MDHansen
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Everything posted by MDHansen
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>>>v1.5 Feedback<<<(Latest version: v1.5.1.0 Opt)
MDHansen replied to Nick Thomadis's topic in General Discussions
Great additions here! One question, and I might be daft; how does this work? (- Added a new feature when issuing a home port for your new ships. Now you can favorite some ports with the right click button to find them easily.) -
>>>Beta v1.5 Feedback<<<(Update 9 Final RC)
MDHansen replied to Nick Thomadis's topic in General Discussions
is it just me, or is the port names more bold ? -
>>>Beta v1.5 Feedback<<<(Update 9 Final RC)
MDHansen replied to Nick Thomadis's topic in General Discussions
Looking forward to experience 1.5. Looks nice on paper 👍 -
Frustrated by AI not engaging or being engaged by my ships
MDHansen replied to McGib's topic in General Discussions
I'll agree ai invading is a bit random if they manage to bring what is needed. Though I do see several invasions succeed in my games. Regards to not being able to move out of port or being constrained by a smaller fleet; If in port, move the fleet just out of port, should initiate a battle next turn ("Meeting") If at sea and a smaller fleet blocks the path (canal), just move tf in to the ai fleet zone, should initiate a battle next turn ("Meeting") I can reproduce all these 100/100 times, unless ofc ai moves away same turn as an example -
glad I could help 👍
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In the params-resources file you have #,,Ship Build/Repair/Refit,,,,,,, refit_cost_mult,0.5,refit cost (multiplier to build cost),,,,,,, refit_simple_mult,0.04,standard refit_cost_mult and refit_time_mult if no added on refit ship new Parts,,,,,,, refit_time_simple_mult,0.02,refit simple construction time mod,,,,,,, refit_time_mult,0.3,refit time (multiplier to build time),,,,,,, refit_time_modifier,0.2,For New Calculate Refit Time,,,,,,, refit_min_speed_threshold_decrease,0.275,Multiplier for minimum speed on Auto-Refit.,,,,,,,
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found a solution for reasonably priced multi-tube torpedo launchers
MDHansen replied to NoX's topic in Unofficial Mods
should be in "torpedoTubes" I did weight and cost modifiers quite some time ago, and forgot all about it Other juicy modifiers in there aswell -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
MDHansen replied to Nick Thomadis's topic in General Discussions
Ive seen this for a while now. Since the first patch in january, perhaos even the one before christmas -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
MDHansen replied to Nick Thomadis's topic in General Discussions
definately disabling/manualing torpedoes now. They are shooting all willy nilly -
How to annex minor countries in 10 easy steps.
MDHansen replied to AacornSoup's topic in General Discussions
^^ this -
How to mod UAD (resources.asset - TextAsset)
MDHansen replied to MDHansen's topic in Unofficial Mods
There is a few parameters to tweak for this. I also believe, not confirmed, this is tied to the event system ("Nicaraguas new leader" etc), wich is not found in the "events" file to my knowledge. Thus, increasing event chance per turn will help, but will also clog up the system when the ai gets more events aswell, and that will make relations go haywire. so... in params-resources.assets we got this major_offensive_attack_ratio_minor,1,,,,,,,, (0.25 vanilla) #,,Events,,,,,,, event_chance_happen_two,8,chance each turn to happen 2 events,0,,,,,, (5 vanilla) event_chance_happen_one,21,chance each turn to happen 1 events,45,20,,,,, (15 vanilla) then there is players-resources.assets vanilla numbers are 1 and 0.25 respectfully -
Why does the Ai always, always, always run away?
MDHansen replied to Jaf's topic in General Discussions
Doesnt in my personal mod. At the gym now but can link a few params to edit once im back home -
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How to annex minor countries in 10 easy steps.
MDHansen replied to AacornSoup's topic in General Discussions
😴 -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
MDHansen replied to Nick Thomadis's topic in General Discussions
ah I apologize. I see now I misunderstood. Yes, I've also had occations where the docked fleet does not attack. Usually they do attack on the first turn. So a good chance it's a bug. If you play a vanilla build (no mod or savegame edit) best is to report through the ingame bugreporter -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
MDHansen replied to Nick Thomadis's topic in General Discussions
but you have an active conquest there🤔 -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
MDHansen replied to Nick Thomadis's topic in General Discussions
Could this be a possible new feature later on? -be able to attack minor (ports) in an alliance with a major, with the result of the major declaring war on you To accomplish this you would need to place a fleet near their port within the operating range of your fleets, and stay there for a few turns, so that passing fleets dont trigger an attack randomly -
How to mod UAD (resources.asset - TextAsset)
MDHansen replied to MDHansen's topic in Unofficial Mods
I am unsure if there is a hard cap on ship speeds. There is a limiter per ship in parts-resources.assets, but I believe that refers to the size/weight of the engines as you go over that limit -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
MDHansen replied to Nick Thomadis's topic in General Discussions
Would it be much of an ask to add a scale multiplier for ships/ports on the campaign map, much like the one for oil/rebellion? #,,CampaingMap,,,,,,, scale_mult_indicator_oil_rebellion,0.3,Multiplier for the scale size of the Oil and Rebellion icons,15,,,,,, -
How to mod UAD (resources.asset - TextAsset)
MDHansen replied to MDHansen's topic in Unofficial Mods
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