Jump to content
Game-Labs Forum

Search the Community

Showing results for tags 'overhaul'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Naval Action
    • Naval Action Community and Support
    • Naval Action - National Wars and Piracy
    • Naval Action Gameplay Discussions
    • Naval Action - Other languages
    • Naval Action (Русский язык)
  • Ultimate General
    • Ultimate General: Civil War
    • Ultimate General: Gettysburg
    • Ultimate General: American Revolution
    • Ultimate Admiral: Age of Sail
    • Ultimate Admiral: Dreadnoughts
    • Forum troubleshooting
  • Age of Sail Historical Discussions
    • Shipyard
    • History
  • Sea Legends
    • General Discussions
  • This land is my land
    • General discussions
  • A Twisted Path to Renown
    • News & Announcements
    • General Discussions
    • FAQ & Tutorials
    • Devs Thread
    • Support
  • Game-Labs Forum
    • Jobs
  • SealClubbingClub's Topics
  • Pyrates and rovers's Gameplay / Roleplay
  • Pyrates and rovers's History - ships, events, personae
  • Pyrates and rovers's Literature & Media
  • Clan [GWC] Nederlands talig {Aanmelding}'s Topics
  • Polska Flota Kaperska's Historia - Polska na morzach
  • Polska Flota Kaperska's Rekrutacja
  • Chernomoriya's Topics
  • Unsolved mysteries in plain sight's Mysteries
  • Unsolved mysteries in plain sight's The Book of Rules
  • Congress of Vienna's Global
  • Congress of Vienna's EU
  • Congress of Vienna's Historical
  • The Dutch Empire's Discord Server
  • The Dutch Empire's The Dutch Empire
  • The Dutch Empire's The Dutch Empire
  • ROVER - A treatise on proper raiding in NA developed by real events's Tactics (methods)
  • ROVER - A treatise on proper raiding in NA developed by real events's The Rulebook
  • Ship Auctions's Topics
  • Creative - Captains & Ships Logs's How to...
  • closed's Topics
  • Catalunya's Comença la llibertat !!
  • Port Battle History's Topics

Blogs

  • TpGS2019~~Nice experience
  • Teds Woodworking
  • Boost Your Testosterone Levels For Building Bigger Muscles
  • Best Ways To Overcome Hair Loss Issues
  • htrehtrwqef
  • The Process of Lottery Results
  • Implications of Electricity Deregulation in the United States
  • Fitness Programmer
  • Organifi Gold Juice Review
  • The 2 Week Diet
  • Emoninail
  • Tracker of Good Stuff
  • Traitors Gallery
  • Testing stuff
  • Download Only file APK for Android
  • Blurring reality as artist’s 3D model tricks
  • Game Friv 4 School
  • Travel between Outposts
  • Five Fat Loss Workout Routine Exercises
  • Captains Log, September 1756
  • Log of Cpt. Nicholas Ramage II. Esq; RN
  • Average Gamer Marcs: A Naval Action Story
  • Thiên hạ Ku
  • From The Logbook of Captain Sir Sebastian Pendragon, KB; RN
  • Rachel Tran
  • Thẻ game W88
  • Thẻ game W88
  • Log of Sir Elio Perlman, KB
  • 바카라카지노
  • f8bet nhà cái uy tín
  • Why should you play 1v1 lol game?
  • عروض شاشات سمارت 4k
  • Genshin Impact Plushies: Adding Enchanting Genshin Charm to Your Living Space!
  • tai game co tuong mien phi
  • Saltback's Blog
  • Core Blackthorn's Blog
  • Real Armada Española
  • Remir's Blog
  • Captaine Arnaud Arpes' Log
  • sellfifa's Blog
  • sellfifa's Blog
  • Log Book
  • British Privateer
  • fastbug blog
  • kusumetrade's Blog
  • The adventures of W. Laurence
  • John Dundas Cochrane's Blog
  • Bernhart's Blog
  • semenax1's Blog
  • Duels (1v1)
  • Mad things going on
  • Saffronsofindia
  • From the Conny's Deck
  • Commodore Clay
  • English Nation Gunners Blog
  • Tube Nations Game Givaway
  • linksbobet88's Blog
  • Cpt Blackthorne's Blog
  • About Madden NFL 17
  • News Sports Blog
  • Ingemar Ulfgard's Blog
  • Antonio_Pigafetta's Blog
  • maturin's Blog
  • Brogsitter's logbook
  • Game App Development
  • Game App Development
  • The Sea Dogs's Website
  • [CTC] Caribbean Trading Company (Pirates - PvP EU)'s Buy ur Favorite Ships.
