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CenturionsofRome

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Everything posted by CenturionsofRome

  1. Could you reimplement the speed limits the mod had earlier (33kn max bb, 36kn max bc, etc) please? The AI just threw a 45kn bc at me, and it was absolute shit. It was annoying to hit, but it couldn't do any damage and once I managed to hit it it died very fast.
  2. Could you lower the unrest penalty for a successful land invasion please? Without anyway to reliably lower unrest it feels like you are being punished for succeeding.
  3. @o BarãoCould you please add the fantasy Bismark tower back to the German super battleship please? It needs that extra funnel slot. Also the 4in Mk5 triple is different from the 4in Mk5 twin and single for some reason.
  4. Is there a way to increase the tonnage limit before the AI starts scrapping ships? I like to play from 1890 which means by ~1920 everyone has effectively unlimited cash. But while I'm running around with 20 BB the AI only has ~7 and keeps scrapping them almost as soon as they come off the slipway.
  5. Does anyone know how to increase the chance of invading minor nations?
  6. Could you take a look at turret armor weights when you do that as well? They feel way too heavy for what you get. I think there's a turret weight multiplier in there somewhere.
  7. I take it there's no way to make the AI stand and fight rather than always running away? I know the custom battle AI is programed to not run, any way to replace the campaign AI with it?
  8. Uh, armor quality techs are now reducing armor weight. I just reinstalled the mod in case it was an error with the installation on my end to check. Is that supposed to happen given that wasn't a thing in the previous version of the mod? B-CA reduces armor weight by 50% and has a strength value of 145%
  9. Perhaps leave that part out of the initial 1.0 release? I'm curious how the armor limitations will affect ship design, both mine and my enemies. With the old limits it was a bit too easy to make an impenetrable tank.
  10. Yes. Ships are not stationary at sea, ever. The wind and waves are likely causing the ship to twist and move in ways that cannot be easily detected.
  11. @o BarãoIs there anything you can do to make naval invasions more reliably successful? It is incredibly annoying to wait six to eight turns only to auto-fail the invasion for no discernable reason. Same with military conflicts. At the very least, could you reduce the unrest penalty for failure?
  12. I'm getting this in campaign, circa 1900-1920 designs. My sub 30k ton ships cannot mount anything heavier than 12-13in if I want to hit anything.
  13. Can you do something about gun recoil? currently it makes ships with large numbers of guns impossible due to the accuracy malus as even three twin 12in guns firing result in 150% malus, which completely guts accuracy. Which means that if you want guns large enough to pierce armor you can only have one-two turrets if you want anywhere decent accuracy, and you don't get quads until late game.
  14. Exactly as the title says. Do events that affect GDP affect your entire GDP or your GDP growth rate? It's unclear. If the latter, is it better to constantly focus on getting your gdp as high as possible even if that means significantly decreasing your naval budget?
  15. So I captured all of AH's ports and now the game soft locks when I end turn, hanging on "update missions". I'm hoping that if I eliminate their sea fleets or cause a collapse via home territory conquest this will go away, but until then I have to quit to main menu and reload to advance to the next turn. Also, N invasions are not progressing though L invasions are.
  16. Also, you can't invade US West coast because the invade point is Seattle and you can't send ships into Puget Sound, so you can't get close enough to qualify for naval invasion.
  17. Can you do a N Invasion on a minor nation allied with your enemy during a war?
  18. Oh good, I'm not the only one having this problem.
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