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o Barão

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Everything posted by o Barão

  1. I don't buff or nerf anything about guns rof. I simply researched historical data about the guns and implemented in game. The focus on NAR is to be as historical as possible as it can get inside the game limitations ofc. There was a good reason why the navies around the world pushed the gun's technology forward in the beginning of the XX century and I have no problems in seeing a 14" performing better in the battlefield in comparison with a 12" in some situations. It should be better. But you pay a heavy price for that. Weight, cost and space. Sometimes is better to go with lower caliber guns but more barrels, in other situations is better fewer but bigger guns. The player can choose any path and achieve the same success in the battlefield.
  2. 1.53 rof and in the table is 1.5 I don't see any issue. And I have no idea why you are taking 50% crew quality in your testings. The rof I created serves as a reference to what we can see in game with all maximum. Crew quality, components. Everything. I will disagree with you on that, but since you know how to edit the files you can always change to what you think is right. Anyway about the 13" mk1 0.62, in the table I wrote 0.6. All fine. And if you want to use a real life as a reference. http://www.navweaps.com/Weapons/WNBR_135-30_mk1.php 0.5 best case scenario, but this is a 13.5 inches. So again, everything is very close to real life data.
  3. Night stat is a tower modifier and will be applied to all guns (if is working). I enable that in game, but I never run some tests to see if it is working or not. I can only work with things already in the game files. I can create new hulls with parts already available in the game or create new component versions with different sizes or stats, but to implement new game mechanics then it needs to be created by the devs.
  4. IMO, is two possible things. A ) You were not using all the priorities in the research tree. The moment you choose another one will affect the time for all the others. B ) You move the slider in the finances.
  5. In this link below you will find all the historical guns I researched for the mod (*135 guns) and then I convert them to the game files. Caliber and mark variant, with that info I create a table that is also in that link where you can see the reload times. Note, that is not always 1 to 1. Some values were changed to make sense with the other neighbor values. A linear progression. Not always 100% realistic but very close to real life performance. https://drive.google.com/drive/folders/1mshmAKPuJlmwytoX9yaJ-rdOuQ_t9Afg *All the guns researched have a link that you can open to see information about the gun, and in all of them you will see a reference to the reload speed. Also, important. I don't remember now if I implemented a limit to the reload speed for the small caliber guns, but some months ago, the devs mentioned a possible bug in game if the gun's reload speed was too quick. Should be easy to see that in game by looking to the 2" mk 5. I didn't change anything related to the research. Can you share some screenshots to for me to understand better what you are seeing?
  6. I don't support multiple versions, only the latest version and if didn't have the time to update the latest beta version. Unless there are other updates before 1.5 this current version will be the official one for a good time.
  7. Spain and A-H should be the most challenging, but that is not really important. Choose anything you like, the most important thing is to have fun. 😉 See if you can notice any difference to ship costs and state wealth. The player feedback is important to know if I am in the right path or if I need to change anything else.
  8. BETA v5.0.4 N.A.R. changelog: Experimental economy changes This will be a side branch only for testing. Players feedback is important. Play at least 5-10 years to see how it changes the campaign experience. IMPORTANT: This version is only for the players interested in testing possible economy changes to be implemented in the mod. A new campaign is needed. Changes: All ship material costs buffed 50%. Budget base and province income nerfed 66%. Wealth grow and inflation lowered from 0.0055 to 0.0045 (it is the same value for both modifiers) Shipyard cost buffed 33%. Income from allies nerfed from 15% to 10% Link: https://drive.google.com/drive/folders/1rsqwKiBEtf1PD72XbFUkANlAXeROidYB?usp=drive_link
  9. Those values can be ignored. The game credits in game are the same for all nations. German Marks, British pounds, USA dollars, all the same. Most important is to nerf the state income. I will release an experimental branch with an economy nerf for the players to test and share feedback.
  10. Legendary difficult will only increase the AI money. The differences between the mod and the game are: The hull foundation and survivability modifiers are cheaper on the mod (around 30%)* The naval war budget is smaller on the mod 1.5 vs 1.7 on stock game. *there are other modifiers responsible for ship costs/all the other economy modifiers are the same. There were many changes to the economy made by the devs in the recent months, and I am not aware how much they will influence the economy. I can nerf the economy (province, base budget, oil -income modifiers), but I would like to ear other players opinions about that first.
  11. Just a quick update. The mod files are now available on Google Drive. https://drive.google.com/drive/folders/1kXuaGBXf46rpE07OwQuqoB9dUi7evgnn
  12. BETA v5.0.3 N.A.R. changelog: Updated to UAD 1.4.1.1 Optx2 Note: As I mention before, I will go on holidays tomorrow and I will only return by the end of the month.
  13. Not a bug. I didn't update the mod to the current version yet, that is why you are seeing different things. It is not supposed to affect, but you are not the first player that mentions the same issue. Sorry, but atm I don't have the answers for that situation.
  14. You want 8" shell with a 6 seconds reload. It would be fun, but I can't. In game there are already loading mechanics, but they are universal for all nations. It is not possible to create a gun, to have a different reload time only for that caliber, that nation.
  15. BETA v5.0.2 N.A.R. changelog: Updated to UAD 1.4.1.1R Ships sections on fire needed to make it sunk buffed from 70% to 80%, credits to "brothermunro" for the tip. Important Info for the upcoming days. I will be on holidays starting at day 8 for 2 weeks, so don't expect me to be around to fix any issues with any updates during that period. I will try to get some time before, to update the mod description pdf with all the changes and move the mod files to "Nexus". This will solve my headaches with cloud services, well, I hope. *The place to gather feedback from the players, will still be here, not Nexus.