  • Creative - Captains & Ships Logs's (Naval Action fiction) Diary of Cdr. Joseph Barss

Categories

  • United States Continental Navy's Files

Calendars

  • Community Calendar
  • United States Continental Navy's Pearl Harbor Day

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 4 results

  1. Introduction Naval Arms Race, or simple "N.A.R.", is a mod overhaul for U.A.D. that reworks several game mechanics with focus in historical accuracy. Adds new ships and rework many others. Other gameplay improvements are also made where it is possible to provide a more enjoyable experience with more interesting choices for the player. Special thanks to “Nick Thomadis” from the U.A.D. team, for all the help and the precious information shared, and to all the players that shared feedback. It helped me a lot, some with interesting suggestions, others by reporting bug fixing issues. Summary of the most important changes. I - Guns Complete rework of all guns in game penetration values with data from real guns used as a reference from a ballistics software. Note: In N.A.R. 1-inch of penetration equals to 1-inch wrought iron armor. All guns models in game manually edited (around 3500 guns!!). Reworked the guns for all nations to be a smooth transition, between gun models and Mk variants using historical guns as a reference. Many guns had their size tweaked and changed place to improve the nations historical design language. More than 135 historical guns reload times researched and used as a reference for the different eras and guns marks. Barrel length mechanic reworked from the ground. Now increasing barrel size will no longer lower the deck pen, but will also not be OP as in stock game. Lowering the gun barrel is in fact a viable option to reduce the “immune zone” from the enemy ships. This is based on my historical guns research comparing different barrels using the same shell. Gun's accuracy formula changed. In general, the bigger the gun, the more accurate will be, specially at long ranges. Around 1x – 1.5x to what was possible in real life based on some battle and trial reports. There is also an arcade version (x2 the hit probability) for the players that enjoy that kind of experience. Fantasy quad guns removed from the game. Only Britain, France and USA will have access to big caliber quad guns. Note: Italy had some quad guns studies, but I don’t have an exclusive gun model for them ingame. II – Components All armor values and descriptions reworked with new options added to better represent the different types of armor used in the time period, their properties, and to give the player more interesting options. Note: In UAD, the armor scaling effect doesn't exist so it is not possible to make, as an example, the American Class "A" armor the best in the world for cruisers but only average for battleships. Some modifiers were added to better represent this in game. Guns propellants and bursting charges reworked with new, historical options, that will give the player more options to choose. All weight modifiers removed from the armor components. Where it is possible to have some minor differences between different types of armor, in reality the differences are so small that aren't worth it to mention in the game. With this change, the player will find it impossible to add absurd levels of armor to ships as in the stock game, forcing to use more historical accurate levels of armor in the ships, however because of the guns penetration rework, these values should be more than enough if you stay inside the “immune zone”. Sonar torpedo spotting modifiers removed since it is unrealistic for a sonar to detect torpedoes in the water with the ship at flank speed coming from the stern. Sonar is now only applied to CL and DD classes. Added scout plane mechanic. This will add recon value, bonus to the long accuracy and add aerial depth charges to use against subs. Radar long range accuracy values rebalanced because of this to reflect the real value of these systems in the battlefield. Credits goes to “M3rky1” for finding the solution. III – Shells & Ballistics Lighter shells have better accuracy at low ranges due to higher muzzle velocity, trajectory flattening and reduced time to target, where heavy shells have better range and are more accurate at long ranges due to better ballistic coefficient, that is a measure of how well a projectile retains its velocity and resists drag as it travels through the air. Note: In NAR , the long range accuracy effect starts at 5.5 km and gets the maximum effect at 40 km. This offers new tactical options for the Admiral to consider when designing the ships. Wind resistance modifiers added to all