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o Barão

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Everything posted by o Barão

  1. I can add the Mogami hull for the CLs. In fact, we already have something similar, in game. It's only missing the torpedos ports and the round secondaries placements. A simple change. Yes, 6" are now secondaries on the CAs. Mogami added for the next update. "Modern light Cruiser II"
  2. I am almost sure you can continue. The only changes to ships I made for the new AI logic, were for a French hull and German hulls from the 1890-1900 period. So I am guessing you should be fine now. Thanks for the report!!
  3. Thank you for the screenshots!! Maybe I was too kind in the recent changes. I am seeing nations at war against 2 or 3 countries and with a positive GDP. Maybe it is impossible to make them go bankrupt now. If that is the case, report to me. But for now, no more changes to the economy. Have fun! 😉
  4. BETA v7 - "Release the Kraken" - N.A.R. changelog: Updated to UAD 1.5.0.5 Optx3 AI ship design logic reworked to use more main guns for most ships.* Some hulls reworked to use the new AI logic. Dual barbettes fantasy removed from early ships. You will see them only in modern ships. (g4 ships for the modders) Minimum main battery for the CA is now 7" (previous 6") Minimum main battery for the CL is now 5" (previous 4") Brandenburg hull (the German variations) will always use the bigger version to bring more guns to the fight. Lowered the economy penalties to help the nations at war to keep them fighting and to incentivize the player to fight more. About the AI logic rework: Almost all ships were reworked to use more guns if possible. Expect to see some monsters in the water. This will affect mainly BBs, CAs, modern CLs, modern DDs, gunboats and early french ironclads ("hotels at sea") This version is highly experimental, can make your campaign crash, game stuck on loading screens, I have no idea since it is impossible for me to test all hulls. Expect to see more improvements to the AI logic in the future. If playing a campaign around 1890-1900, it is probably best to start a new one, for the others it should work fine. Note: Both the turrets and barrels requirements were increased for almost all ships, but you still can expect some strange things from the AI, like designing a modern cruiser with 4 single turrets. Not perfect, but in general much more dangerous. Link: https://drive.google.com/drive/folders/1Vr9QrPW0iJtDljTSj6yxQGmSi42LUKcp?usp=drive_link "Now witness the firepower of this fully armed and operational battle station!!" - Emperor Palpatine *All these designs were made by the AI
  5. No, the opposite. I will lower the economical penalties for countries at war. This should also incentivize the player to wage war more often. To have fun
  6. @killjoy1941 "...but war wrecks everyone. Growth drops to at best 2%, and the weaker nations immediately go negative. Not by much, usually between -0.2% and -0.7%, but once the AIs start losing convoys, they're forced into a contractionary spiral with no end but peace, which is why the AIs all have small fleets. " and in the end... "I see the merit in a tightened economic system if it makes the AI even more fragile than it already is." Thank you for the report. (I would prefer to see some screenshots), now I am going to do the opposite to fix that issue. 😉 Major update coming!!! Experimental branch.
  7. @Nick Thomadis if you have the time, set the AI to auto design this hull: cl_4_omaha,,hull,Scout Cruiser I,,-1,-1,1.1,390,warrior_hull_narrow_long_mod,1.025,,,usa,"type(cl), Omaha, cl, g1, barbette_need, Coastal_Ship, Essential_Central_Funnels, var(nose_line)","hsize(1750), hull_form(77), stability(60), floatability(60), endurance(50), spot(0), turn(68), vis(4450), beam(0), draught(0)",,,,0.14,2,3,8500,10500,7,,,,,,,31.5,3,6,,31,-1, It seems the AI is struggling to understand that needs to place the main tower first, and continues to fail to get a result.
  8. Yeah, sometimes it can be frustrating. If it is possible, disable steam updates to avoid any possible issues. The current version is working with the new devs update, so I will take a break to enjoy the weekend.
  9. Weird, yes, but if we take into consideration the role they were designed to fulfill, it seems the Germans took the best they could get from the treaty limitations. They knew it would be impossible to have those ships in the battle line against capital ships, but as lonely raiders in the South Atlantic or the Indian Ocean, they were almost perfect. The English needed to keep the capital ships near key points most of the time, and so they relied mainly on cruisers to patrols the vastness of the sea in those theaters. The Battle of the River Plate show us that the British had to work hard that day to win the engagement. The weakness I see on them was the speed. In theory, when they were build, it should be enough to run away from any threat and chase anything valuable, unless they were being chased by the Hood or a similar capital ships. Maybe the Germans were thinking, the British would never use them to chase a ghost.
  10. @flaviohc16 the same thing I spoke to Fangoriously, I will tell you. It's normal for players to have different views of how it should work in different things in game. That it is normal. I focus on historical accuracy, and I am not interested in limiting the player freedom without a good reason. That is why you don't see triple main guns on DDs inside NAR as an example. Your ideas about limiting the guns per hull, have many issues: First and most important. I tried to demonstrate with a few examples why it doesn't work, but you ignored them. I can have a ship with 20k tons and 2x 18" guns and a 50k tons ships with 6"x18" guns. Why should I cap the 18" guns only for the big ships if the smaller one can also carry the same gun, but fewer? As I said before, if the ship have the displacement and beam to support them, then it should be able to carry them. Simple as that. Second, imagine for a moment, that I would follow your idea, and limiting the player freedom what can use or not without a good reason. What would happen next? Why is my BB "X" can't use this guns "Y"? I would hear this question every week. Try to imagine how is your idea would be received by the other players before implementing. If it follows the mod vision, if it is trying to improve the gameplay or if instead to restrict something without a good argument to support it. In this case would not work.
