because SH3 uses the basic.cfg nbdaysinbase value in all cases, and does not update this value when you install equipment upgrades even though the calander (value stored in the Patrols.cfg and Patrols_0.cfg) are updated.

As it only occurs after loading a saved game, it is something that someone could game, but for most people they will not use it and it would rarely effect them.
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

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#77362 - 11/30/05 06:51 AM Re: NYGM SHIII Tonnage War Mod
Anonymous
Unregistered


Quick question, could you work to the average tonnage of the ships the Uboots encouter in the game. They are always to large to achieve realistic results in a patrol. Or if harcoded do you plan to have a reduction factor (I feel 1:2 if not 1:3) for the promotion/awards mechanism?

TIA

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#77363 - 12/20/05 08:05 PM Re: NYGM SHIII Tonnage War Mod
Observer Offline
Member

Registered: 07/20/03
Posts: 152
Here is a bit of info on morale and efficiency in the crew mangement mod:


Efficiency: A measure of how capable the crew member is of conducting certain tasks. Many factors have an impact on crew efficiency such as fatigue and proficiency.

In this model, awards and promotions will tend to improve crew member performance. This behavior can be correlated to the promotion and award systems in modern navies where those sailors better able to perform tasks in a given rating are given awards and/or promotions to higher ranks. While SH3 does not model individual crew members well, this system can be applied such that those crew members receiving awards or promotions are those deserving the recognition and as a consequence receive a “bonus” to performance. This performance bonus allows higher ranking crew members to recover efficiency 10% faster than the next lower rank.

The decay rate for crew efficiency has undergone many tweaks. The version of the “Not you grandmothers crew management mod” will cause all crew efficiencies to be at a minimum after about 18 hours, however many other factors will influence how well compartments function. The rate at which efficiency is lost varies based upon the location of the crew member. For example, crew members in the torpedo rooms, engine spaces, damage control and the bridge will reach minimum efficiency first. During harsh weather, crew members on the bridge will reach minimum efficiency even faster.

In order to offset the lack of additional crew berthing, “neutral” spaces have been established in the engine room not currently in use. Crew members will not regain efficiency, but they will not lose efficiency either.

Crew members at minimum efficiency will be denoted with an “E” next to the character portrait.


Morale: This is a measure of the emotional condition, or confidence, of the crew. Morale has a dramatic impact of crew effectiveness. Crew member injury or death has a tremendous negative impact on crew morale, and can devastate the entire crew morale. Sinking ships, on the other hand provides a boost to crew morale. In the “Not you grandmothers crew management mod” four to five crew deaths or eight to ten crew injuries will result in the crew reaching minimum morale. Like the efficiency statistic above, crew members at minimum morale will be denoted with an “E” next to their portrait. Due to the limitations in SH3 it is not possible to differentiate between minimum efficiency and minimum morale without looking at the individual crew members. The easiest way is to avoid situations resulting in crew injury or death. When crews are at minimum efficiency, most compartments will stop working after about 12 hours, though it does vary by compartment.

The current system starts every crew member at maximum moral. This morale is slowing reduced during the course of the patrol. This can be thought of as a long term sort of "combat fatigue". Morale has been timed to go down very slowly over about a six to seven week period. If you sink ships during this period of time, you will increase crew morale and extend the amount of time before crew morale reaches a minimum.


Health: As the name implies, this is the physical well being of an individual crew member. Rank no longer provides improvements in health with every crew member on an equal basis.

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#77364 - 02/02/06 08:55 PM Re: NYGM SHIII Tonnage War Mod
Razman23 Offline
Member

Registered: 12/27/04
Posts: 471
Anybody know the status on this mod?
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Raz

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#77365 - 02/04/06 03:05 PM Re: NYGM SHIII Tonnage War Mod
Hawkw1nd Offline
Senior Member

Registered: 06/17/02
Posts: 3170
Loc: Sydney, AUSTRALIA
Bumpety-bump...
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#77366 - 02/04/06 05:05 PM Re: NYGM SHIII Tonnage War Mod
Teddy Bär Offline
Member

Registered: 05/24/01
Posts: 1092
Sorry for the delay in replying....

The Tonnage War Mod will incorperate the NYGM Mods and also the tonnage aspects. As it will include the smaller mods they are being released first.

Not Your Grand Mothers Ship Damage - Not Your Grand Mothers Ship Damage Mod Beta 0.1.36

Not Your Grand Mothers Crew Management - Out NOW ==> Not Your Grand Mothers Crew Management Mod 1.1

Not Your Grand Mothers RUB Campaign Mod- Version 1.1 now available!
Not Your Grand Mothers RUB Campaign Mod Ver 1.1 NON rub Version
Not Your Grand Mothers RUB Campaign Mod Ver 1.1 RUB 1.45 Version
_________________________
Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

The Great Firewall of Australia
The first rule of censorship is that you cannot talk about censorship

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

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#77367 - 02/09/06 10:51 PM Re: NYGM SHIII Tonnage War Mod
wokelly Offline
Junior Member

Registered: 02/08/06
Posts: 16
Loc: Canada
It cant find the file so I cant download, GRRRRR.,

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