shells. The lighter the shell, the bigger the effect, specially on stormy weather. Penetration values difference from shell weight modifiers increased to 28%. This was by reading and comparing the data from the 16" on the Nelson class (light shells) with the 16" on the Iowa class (super heavy shells). There is around 41% difference, but there is also a generation gap in gun technology. Heavier shells are more likely to penetrate surfaces rather than bouncing off, due to their greater mass and momentum. Added guns weight and rotation modifiers for the shell weight components. The loading mechanism weight is taking into account the shell weight. This will have a small impact on the gun's overall weight and turret rotation. New shell added, SAPC. SAPBC penetration improved. SAP and all HE shells damage was improved to better represent the difference in weight from the bursting charges. HCHE, CNF and CP fuse are now more sensitive since they were designed to work against light armored ships. Min angle and max angle of ricochet for all shells reworked, taking into account the shell shape or the AP cap design, if present, for ricochet chance calculations: APBC & SAPBC The addition of a ballistic cap that allows the cap underneath to have a less aerodynamic shape often with sharp edges, which allows it to grip into armour even at high impact angles. APC shells have a unique hard cap design that favors penetration at low angles, but is very poor at steep angles. SAPC Use a soft cap to spread the radial shock outward from the impact along the radius of the now flattened soft cap, keeping the shock from travelling into the body of the shell itself. Soft caps, however, do not function at high impact angles. IV – Ship design Ships stability reworked, being a lot easier to get stable ships. As an indirect effect the AI also benefits a lot from this, so expect to fight more capable ships. Many modifiers rebalanced to better simulate real ship weights: fuel; belt armor; deck armor; barbettes; conning tower; crew numbers; crew quarters; torpedo protection; side turret armor; turret top armor; secondaries armor; casemate guns weight. Added 4" and 5" casemates for the protected cruisers. Credits goes to "clavernever" for finding the solution. Note: Not all hulls support this. (Torpedo cruiser hull as an example) Increased the gun caliber cap for all semi armored cruiser to 9" Depth charges removed from CA class. Main triple guns barrels removed from the destroyers since they were never used. Added mines, radio, rangefinder, sonar, depthcharge, radar, shaft, rudder, steering and antiflooding techs to TBs. Flooding mechanics reworked so the difference between bulkheads used is now smaller. Hull effects reworked: The wider the beam, the shorter the ship turning radius. The greater the ship draft, the bigger is the surface area that needs to push the water, increasing the ship turning radius. The deeper a vessel lies in the water, the more sluggish will be her response to the helm. The deeper a vessel lies in the water, the more gentle will be the rolling in bad weather, mitigating the issues with the guns accuracy. Changes in beam and draught will have lower impact in accuracy to balance the AI ship designs and to prevent the wide ships designs meta. Night vision stat enabled. This is only experiemental, and it is for running test to see if it is working or not. The player will find this new stat in the towers. V – Battle Gun and torpedo damage reworked. The smaller the ship type more devastating will be the damage. Torpedo evade range at 1500m (13500m in stock game). To improve fleets movement and the AI behavior in battle. Torpedos takes longer to reload to prevent spamming. Spotting values and accuracy modifiers affected by weather and light conditions reworked. Smoke option disabled. The most important reason is the fact the AI doesn’t know when to use it, so it is unfair against the AI and ruins the experience. The fact that it is a bubble and that it haves an arcade timer also does not help. HE fire chance nerfed, however using picric acid and variants is still a viable option. Ships sections on fire needed to make it sunk buffed from 70% to 80%. Credits goes to "brothermunro" for the tip. Flash fire, ammo detonation and torpedo ammo detonation damage x2. VI – AI AI ship design logic reworked to use more main guns for most ships, bigger secondaries but fewer to lower the chance of seeing a gun firing arc blocked by other gun. The chance of seeing torpedo launchers in big ships was lowered. Battle AI logic reworked to have complete freedom of movements. Can chase, rush the player for torpedo runs, create battle lines, maintain the distance, will