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Anthropoid

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Everything posted by Anthropoid

  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.
  14. I have played Ultimate Admiral Age of Sail a good bit in its early version, beta or whatever you call it--the one that is distributed with xsolla (also Dreadnought, which I see is still listed with a release on Steam store of "TBA 2021." I also own UGCW and that one is fully installed in my Steam library. So with respect to UAAS I have a directory in my Steam parent directory: H:\\Steam\steamapps\common\Ultimate Admiral Age of Sail\Ultimate AdmiralAge of Sail But the game does not show up in my Steam library page. Seems pretty obvious I have the pre-Steam version. What is not obvious is: how do I got about redeeming my "beta" version purchase into the Steam version? I tried running the launcher to see if I could get to an options tab that had this automated, but the launcher spent literally an hour updating and patching and I turned it off.
  15. What is the ideal cannon count in a battery with this mod? "~12 to 14" like in vanilla or "bigger?" I was under the impression that "bigger" is always "better" with this mod, but I upped my batteries from 14 to 18 and they all seem to be kinda lackluster now. Strictly anecdotal but, yeah . . .
  16. Just had a little experience with skirmishers in Snakes and Powder. Had two brand new 150 trooper Grenadier companies. Broke off some skirmishers to guard flanks, I guess about 35 troopers? Moved cautiously up road. Spotted an enemy unit in the 40 ballpark. Lead Grenadier formation engaged it might have done a casualty or two, but they definitely killed one or two of my guys. Sent the right flank skirmisher to flank the enemy, and also the left flank, and brought the rear Grenadier company up on the left. Instantly spot another Spaniard on the right coming up the road, and then another up the road down the middle. My right flank skirmisher gets engaged, I tell it to withdraw, it doesn't do it, Men are dropping like flies for a couple seconds. *Poof* Shattered. This kind of thing makes the game "not fun," and turns it into an exercise in: play the battle sea what nonsense scripted ambush is waiting, to kick the user in the nuts, restart and take action appropriately. Great game. Glad I bought it. Looks promising, cannot wait for it to finish up. Needs a LOT of balance work.
  17. I never saw that one, and thought I had played through the whole thing as it stands so far (up past Yarmouth).
  18. If memory serves, I first learned about crossing the T when I was around 12 years old . That would've been about 1960
  19. 'Blast the armor to zero before using cannister' . . . what about the crew men on deck, or in the rigging? Gun wales only extend up to about waist height right? Am I supposed to believe that the crewman on deck are consistently going around in a stooping posture and keeping their heads below the level of the gun wales most of the time? I am no expert in the naval combat of the era but it does not make sense to me that it is impossible to cause substantial casualties with canister or grape shot at point blank range simply because the ships "armor" is still largely intact. For that matter, my observation is that even with armor on a side to zero, the anti-personnel ammo is shockingly ineffective. I'm not the only one who has posted this observation on this board.
  20. I disagree with that. It seems the point of the side missions is to offer "opportunities" at some risk in cost of probably damage or mission failure. This puts an incentive on having a larger fleet, and being able to do these side missions as much as possible. But they should always require one "turn" to complete, meaning: If you assign ships to a PoI, and then do a mission, there is a good chance the PoI will finish, you get the ships back in the harbor and can proceed. Either (a) making them take until the next stage or (b) having them resolve instantaneously would seem to miss the mark.
  21. Good points, except: one would think that fires would actually kill crew and reduce morale, but I've never seen evidence of it.
  22. I agree wholeheartedly. I hope the devs are listening to this feedback because if the combat balance is in this state when it goes to Early Access on Steam it is likely to harm their Steam Rating quite badly. Challenging is good, as long as you give the player an option to play it on true "Easy Mode." My suggestion: change the values of whatever parameters are giving the computer opponent this ridiculous resiliency to about 2/3 or 5/8 of their present values: Make that "Easy Mode." Make "Normal Mode" at about 4/5 of current values. Make "Challenging Mode" at current values. And then whatever for the masochistic difficulties beyond that . . . The point you make about grape shot is abundantly clear to me: it is clearly LESS effective than musket fire and that doesn't jibe with my understanding of these weapon systems. I also think that the Computer Opponents musket fire is slightly more effective than players.
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