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o Barão

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Everything posted by o Barão

  1. A-H have a lot of subs. I suspect that to happen when the AI fails to design a ship. I am guessing here. I prefer not to comment about this here, since this area is about the devs updates.
  2. 1 In fact you could, by sending them in waves to form a big line in the ocean to cover a wide area. The Japanese sub that sunk the Wasp was part of a group covering a line east of Guadalcanal. It is not a question to intercept, since that is impossible due to speed factor, but to be in the path of the enemy fleet. Spread your subs to cover a wide area in a line formation where you expect them will come, and you increase your chances one of them to be in the right spot to attack. 2 IRL it was easier. The reason being the speed. The sonar man will have many difficulties to hear the sub with the ship's engines at high power to maintain a speed 20 knots+. In a convoy travelling at 9 knots, it seems much more difficult for a sub to slip away undetected, but they did anyway, so. 3 No difference. If detected by the enemy attacking a convoy or TF, the threat by destroyers is the same, and that didn't stop them before. Some were lucky and evade, others got sunk. Same thing.
  3. So, the same thing as WWII. Ok. Oh really? Ok play a campaign against subs without DDs. If they are useless there is no point in spending money on them right? Tell me after how it worked the game for you. I don't understand your point, really. Are you trying to say I am right, when I mentioned the convoys were more vulnerable because they were slow? Ok thanks I guess. You are ignoring the major factor here. Air power. The moment the Allied forces managed to close the Atlantic gap with planes, there was no more place to hide. Half of the U-boats were lost this way. There is no air power to threaten your ships, and the same applies to subs. Wrong again. Every time they could be useful in depleting the enemy forces before the major battle, they were used. Normal thing to do, since is a great weapon for the job. Germans did that and failed in Jutland. If I am not mistaken, the entire American sub concept before WWII was to use them with the fleets, to go ahead of the main fleet, scout, report and sink as many as possible. And they did that in all major battles, same as Japan. I think all nations used them in that role when the situation arises. So yeah, same thing. Wrong expectation about how subs operate leads to disappointment with the game. Nothing new.
  4. That is in my opinion the main issue with subs in this game. Most players don't understand what they could do. Your statement is wrong, simple as that. The advantage the warships had against subs was the superior cruising speed, nothing more. Convoys were slow, so the subs captain could outrun them in the open far away and plot a course to intercept. Dive, attack, evade and repeat the process. Against a TF cruising in high speed, impossible. But if they were unlucky to be traveling a path where is an enemy sub, they would be attacked. Capital ships are valuable targets to be neglected. Do you think Barham was sailing alone without an escort? How about Taiho or Shinano? Carrier Wasp? About the attack against the carrier Wasp, the Japanese commander was so lucky that the remaining torpedoes that miss the carrier would score a hit on the NC and a destroyer. There are many situations like that in WWII.
  5. You will need to explain in more details for me to understand. The AI logic in NAR was changed to use HE in battle more often. It is about that you are talking about?
  6. No, but I will use the TB towers for the DD 1 hulls since those are what better represent the design from the time period. I have a few ideas, before Christmas should be ready.
  7. I agree 100% with you on this. In general, I like the improvements made to the AI in the last update. I can't. This internal code from the game, and I don't have the skills to do that. I can only edit the parameters that are available to me. In this case, what I am suggesting would be to create a new dedicated parameter that is only exclusive to a specific class, well two, TBs and DDs, and this only the devs can do it. But I already mentioned this to Nick around 6 months ago.
  8. There is a way, but the devs made significant improvements in that area in the last update, so I suggest you to try it first. In fact IMO, the changes were too much. In my current campaign, I am seeing the AI fighting to the last man in most battles, all dying instead of fleeing.
  9. This is not correct. TBs and DDs all follow the same AI logic. Trying to create battle lines and copy the target speed. Also, approach angles are universal for all ships. There are no exclusive modifiers for them. You may have seen a situation where you got the illusion that they were trying something different, but no it was only a lucky coincidence. Here as an example, you can see the AI creating battles lines and also copying the target speed and approaching slowly, giving me all the time in the world to murder one by one. The issue is these values are universal. approach_clamp,0.33,Lmit of direction/away approach angle for ship's far away. Must not be >1. The bigger the sharper turns to reach the desired distance.,0.5 [0.3~1],,,,,, approach_clamp_torpedoes,0.5,Approach logic for ships armed with torpedoes. The bigger the sharper turns to reach the desired distance.,,,,,,, approach_clamp_no_guns,0.4275,"Same, but if too far to shoot guns. The bigger the sharper turns to reach the desired distance.",0.95 [0.3~1],0.17,,,,, If it was possible to have these 3 modifiers copied and used only for TBs and DDs with a different set of values, then it would be possible to make them hyper aggressive and deadly in the approach. Edit: In fact, I only need this one approach_clamp_torpedoes,0.5,Approach logic for ships armed with torpedoes. The bigger the sharper turns to reach the desired distance.,,,,,,,
  10. BETA v3.1.0 N.A.R. changelog: Subs stats reworked and rebalanced. Nerfed* *If I notice the subs to be weak, I will buff them. Small coastal subs: Difficult to detect, low firepower, cheap, low range, weak hull integrity Ocean subs: All average Cruiser subs: Very powerful, the best range, good hull integrity, very easy to detect, expensive. Glass cannons? Fleet subs: Powerful, great range, the best hull integrity, easy to detect, the most expensive
  11. BETA v3.0.9 N.A.R. changelog: Updated to UAD 1.4.0.8 Opt x2 Accuracy bonus and penalties from beam and draught limited to 7.5% from the previous 10% to balance a little the player ships designs against the AI. Guncotton will only become obsolete when TNT is available, giving the player a safe option to use.