try to retreat from battle if the odds are not favorable. Badly damaged AI divisions will try to disengage from battle. Divisions roles ranges edited to help the AI to create a coherent battle group and still have some freedom of movements. Lowered the optimal distance used by the AI to promote more fighting at medium and close ranges. The AI ammo logic improved to know better when to use HE or AP. This affect both the player and the AI, unless the player gives strict orders to use one specific ammo. VII – Campaign Economy reworked to prevent or at least minimized the snowballing effect in later years and to make decisions about spending more important. The impact in the GDP for a country at war is now less impactful which should help the AI nations to stay at war. Shipyard building program is now more important in the long run. The player can still skip many years without upgrading, but if he wants to build big ships in the future it should consider upgrading sooner. The GDP and army modifiers differences from the type of government are smaller now. Scrapping threshold increased to 200k from the previous 50k to help the AI to maintain a decent fleet size. Crew training values were rebalanced. The differences are now more reasonable. TBs class will not become obsolete. Improved AI building program for all nations. Added the Japanese 8-8 fleet construction plan. Lowered the initial starting fleets distances in battle. It should be now quicker to initiate combat, or quicker to catch the AI if it is running away from battle. 7000 tons CA cruisers and 3750 tons CL cruisers available to be built from the start. (1890) Lowered weight penalty for non prioritized researches and improved the research speed for old techs to give the player more freedom and enjoyable experience with the tech tree. Ship movement at sea x2.5 in comparison to stock game. Withdraw and delay factor according to average speed of ships increased to 100%. Denial zones smaller in size to allow more fredom of movement in chokepoints. Only powerful task forces should be able to block straits. The defense modifier changed for many provinces. It will take into consideration, the terrain, the weather, tropical diseases, and the people and their willing to fight. Changes to submarines: Minelaying subs removed from the game. Overpower and impossible to balance them ingame since the player can always refuse to lead them to battle. Subs range limited to more realistic values. Now subclass and base of operations will be more important. Sub descriptions updated and added range info. (*base value) Increased the sub stealth, stealth power and the escort's ASW power. Vastly decreased the subs hull strength. Dangerous if undetected, vulnerable if spotted. Changes to mines: Minefield size nerfed around the ports and it takes longer to reach the maximum size. Vastly increased the mine sweeper capability. Decrease the chance to have an event about ships being damaged by mines. Increased the mine damage. It is possible to see ships being sunk by mines in rare occasions. VIII – Hulls & parts New modern torpedo boats for all nations. (unlocked in 1920) All modern destroyers hulls package were reworked to offer a unique design language for most nations. Many new hulls added to offer the possibility to build historical ships or design proposals: "Northampton" and "Portland" classes cruiser. American heavy cruiser II hull. Replaced the Russian BB I hull for one that resembles more to what the Russians were building around 1890. "Navarin"; "Tri Sviatitelia" and "Sissoi Veliky" classes. Added Russian pre-dreadnought "Poltava". Battleship II hull. Replaced the Spanish battleship I hull for another that resembles more the "Pelayo". "Recon Cruiser" from plan Z added to the Germans. German light cruiser IV changed to better represent the Magdeburg; Karlsruhe; Graudenz; Pillau and Wiesbaden classes. German light cruiser VI added to represent the Emdem, Königsberg and the Leipzig classes. French armored cruiser V, the "Edgar Quinet" class. Barbettes added to the french experimental dreadnought hull so it is possible to design the "Coubet" and the "Bretagne" batteships. Japanese experimental large cruiser hull reworked to resemble more the "B-65" design project. British dreadnought II hull reworked to resemble more the "Colossus" and the "Neptune" classes. British dreadnought III hull changed to look more with the "Orion" and "KGV" (1911) classes. British dreadnought IV package reworked to resemble more the "Iron Duke" and "Queen Elizabeth" classes. British dreadnought V package, reworked to resemble more the "Revenge" class. Many funnels, towers and other parts created, stats edited and used to create the new ships or improved already in game hull to get a better design language, historical accurate if possible. Impossible for me to list all the thousands changes I made without the reader to fall asleep. ----- Installation: ----- 1) Set the game language to be in english. 