  16. I need to change my statement. I got the information that is in fact possible trough @brothermunro, so credits to him. It is at 70% now, the sections on fire needed to trigger the ship lost due to fires. I will buff this to 80% in the next version to run tests.
  17. Sure, you are right. For a moment, I thought you were deleting the JSON files inside the data folder. My mistake.
  18. @vonPeretz Could you help me with startingyear_income_mod and startingyear_growth_mod? I just can't get [GDP Growth] and [Naval funds] what I need for each state. Each time the campaign starts there are different numbers. Is there any randomness? Yes! You will find the random modifier in the "params" file. cash_start_randomness,0.05,plus-minus randomness ratio of amount of starting money,all money gain,revenue = budget,"2,187,500",,,, wealth_start_randomness,5,at new game plus-minus this amount of monthly wealth growth will be applied,all money loss,expenses = expenses_fixed + budget * ( tech_budget + intel_budget + training_budget + shipyard_budget )/100 + maintenance + shipbuilding + ship_repairing,#REF!,,,,
  19. Deleted json files, but why? Check the game files integrity from steam. You can also open the game folder from steam just to be sure where it is.
  20. Sure, go to "partModels" file inside the resource.assets. In the first line you will see this. @name,enabled,#mm,subName,countries,shipTypes,model_1,scale_1,max_scale_1,weight_modifier_1,caliber_length_modifier_1,model_2,scale_2,max_scale_2,weight_modifier_2,caliber_length_modifier_2,model_3,scale_3,max_scale_3,weight_modifier_3,caliber_length_modifier_3,model_4,scale_4,max_scale_4,weight_modifier_4,caliber_length_modifier_4,model_5,scale_5,max_scale_5,weight_modifier_5,caliber_length_modifier_5,#,#,#,#,#,#,#,#,#,# default,1,,,,,,-1,-1,1,1,,-1,-1,1,1,,-1,-1,1,1,,-1,-1,1,1,,-1,-1,1,1,,,,,,,,,, ###,,,###,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, So 5 tiers guns, 5 scale modifiers. The max_scale modifiers, is how much the gun model will increase when change the gun caliber.
  21. No, because I don't have the right 3D model to represent the late Italian destroyer's 120mm guns in game, however they are not "boxy" as the BB counterpart. Those are turrets with a diagonal shape design, as you can see below. https://en.wikipedia.org/wiki/Folgore-class_destroyer#/media/File:Rn_fulmine.JPG https://en.wikipedia.org/wiki/Freccia-class_destroyer#/media/File:RCT_Freccia_cartolina.jpg https://en.wikipedia.org/wiki/Maestrale-class_destroyer#/media/File:RM-Scirocco_at_anchor.jpg https://en.wikipedia.org/wiki/Oriani-class_destroyer#/media/File:Oriani_and_her_crew.jpg You can edit the "partModels" file to get what you want. Swapping the 127mm italian BBs gun from the destroyers.
  22. That would create a situation where multiple ships would surrender due to crew losses instead of being sunk, and the battle of Tsushima tells a different story, and as I said before, fire chance from HE in the mod is already lower in comparison to the AP shell. And why should you not be your ship disable trough fire? If your capital ship have the guns advantage, can, and it should be kept at distance from smaller caliber guns. This is also one of the reasons why the navies start considering all or nothing armor by the start of the century. Another reason to consider, is for a ship to have a great capability to start fires is because it is probably using some pricic acid variant, and there is a high risk vs high reward by using that. It is not only positive things. Anyway, below I posted all fire modifiers from the game. I suggest anyone interested to read, tweak the values and run experiments. crew_fire_damage,0.4,crew damage from fire modifier,12.5,,,,,, section_fire_chance_gun,8,basic chance of fire in section (from gun),10,,,,,, section_fire_chance_gun_deck,12.5,"same, but special chance of fire if hit deck sections",10,,,,,, section_fire_chance_torpedo,15,basic chance of fire in section (from torpedo),15,,,,,, fire_damage,0.33,base fire damage percent per second (to structure),0.5,,,,,, fire_damage_part,0.1,base fire damage percent per second (to part),,,,,,, surv_fire_decrease,65,percent decrease of fire damage due to fire (from max survivability),65,,,,,, fire_stop_chance,35,basic chance to stop fire (every 10 seconds),10,,,,,, water_stop_fire,80,threshold of water level (due to flooding) to stop any fire in section,80,,,,,, fire_min_dur,45,minimal duration of fire (in seconds),15,,,,,, fire_spread_chance,20,"chance of fire to spread to one nearby section (percent chance, every 10 sec)",5,,,,,, ap_fire_mod,0.8,fire chance multiplier for ap rounds penetrations,3,,,,,, he_fire_mod,3.5,fire chance multiplier for he rounds penetrations,3,,,,,, 3.5 in the mod, 4.5 in vanilla Crew quarters should be important when designing a ship if it is going to be in the frontline. Raising the limit will only help the player by only going with the minimum and save weight. Not an interesting thing to do. I changed those values months ago, and I can't explain now exactly what was the idea behind it. If I remember, the idea was about local damage and the losses of personal in one specific location could have an impact in performance which can be mitigated to an extent by the high crew numbers. Something like that, but the values (from the mod) are listed below. As you can see, the minimum crew to operate the stations without a penalty are more generous in ships with big crew quarters. crew_quarters_min,0.7,modifier for crew numbers at minimum quarters,,,,,,, crew_quarters_max,1.3,modifier for crew numbers at maximum quarters,,,,,,, crew_quarters_min_threshold,1,min crew percent to operate stations without efficiency penalty (Min Quarters),,,,,,, crew_quarters_max_threshold,0.8,min crew percent to operate stations without efficiency penalty (Max Quarters),,,,,,,
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