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Anthropoid

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  1. So it seems, that the mod has somehow become "uninstalled" on my rig. I noticed this because: I had a 275t TB model that I had refitted to carry 25 mines. Got the new tech for 50 mines and went to upgrade it and found that there were no longer any mines in my 275t minelayer TB. I'm guessing that this was just a result of the game auto-updating? ADDIT: Thankfully, just downloading and re-overwriting the two files (English and Resource) seems to have fixed. I did briefly install the "New Horizons" package but decided to delete it. Maybe I deleted the mod too?
  2. How to keep the mod up-to-date with minor changes? Reinstall resource.assets or English.lng or both?
  3. I know in the past the auto designs were quite terrible, but having observed issues with the shared designs, I play almost exclusively with Shared Designs OFF. It is a real bummer, but it seems the Shared Designs feature just isn't finished. I would say the auto designs for the Bot nations are consistently reasonable now. I've even seen some instances where they were actually "good" designs. ADDIT: course . . . it has to be noted that, that was probably a month ago. They make so many changes to the game, on an almost daily basis, it is hard to know what state it is actually in from day to day . . .
  4. I built an 1890 Japan CA using the Hybrid Light Cruiser hull. Initial displacment was 3699/4100. I then made some refits and all 13 or 14 of them have been refitted a couple times, and those refits were probably in the 4099/4100 when they were saved. However, now when I open the most recent refit model it looks like this: So I guess some techs have increased the mass of components on the thing? Other than just NOT refitting them anymore, and/or waiting for additional techs to bring the displacement back below 4100, any methods for dealing with this? Any easy way to figure out what changed that added ~235 tons to it?
  5. Do I have the mechanism correct for the Minors? Build a bunch of tonnage and park it next to their ports/sea regions? Cannot wait to have an endless supply of Kimchi and Kpop girl bands . . .
  6. So I understand this mod sort of "fixes" the way in which the player can provoke opportunities to take over Minor powers? Having played exclusively Japan 1890 campaign starts, I can say with certainty that it is damn near impossible for a Japan player to achieve anything like the historical 1894 "takeover" (basically annexation by virtue of vassalization) of the Korean Peninsula. Does the mod make this a possibility? If so, I'd assume the "trick" is to just: build as much tonnage as possible and then park it next to Korean ports (or at least in the adjoining sea regions)?
  7. WOW! I love this mod already! No need to add stupid thick Main Deck and Main Belt armor just to get an 1890 CA hull to some stability! Anyone have any clue WHY Game-Labs went with that particular balance?! Anyway . . . it is irrelevant given NAR!
  8. I have heard so much good about this mod. Excited to see that it seems to be up-to-date with latest game version! Just downloaded and looking forward to getting into it. Thanks for all your work o Barão! ADDIT: one small suggestion I'd offer for the mod. Having launched and started a new campaign, everything seems to be working fine. If I'm not mistaken, some of the UI elements in the initial screens are slightly different than in vanilla? Maybe it is just my imagination? In any event, if a graphics person can be "recruited" to do 15 to 30 minutes of work, and assuming it is possible to overlay a new image into some of the initial screens, presenting a clear sign to the user that the mod is active is always a good idea. For example, the ship icon that appears in the upper left in some screens could have "Naval Arms Race" added to the image. -=-=-=- ADDIT2: and yeah, once I get into the campaign I can DEFINITELY see a lot of visual changes to the UI, camera positioning (even on the campaign map), etc. So . . .my immediate puzzlement "is the mod running?" As I was launching and getting a new campaign spun up was completely dispelled. As such, the suggstion is not nearly as practical as I thought. Still, if it is not difficult, always good to promote your "brand!"
  9. I'm not a naval historian. But my understanding is that a "high-capacity" or "high-explosive" (HE) shell is not a "non-penetrating" shell per se. Penetration can, and will occur even with shells that are not-designed specifically to penetrate armor. To be honest I'm not familiar with the intricacies of how the app handles "fires" and in particular how fires which are started above decks as a result of non-penetrating hits with HE shells do or do not spread to other parts of the ship. I will acknowledge that: peltering an enemy with HE in order to set as many fires as possible DOES seem to be a bit "over-powered." But I'm concerned that the quoted question swings the discussion way too far into the other direction, by suggesting that it "should not be possible to sink a battleship" by raining down hell fire on it . . . fires spread; fires cause shit to blow up; big explosions can blow holes in hulls leading to flooding and sinking, etc. . . . Agree that: the results of the "Battlecruiser tournament currently ongoing" on Stealth's channel do suggest there is a need for rebalancing of some sort. But it may need to be EVERY circcumspect and trivial balancing to achieve the desired effects, and come far short of anything that would make it "impossible" to "sink a battleship" with HE shells by causing fires.
  10. I too have seen this bug. But never two boats at once.
  11. So . . . pretty much abandonware? Sad. At least it is fully functional, though not without some bugs.
  12. So is this pretty much where this story ended or, what?
  13. I have a couple emails from xsolla from Jan 2020, one of which includes a "Bonus DRM Free Key . . ." and hyperlink to Download the Game, but it seems to be the xsolla verison.
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