2)Backup if you wish but move or delete this files from this location: C:\users\(user)\Appdata\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts custom_battle_data.bin mission_data.bin save_x.bin The reason behind this, is the many changes to the game files will make all your designs impossible to work with the mod. 3) Go to this link, download the english file and the resource.assets from the version you want. The mod offers two ways for the players to choose how they want to play the game. "Realistic accuracy" or "Arcade accuracy" (x2 the hit probability).* *Unless you are a masochist, naval history nerd, that understands how the game different mechanics works, DO NOT use the realistic accuracy version. You guys are not going to like it. Beta 10.9.2 "Shells & Ballistics rework" update for UAD 1.5.1.0 Opt https://drive.google.com/drive/folders/1ac6FZM6KTnY3Rhm5GRsEO6Zs6V8Jfasf Note: Use a software to unpack the download and extract the content from inside the folder. 4) Move the resource.assets file inside the folder to this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data and click yes to replace the file. 5) Move the English.lng file inside the folder to this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data\StreamingAssets\Languages and click yes to replace the file. The player will know if the mod is working and what version it is by reading the news. VERY IMPORTANT: I don't know when I am going to update the mod again, so to avoid any issues, block the auto updates from steam: Set game to update when start game. Do this in game setting(properties)-> update. Don't start game by steam or steam shortcut. Make a shortcut on desktop from the main game .exe in this location: "....\SteamLibrary\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts.exe" Start a game from this shortcut. Game will run without update. ----- Sources ----- A Brief History of Naval Armour - by Drachinifel https://www.youtube.com/watch?v=BoEFjl0buiM Table of Mettallurgical properties of Naval Armour and construction materials - by Nathan Okun. http://www.navweaps.com/index_nathan/metalprpsept2009.php Introduction to the development of Warship Armour. https://www.naval-history.net/WW0Book-USN-Armour1937.htm Naval Weapons of the World. http://www.navweaps.com/Weapons/index_weapons.php Range-finding and Fire Control - by Drachinifel https://www.youtube.com/watch?v=cbXyAzGtIX8&t=2208s Evolution of Battleship Gunnery in the U.S. Navy, 1920-1945 - by William J.Jurens http://www.navweaps.com/index_inro/INRO_BB-Gunnery.php Report on naval gunnery at the Battle of Santiago de Cuba https://theodorerooseveltcenter.org/Research/Digital-Library/Record/ImageViewer?libID=o283734&imageNo=1 USA 16"/50 Mark7 naval gunnery report on trials http://www.navweaps.com/Weapons/WNUS_16-50_mk7.php#Accuracy_During_World_War_II Hull Form Design - by Drachinifel https://www.youtube.com/watch?v=fkRJxgYgTVA Bismarck weights list https://www.kbismarck.com/bsweights.html Guns reload research https://drive.google.com/file/d/1LjZPDcRo6GsqRVEMfHsM5426_d3jYm5C/view Recon Cruiser https://www.german-navy.de/kriegsmarine/ships/destroyer/spahkreuzer/index.html ----- New Horizons III reshade ----- https://drive.google.com/drive/folders/13_-C2R1V8l2_kuzFN0n-zpqt69zZ4qHb?usp=drive_link Features: RTX Global illumination, 3 color scheme for the player to choose. All featuring a RTX version and a non RTX for a minimal fps loss (1 fps). A total 6 options. Many tweaks to contrast, exposure, sharpness and colors. Installation: Download "New Horizons III" folder. Unpack, and place the content inside the folder in this location: c:\...Steam\steamapps\common\Ultimate Admiral Dreadnoughts To remove the mod, just delete the files. Shortcut keys in game: "Home" -open/close reshade panel "End" -enable/disable the effects. To change the color scheme: Press "Home" to open the panel Usethe "arrows" to change the preset you want to use. ----- Important ----- Do not report any bug to the devs if you are using this mod. They are not responsible for the changes I made to the game. ---------------------- This mod is a work of passion and dedication, that took me thousands of hours and many months to be completed. If interested in using parts of the mod in your work, please ask permission and give me the credits. Sorry for my poor English, it is not my native language. Happy hunting, the Baron.