  11. That is a good point, but it needs to be a minimum of 7". I will add this change for the next major update. https://en.wikipedia.org/wiki/French_cruiser_Dupuy_de_Lôme I am surprised that you never heard about the Graf Spee. https://en.wikipedia.org/wiki/German_cruiser_Admiral_Graf_Spee 16k tons, 6x11" German pre dreadnoughts, armed with 9.4" https://en.wikipedia.org/wiki/Wittelsbach-class_battleship And there is no way to set a minimum per hull. It is a global parameter. And because of this the same rule is applied to BC's. [5) max caliber for the "cruiser killers" , one of the last hulls between 25 and 35k tons, 14 inches. 6) max caliber for the BC 1, 2, 3 hull: 14 inch 7) max caliber for the modern battle cruisers and BC 4-5: 16 inch 😎8 )Max caliber for the fast Battleship ( last BC design) 18 inch .... 10)max caliber for the first 3 dreadnought hulls: 14 inch 11) max caliber for the modernized dreadnought: 16 or 18 inch.] You are thinking that is the hull displacement that will determine what guns can be available, but that is not the case in the examples you gave. There are many other factors. Just to give a few examples why your rules doesn't work. https://en.wikipedia.org/wiki/HMS_Furious_(47) 22k, 2x18" guns. This one is much older. https://en.wikipedia.org/wiki/Italian_ironclad_Italia 13k tons, 4x17"
  12. If you read the modifiers available in the first line, you will see this that we have only this "maxAllowedCaliber", so no, it is not possible. 🙁 It seems I am reading the script from the movie Alice's adventures in the Wonderland. Jokes aside, that is the beauty of modding. To express what you would like to see in game, but our visions are completely different. I am almost sure, that one of the three modifiers I mentioned will give you the result you want. Now, if you want to talk about the maximum armor allowed per ship type, then you need to go to another file. Open "ShipTypes" file and look for these modifiers: "...armor,armorMin,armorMax..."
  13. Inside the "parts" file (only in NAR), read any cruiser light line. As an example: cl_5_brooklyn,,hull,Modern Light Cruiser II,,-1,-1,1.9,300,brooklyn_hull_b,1,,,usa,"type(cl), CL_Brooklyn, Essential_Central_Funnels, Middle_Superstructure, barbette_need, cl, g2, g3","hsize(2950), hull_form(100), stability(75), floatability(65), endurance(60), spot(0), turn(65), vis(4100), beam(0), draught(0)",,,,0.15,5,7,9900,13900,7,-12.5,5,,,,,30,3,8,,29.5,-1, The "7" is the maximum caliber allowed in that hull. Remove that value and will use the global value set in NAR. 9=9" I don't remember now what is the correct modifier, but look at *these in the "params" file: *NAR values. w_armor_barbette_turret,0.03,turret barbette weight: percent of base turret weight,,,,,,, w_super_barbette,0.0035,increase weight of the barbette from armor A.Barbette,0.00115,,,,,, armor_limit_multiplier_barbette_guns,3,limit multiplier for barbette guns caliber >= 5 inch.,1,,,,,,
  14. Yes! I will not make any changes to the economy until I get feedback from the players. Screenshots from the politics tab is perfect! 👍
  15. BETA v6.0.2 N.A.R. changelog: Updated to UAD 1.5.0.5 Opt Added 10", 11" and 12" french quads.
  16. Sure ofc, in fact I did just that in the update 6.0 for the British guns. The Americans and French quad guns for those calibers will come in a future update.
  17. Just a side note. To have between 100-140 billions is not really important. We are talking about in game credits, not USA dollars, German Marks, British pounds... What I am really interested is to know how many ships the AI have around 1910 (normal difficulty), if the numbers are ok for the time period, and if the economy is not snowballing for the player to reach a point where he/she can build anything without worrying about the consequences. I saw your shipyard capacity. It should be different in the latest version when starting a new campiagn. Thank you for the detailed report.
  18. BETA v6.0.1 N.A.R. changelog: Economy hotfix Revert the last changes to GDP to try to prevent the snowball effect. Ship maintenance cost lowered by 25% to compensate change. For players interested in sharing your feedback, I am interested to know this: Normal difficulty 1890-1910, what is happening after 20 years. (screenshots please) What is the normal GDP growth for the countries at peace. If is something around 7%-9% is ok. What is the AI fleet sizes. What is GDP for countries at war. If it is too aggressive, this can be mitigated, by helping the AI nations to stay alive and the player not feeling too much penalized to go to war.
  19. It went from 7% to 13.5%????? Damn, I only made a small change. Snowball effect. 😑 Those are fair numbers. Try to provoke a war somewhere around WWI and see how the treasure can maintain the whole fleet at sea. Thanks for the feedback!
  20. BETA v6 N.A.R. changelog: Updated for UAD 1.5.0.4R All ships and guns have been imported and adapted to work inside NAR. Scrapping threshold increased to 100k from the previous 50k to help the AI to maintain a decent fleet size. Credits to @brothermunro for the idea. (*needs testing) English file was also updated.
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