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brothermunro

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Posts posted by brothermunro

  1. Makes sense to me. Main fire control should also have some concept of what it can hurt (which I think it already does) and if the greatest threat cannot be hurt then it goes to the next greatest threat etc. as you don’t want a CA trying to sink a BB when another CA would be a better choice. There can (and absolutely should) be more to it than ‘closest enemy’, my point was more that the closest enemy is often a reasonable choice even if it isn’t the best choice.

  2. If we are chatting about the AI it would be nice to see some tweaks to its targeting choices (also helpful for the multiplayer mode). Currently ships seem to prioritise the ship they think they can sink the most easily, but do not factor in how likely they are to hit said ship, or the threat of any enemy ships. It can lead to weird situations and potential exploits by naughty players; for instance using a destroyer that gets the attention of the enemy then retreating it, causing the ai to waste shells on it and to ignore your battleship that can now cruise up to point blank range without drawing fire. It’s not very elegant but I’d suggest that whatever enemy ship is closest is probably a good default target for the AI fire control.

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  3. There were a few, the simplest being that I copied it from Admiral Snackbar’s balance mod 😅

    More seriously it is part of making torpedoes a viable threat to both players and AI. A dd or CL that takes a torp probably should sink from only one, unlike the dozens you need in vanilla, and be a serious threat to big ships so that you can’t just ignore them completely. Ai ships which are great at dodging (even though I turned that down) only need to mess up once and their ship is possibly crippled (rather than merely inconvenienced slightly). Destroyer ambush missions against lone capital ships are now somewhat possible depending on circumstances instead of being a pointless waste (of time if you ignored them, or of destroyers if you didn’t).

  4. 2 hours ago, Aldaris said:

    This seems slightly off.

    image.thumb.png.40be97da9547865ae680f0a25644f93b.png

    Also, what's up with my army logistics? I've had the transport slider at max for the entire campaign, and I've stomped in every conflict.

    Army logistics seems to be calculated at least in part by the size of your *navy* compared to your army force not the transport capacity

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  5. Uh ok folks, I am uploading a compatibility update for 1.5.1.1 Opt x1 just now, it works, you can keep playing your saves but it seems that all guns have now become laser guided precision weapons. I can fix it, if I rebuild the entire ballistics system, which I've already done (twice) for the under development DIP v2. I was planning on releasing the new version of the mod alongside the next save wipe, however I may need to bring that forwards (unless of course you want to enjoy the auto hitting experience).

  6. 5 hours ago, Dave P. said:

    This may be an exploit? Even before you have RDF or Radar, if you don't know where the enemy is, you can tell your ships to retreat and they will set a course 180 degrees from the nearest enemy. Then set the course manually again in the opposite direction and you will whammo right into the nearest baddie.

    You can also quickly toggle the AI control on and then off again, it will set an intercept course for you.

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  7. 9 hours ago, TK3600 said:

    Maybe a minimum 0.1in armor should be required for AI ships, unless TB. 

    I also notice while main belt is usually protected, aft and front are usually 0.1. 

    It would be lovely if the minimum armour in shiptypes had a follow on effect on the other parts or the ship rather than just the main belt. For instance if the minimum is M then the game could insist that the minimum for all other parts of the ship is M/6, so for a BB with min 9” main belt this would ensure that it also has 1.5” everywhere else.

    Alternatively editable minimums for the main belt, main deck, extended belts, extended decks, superstructure, conning tower etc. would also be very useful, and allow delicate fine tuning of the auto builder.

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