  2. Hybrid Improvement Project mod for Ultimate Admiral: Dreadnoughts 1.5.x.x (You can simple-overwrite it for game version of 1.5.1.0, but if the game is newer or older version, you'll need to spend extra 5 minutes following this tutorial: HIP download link: https://drive.google.com/file/d/1hvSL238c5a_BLIkucFR591D8YZqezwRl/view?usp=drive_link Most of the mod's description will be located within the in-game main menu News section. This mod consists of resources.assets and English.lng 1. Go to Ultimate Admiral Dreadnoughts_Data (Folder) 2. Paste resources.assets into there, it'll overwrite the original resources.assets 3. Go to StreamingAssets (Folder), then Languages (Folder) 4. Paste English.lng into there, it'll overwrite the original English.lng (Is required for Events and new descriptions) This here mod was initially intended to be a collection of better balanced parts for helping out BrotherMunro to implement within DIP v1.5 onward, but there was just so much stuff in the game that required rebalancing that this had to end up being it's own thing, with Tournament-grade balance quality for those who find brawls/slugfests to be indeed the most fun part of the game, the part whether the ships manage to survive or not, however it is still mostly compatible with DIP Ship Pack! BrotherMunro is author of Dreadnought Improvement Project. I'll keep the description in forums as shorter minding what was already written inside in-game News section you can read upon downloading: Part Balancer: 502 Hulls were tweaked: -Either by elongating more according to vanilla displacement; -or maximum allowed gun caliber according to their size where bigger and thicker hulls = bigger guns, which strongly helps out Hybrids, Semi-Armored Cruisers, and such; -many useless Experimentals were given something special, and then about 50 other early game hulls were all given some special stats; -or by changing one or multiple of their stat properties, specifically those with a lot of additional unusable superstructure; -or by crew amount change -or by an entire rework -or a combination of any few of these. Yes, I'll repeat, it means some CAs can have 12" or 13" and two largest of the CA type can wield 14", CLs also 8" and 9" and one largest of the CL type can get 10", and game's two Flotilla Leaders might fit an 8", many other DDs up to 7" and 6". All BBs and BCs were tweaked too, where of ships that already had caliber limit imposed by devs, USA modern battlecruiser from 15" to 17", USSR stalingrad battlecruiser from 15" to 16". ~100 Funnels&Towers&Barbettes tweaked: -Entities with a lot of additional unusable superstructure tend to get additional Damage Control (modern French Main Towers have variants with no funnel slots, they'll now help compensate for french BB's general lack of Damage Control); -also mutliple hulls have a lot more funnels accessible (for British escort&command cruisers, which fit well into that big Dido tower, for G3, more USA Funnels for big USA hulls accessible now, more USSR Funnels for big USSR hulls accessible now); -pretty much all longitudinally twin funnels (or just take up a lot of longitudinal space), as well as torpedo boat funnels (which also affected Novik hull funnels), were buffed; -some biggest ships have more humongous secondary towers available (with high damage control) accessible, that were in the gamefile, but disabled; -some towers just got stat tweaks without superstructure taking up space being the reason, like thin tall main towers (resembling G3) now having more proper long-range accuracy compared to other accessible towers; -some funnels just got stat (weight) tweaks compared to other accessible funnels to whichever hull. -Crew number tweaks for pretty much all guns and torpedo launchers of any barrel/tube count. More accurate high-caliber mk1 and mk2 guns; more stable stat maximums; higher maximum armour value dependancy on hull particulars instead of ship type; More info will be listed in-game (News section) Part Resizer: -USA 13" and above guns no longer can be Brooklyn, only Iowa; -USA mk1 (also accessible to China) Maine Turrets no longer get uncontrollably obese with each consequent gun caliber (a vanilla error); -Due to technology unlock tweaks, where bigger guns unlock earlier, changed all mk1 14" turrets models to be the same as mk1 13", however only USA (and China) has triple-gun mark1 turret model in-game, a very rare sight of which will be possible to see only in 1911; -French quads models can no longer be different from non-quads of the same caliber (a vanilla error for 16"+ guns); -Now accurate and up-to-scale Queen Elizabeth BB possible that unlocks in 1912, gave it 3 fitting compact main tower versions; -Shrunk something into simple fast modern Torpedo Boat hulls; (didn't get to change much else) Damage type equalizer: Normalized damage float-up values to firstly, not be so inflated