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brothermunro

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brothermunro last won the day on September 19

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  1. It would be very helpful to have a second tier set of pre designed ships! Sounds like an excellent feature to me!
  2. You can change what they are called (and their descriptions) in the English.lng file, I’ve changed ‘fast’ to DO NOT USE 😅 If Nathan is able to make a batch generator somehow we should be able to package up mod compliant designs to make the fast and mixed options function without having to sit and make 20,000 designs (hopefully)
  3. Compatibility update. Saved campaigns should work fine, but if you are starting a new one please only use the new 'slow mode' NOT mixed or fast.
  4. Hey folks please be patient while I try to get DIP working with 1.6.0.7 - it may mean v3 goes into beta sooner than expected!
  5. A big reason to fix the research priorities is that the AI loves using them, so will be inadvertently crippling themselves.
  6. The ship pack should be unaffected unless the developers make all shared designs invalid (usually that only happens with major updates). In DIPv3 you won’t have to reinstall the mod when the game updates either!
  7. Task forces generally suck, I really only ever use them when I want to launch naval invasions. Otherwise I just keep everything in port on sea control. The mission generation system is a bit of a black box atm I'm afraid! If/when it is discovered how to mod it properly I would love to up the mission chances! In other news the mod has been updated to 2.3.0 with the following changes: Increased the chance of the 'Improve Relations' diplomatic action working to 90% to reduce player frustration and lower overall tension gain. Maximum resistance capped at 85 for all hulls to prevent unkillable ships appearing late game.
  8. You need a minimum of 100,000 tons in your invasion fleet to start a naval invasion, regardless of how big the port you want to attack is! As for the lack of port strikes I’m assuming you’ve started in 1890 when ships have utterly pathetic range. Port strikes are considered a really good mission so ships need lots of range and power projection to trigger them. Sadly we cannot tell fleets to attack ports or task forces directly.
  9. Funnel capacity on tb's and dd's is totally broken, I'm aware but can't fix it just now without breaking something else more important. As for the speeds that can be fixed in the next version
  10. More performance is very welcome, but is it possible to add (for us modders and mod users) an ability to toggle the new pre generated ships off? We can then make our own pre-generated ships through the existing shared designs feature without fear of vanilla designs getting into the mix.
  11. I have not had the chance to test DIPv2 with the 1.6.0.7 beta but I’m going to assume a bunch of hard coded vanilla ships are going to cause a lot of issues. Please be patient once it goes live!
  12. I keep a vanilla version of UAD around for checking things (and also to check if I’ve messed things up) - can confirm you can get -100% gun damage reduction on vanilla hulls. Easiest one to check is the German Super Battleship 2 with maximum displacement and increased beam & draught. If you take a ship like that out into a custom battle it is basically impossible to hurt, indicating the tooltip is correct.
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