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brothermunro

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Everything posted by brothermunro

  1. Yeah I pressed some button combo and it now doesn’t show blocked or ricochets, and doesn’t show ‘penetration’ or ‘partial pen’ in words below the damage number. No idea how I did it 😅 do you know how to change the game’s font?
  2. ‘Dunking’ in this context would mean that the AI ships are winning with ease. It’s a term originally from basketball (where you are losing to an opposing team who are scoring a bunch of easy 2 point scores). It could also be from ‘dunking for apples’ which involves submerging your head (or ships in this case) but that seems less likely 😅
  3. Literally moments after pushing today’s update I ran into that issue myself. If you get that (ships freezing) ctrl-alt-delete and end the game’s process. When you reload the game you’ll be back on the map, the battle will regenerate and it should work properly.
  4. There have been a lot of updates! Here's another, mostly just for compatibility, but also lowered the transport loss penalty. As with many things transport related it got messed up with 1.5.0.8. @RattyB Ships stopping isn't due to the mod (as far as I know) but is a rare vanilla issue. However do not report it to the devs unless you can replicate the error without the mod as bug reports using a modded game are going to mess up their bug hunting efforts
  5. Another compatibility update. In addition I've adjusted the transport factor to account for the changes in 1.5.0.8 which, whilst unchanged, were suddenly ten times too big. If you've noticed strange economic effects in DIP 1.12.2 that is why!
  6. Yes and no. It’s a problem in the vanilla game as well but because DIP ships don’t have crazy high deceleration it makes it more visible/worse. I’ve done what I can to make it not as bad; increasing the spacing, making the max division size only four ships etc. If it really bothers you disband all divisions and make substitute ones using the follow command - this enforces the ship’s maximum speeds and you won’t get ships running into each other
  7. New update for 1.5.0.7. Includes some minor changes. Moved the ca_4_blucher 'Large Armored Cruiser' hull to become obsolete in 1935 with the 21,000 ton CA cruiser tech so that you can build max sized versions of this ship in the campaign. Added a recon boost to the starting tech to adjust the rate of identification of enemy ships. This is currently very fast so I'm looking for feedback on how fast or slow players would like identification to be.
  8. I’ve seen this as well, including on my own ships if I leave them alone. Feels like the AI is prioritising the easiest thing to destroy (like a wounded destroyer) but isn’t factoring in the chance to hit or distance like it used to.
  9. Compatibility update for the new opt x4 update. In addition I made some changes to the shell ballistics.
  10. New update to bring Opt x3 compatibility. In addition: Made some changes inspired by NAR v8 (thanks @o Barão !) to improve aiming. Changes to formations to make them less slightly less wonky. Increased AI aggression (hopefully). Tried to fix prop shaft 4&5 and oil 3 not showing up in the campaign (will NOT fix this for campaigns that already have the issue unfortunately).
  11. The cost and displacement taken up by the engines will increase dramatically if you go over the ideal speed but other than that there’s no penalty. You can reduce beam to mitigate this though!
  12. Has the rate at which enemy ships in battle get identified been changed? Seems very slow now
  13. Whereas if it’s an autoresolve only convoy battle against undefended transports somehow only one or two get sunk (same with port strikes).
  14. In order: Yes you can change the torp damage multiplier in params Ship types lets you mess around with the class requirements Rather than removing the sub techs just delete the ‘unlock’ bits of them - that way no subs are available to build You can make the mine techs unlock in 1999 in technologies and/or set the max minefield size to be zero in params Guns - that’s a horrible file to edit though! Yup you can adjust shell types in technologies Yes, also in ship types. Some hulls have specific maximums in parts as well. Not as far as I know! Hope that helps!
  15. Once you’ve saved your design you’ll need to order ships from the ship design screen. This will spread the build cost out over the time to build the ships. So for example if you have a $500m design and it takes 30 months to build you’ll be paying $16.67m per month per ship ordered. This comes out of your monthly balance. Your naval funds will only go down if you have a negative balance or you get an event that uses them.
  16. The middle ‘gun’ looks like they added a tube and painted it to confuse the enemy into thinking they had fancy triple turret technology 😂 (it appears to not have a barrel!)
  17. New version 1.10.0 brings Opt x2 compatibility and: Lowered the threshold that the Ai will (supposedly) stop ordering ships to 90% of their total shipyard capacity (previously this was 125%). Lowered battle avoidance threshold. Lowered the AI risk factor to make them fight more aggressively. I'm aware identification now seems really slow, I don't know why as I haven't changed anything to do with that (I'm not even sure I can)
  18. When you build a ship you get the ‘choose port’ option on the fleet screen while it is under construction. If you click that it opens a list of all the ports you can build the ship in. If you right click any of them they’ll get a little star and always appear at the top of the list
  19. Compatibility update for the latest 1.5.0.6 Opt x1 patch now out on the Nexus
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