and unreadable, and secondly, better represent the actual damage of the gun shown in your ship stats. Crew will not give up so easily, ships will not flood so comically quick, ramming becomes viable at finishing off critically structurally damaged ships, significantly improved resistance to Extensive Fire (very dependant on Damage Control now), early years guns tend to fire faster, 1.1" guns now fire especially quickly and are finally useful for short range accuracy, torpedo launchers now take 80% of the time for that crew army assigned to them to pull out torpedo batch out of storage, and 20% to shove one-by-one into each torpedo tube (huge RoF buff for multi-launchers) humongous guns tend to fire slower and at shorter ranges, More on this in News section. Costs & Technology & Components tweaks: -Unlocking "End Tech" before last actual "Component" that happened due to overlap must no longer be possible. -Basically everything costs differently now. With more and more previously free technologies inserted into each of components, whether it's a hull, an armour, a tower or a gun, will now make them cost more with each new non-arbitrary tech. Originally, ships are fairly cheap, especially with weak hulls and reduced initial turret cost making ships further cheaper. -Engine cost jumps are now less, Advanced Steam engine now only obsoletes when first Diesel engine unlocks. It's description now clearly says that it's a wise choice for slow ships. -Increased cost jumps of Survivability section and Weapons section components, -Increased amount of technology unlocks for hulls after 1927 where super battleships will only unlock much later, (also tiny reshuffle of early battleships so that ones don't overshadow others, probably only in Chinese and one in Russian). -Increased amount of research effort required for big hull viability jumps (1905 and 1927 especially), and slightly affects cruiser research too. Secondaries are also generally slower to reasearch with each consequent caliber so that they're more reasonable in campaign. preserved DIP v1.5's no-armour-weight-change per quality components & no-hydrophone&sonar for anything above CL policies. Also preserved DIP v1.5's weight balance for hulls (it helps out AIs and unfortunate hulls a lot), lack of Submarines, lack of Mines, lack of Smokescreens, and generally reduced ship mobility, however they now also accelerate much slower at low RPM too. Also some DIP balance bias can be noticed so expect familiar feeling if you played DIP already, despite there being only like 2% of .assets text size changes that remained identical. -Extremely rare events are now less rare; -Unrest and Naval Prestige better usable in gameplay thanks to tweaked event outcomes, may be more difficult to deal with; -More rare events and not-so-rare events about interacting with Minor nations; -Population is more aware of warmongering; -AI admirals are now more warmongering especially noticeable at high difficulties; -AI ships in battle could be more aggressive and reckless and approach at 20% closer optimal range, not sure why but it seemingly learned to sometimes, just sometimes, ram your own ships. -Ships can no longer be unrealistically overpopulated by Crew, the Crew amount you see when picking Hull at max length will stand for Spacious Quarters now; -This then causes Crew reserves be a lot more valueable, training a bit more time-consuming (but degradation is less), Task Forces became smaller but I've added more levels. The required fleet tonnage for coastal operations should be significantly reduced, too. -Barrel length now fully supports variation between -30% and +25%. -Introduced more new components for higher variation in earlier game and making these high-speed cruiser hulls actually feasible, as these were oil-fired. -Everything that has to do with Oil, Electric Wires and Electric Batteries now creates more issues with Fire Extinguishing, especially Turbo-Electric engines. -Fixed critical stat loopholes, exploits, some vanilla and DIP balance design logic errors, and little typos. -Removed Hard difficulty. -Added difficulty harder than Legendary. Nightmare Difficulty mod More details in News section. Check it out for yourself! I am (unfortunately) obsessed with balancing games. Which resource assets changed: accuracies, components, compTypes, crewTrainingLevels, events, guns, params, partModels, parts, provinces, shipTypes, stats, techGroups, technologies, torpedoTubes, techTypes, aiPersonalities, players. Don't forget about English.lng! Entire Events system is based all around it's special flags, and obviously it's required for new Components, Techs and Events descriptions. Any other mod is free to use the parts rebalance, mind that technologies, shipTypes, params, (crewTrainingLevels, guns, torpedoTubes), are all conjugated about ship/part behaviour rebalance (and gun/torpedo behaviour rebalance)!