  12. BETA v3.0.8 N.A.R. changelog: Japan Modern Heavy Cruiser II without main towers in the campaign issue fixed.* China Modernized dreadnought I without funnel in the campaign issue fixed.* I didn't have the time to test but should be working now.
  13. 1 and 3 are things that only the devs can edit. I don't have direct acess to the 3D models. About 2, the trick is where you place the turret. There are some positions where the main turret will ignore the secondaries around, if I am not mistaken there are other hulls where the same thing happens. Not interested. Obsolete mechanics or hulls happens for a good reason. Not only to be realistic but to also force the AI to use the best tech available, well in theory at least. But don't worry, I hope, unless the devs want to give us another update, to have the mod ready in a few weeks. After that, you will probably see versions of my work made by other modders with those options. I prefer to see screenshots to make sure. I am playing a campaign atm after many months to see how the game mechanics are working to see if it needs some changes, but I still didn't reach the submarine's time period. By the away, anyone is having an issue with AI ships in battle without fuel. "Low fuel" status. I am seeing in all my battles and is ruining my experience.
  14. Are you guys seeing a lot of AI ship with low fuel status?
  15. Good, I should have mentioned that I was talking about major nations. I provoked a war against Russia with A-H being allied at the same time Germany and Italy. They did nothing, no declaration of war. Germany eventually went to war with Russia some turns, but it was because the fleets were raising tensions somewhere. Italy does not care, is friends with everybody. Yeah, I saw that. I will take a look at that when I have the time. 👍
  16. Send patrols ahead to clean the waters, I guess. About the capital sinks being sunk, well that is realistic, but I don't know what you are seeing. I can only tell you atm the mod is using the stock values for the sub mechanics, with the difference that in NAR we have the scout planes that will help against subs. I am playing a campaign atm after some months, is still in the first years, and I am not rushing, so no subs atm. But I am looking for things that can be improved, and I will pay attention to how subs plays in the game. By the way, anyone is seeing allies not helping you in the wars?
  17. Magic. In the "components" we have the weight modifier. Since the beginning, I always thought this was related exclusive to the AI decision what component should use when designing a ship. But since I never found a way to tell what component becomes obsolete or not, I decided to take a chance and change this values to see what would happen. And voilà, was here all the time. I changed all the components I want to be available to 45, and now they will not become obsolete. explosive_0,,explosives,$component_name_short_explosive_0,1,$component_name_short_explosive_0,$technology_desc_projectile_explosive_7,, explosive_1,,explosives,$component_name_short_explosive_1,2,$component_name_short_explosive_1,$technology_desc_projectile_explosive_8,, explosive_2,,explosives,$component_name_short_explosive_2,45,$component_name_short_explosive_2,$technology_desc_projectile_explosive_9,, explosive_3,,explosives,$component_name_short_explosive_3,45,$technology_name_projectile_explosive_10,$technology_desc_projectile_explosive_10,, explosive_4,,explosives,$component_name_short_explosive_4,45,$component_name_short_explosive_4,$technology_desc_projectile_explosive_11,, explosive_5,,explosives,$component_name_short_explosive_5,45,$component_name_short_explosive_5,$technology_desc_projectile_explosive_12,, explosive_6,,explosives,$component_name_short_explosive_6,45,$technology_name_projectile_explosive_13,$technology_desc_projectile_explosive_13,, explosive_7,,explosives,$component_name_short_explosive_7,45,$component_name_short_explosive_7,$technology_desc_projectile_explosive_14,, explosive_8,,explosives,$component_name_short_explosive_8,45,$technology_name_projectile_explosive_15,$technology_desc_projectile_explosive_15,, explosive_9,,explosives,$component_name_short_explosive_9,45,$technology_name_projectile_explosive_16,$technology_desc_projectile_explosive_16,, If you are comparing different components from other ships, you will always find something to nitpick. All components have a size scale modifier, and some are scale down versions to fit smaller ships and vice versa, add the guns, and we have situations that does not feel right. With the thousands of components I have at my disposable to edit, it is easy to go crazy if I did everything I wanted to do. If it is good enough, then is good, period. 😉 The smaller the sub, the easier it is to remain undetected. It is part of vanilla game and there is nothing wrong with that. ASW should always more effective in smaller ships. Smaller ships have the maneuverability to align the ship for depth charges runs, and can always lower the speed quicker to use the sonar to detect the subs in the vicinity. In capital ships, you as captain would not want to be without moving with enemy subs nearby. This being said, in NAR, CL and bigger ships have the scout planes upgrade that will buff the recon and ASW values.
  18. BETA v3.0.6 N.A.R. changelog: ---Important update--- Pricic Acid, TNT and Dunnite will not become obsolete anymore. TNT was used by the Germans all the way to WWII, the same can be said by the Americans with the Dunnite, and Pricic acid was used by the Japanese until 1930.
  19. @Nick Thomadis sorry to bother you, but I need assistance with a little issue. The explosives 4th and 5th will become eventually obsolete at some point in the game. I am almost sure that I have no way to change this, but maybe I am wrong. Is it possible to change this with the files I have atm at my disposable. If yes, how? If not, is it possible to give me access to the file that controls what components become obsolete in the game? Thank you. UPDATE: No need, I already found the solution. 😉
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