  3. We all know that the accuracy system is in desperate need of an overhaul. Here's my idea of a system to replace it, which should be feasible from a programming point of view and accurate to history. I think the best way to describe my proposed system is by example: Ship X fires at Ship Y. Upon firing, the game calculates the flight time of X's shells and predicts where Y will be that many seconds in the future based on Y's current speed and heading. At that point (a literal point on the XY grid representing the predicted center of Y) the game will generate two dispersion circles. The first circle, called the Fire Control dispersion circle (FC Circle) represents the accuracy of X's FC systems and is centered on Y's predicted location and generates a point using a random dispersion algorithm (this generated point is where X thinks Y will be). The second dispersion circle is generated on the point created by the FC Circle, this is the Gun dispersion circle and all shells from X will land there. As the shells are physical objects in the game the game can track which compartment the shell hits, if it hits, and do the pen/damage calculations there. Modifiers for the FC Circle: Base accuracy determined by Tower(s) First ranging shot (200% debuff) Second ranging shot (100% debuff) Shots on target (25% buff) [% probably needs adjustment] Under fire (40% debuff) [% probably needs adjustment] Weather (debuff ranging from mild to severe, reduced by radar) Technology modifier (Highly variable buff) Primary FC destroyed (technology buff reduced by 1/3) [located in hull behind main belt] Secondary FC destroyed (technology buff reduced by 2/3) [located in hull behind main belt] {some ships, like CLand DD, don't have a sec FC; in that case if the FC is hit both are considered destroyed} Rangefinders damaged (50% debuff) [Primary OR secondary tower destroyed] Rangefinders destroyed (100% debuff) [Primary AND secondary towers destroyed] {If ship has only one tower the rangefinders are destroyed with the tower} Conning Tower destroyed (20% debuff) Turning beyond 5 degrees resets ranging shot count (need to fire first and second ranging shots again) Ship obstructing view of target (50% debuff) Smoke obstructs target (200% debuff, negated by radar) Radar (150% buff) [Has a chance of being destroyed by battleship caliber guns (12" and higher) firing, the larger the gun the higher the chance. Gen 2 radar has reduced risk of being knockedd out by own guns firing] Radar destroyed (radar bonuses removed) [caused by own guns firing, critical hit to main tower(?), or main tower destroyed] Modifiers for Gun circle: Base accuracy determined by gun Ship instability (variable debuff derived from fore/aft and starboard/port offsets combined with hull base value) [battleships are naturally very stable, CLs and DDs are naturally quite unstable] Damage instability (variable debuff derived from amount of flooding damage) Sea state (debuff ranging from milld to severe) Turret(s) damaged (# of turrets damaged/100% debuff) [Turret indicator at least yellow, I.e if a ship has 2 turrets and one gets damaged it takes a 50% debuff. If both are damaged its a 100% debuff] Swamped (25% debuff) [turrets taking water due to low freeboard, possibly caused by flooding damage or very rough seas] Notes: Each gun caliber has its own dispersion circle. Primary batteries and Secondary batteries have separate FC systems in order to allow for independent targeting. Close readers will notice that its possible for ships to dodge incoming shells by altering course and/or speed after being fired on. That is both intentional and historically accurate, and it means that small, fast, and nimble ships, like CL and DD can dodge main gun batteries of capital ships at long range. However the shorter flight time and higher RoFs of smaller caliber guns, like 4", 5", and 6", are much harder to dodge. For those wondering why you'd need to make ranging shots again after turning, that's exactly what captains needed to do IRL after turning.
  4. Because of the recent testserver changes. This might fit well. Complete chat Overhaul no global chat no nation chat In port: - real time Chat between all present captains is allowed - you can write on the port blackboard to leave a message this message last 2rl days has a total amount of xy letters and just one per captain per each port is allowed. - writing to other captains not located in the same port takes time. Message arrives xy mins after being sent and only when the captain enters any port. But the receiving captain will get a notification that a post ship will arrive soon. In OW: Real time Communication between all captains of the same nation in viewing range is allowed. Everything else is forbidden. In Battle: Same as OW
×
×
  • Create New...