-
Posts
298 -
Joined
-
Last visited
-
Days Won
22
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Posts posted by brothermunro
-
-
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.
-
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.
- 5
- 2
-
The conquest missions? Those are a vanilla thing but there’s a value in params that makes them more likely (I do not remember what it is called I’m afraid)
-
Updated for 1.5.1.1 Opt x4
-
Updated for 1.5.1.1 Opt x3
-
Updated for 1.5.1.1 Opt x2 compatibility. I also brought over the 'flattened' gun length modifiers from v2, changing the gun length should be less impactful now.
-
Kinda reflects the historical reality and might lead players down some of the more esoteric garden paths around at the time like torpedo battleships, or the paranoia around torpedo boats. I’d say torps (bearing in mind UAD does not have aerial or sub launched torps) are at their most dangerous in the late pre dreadnought period, so that feels about right.
-
@o Barão Nick intimated to me that the MP client would crash if we tried to use a modified resources file. But if you would like to test that hypothesis at some point give me a shout 😇
-
If you’re early on in the campaign then torpedoes are very dangerous, as you discovered. They become somewhat less deadly once you research and deploy counters like superior guns to blow up would be attackers and anti torpedo belts to reduce any damage from them (anti-torp is stronger in DIP)
-
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).
-
2 hours ago, Aldaris said:
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
- 1
-
New update 1.13.0 with a best attempt to keep the old v1 balance with the new aiming system
-
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).
-
Compatibility update for 1.5.1.1
-
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.
- 1
-
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.
- 1
-
Compatibility update for 1.5.1.0 Opt x1
- 2
-
Compatibility update for 1.5.1.0 R. Also updated the ship pack with some new designs.
-
I haven’t changed what muzzle velocity does in the mod, that’s all hard coded. I will have a look at ballistite vs cordite though and see if there’s anything weird going on
-
Compatibility update for UAD 1.5.1.0. Fixed a typo in penetration data of 15" guns.
-
Heh no it’s on line 361 of params, the second value should be 0.05 not 0.0.5. Might have caused some autoresolve problems/crashes (not that I know of that happening but better safe than sorry)
- 1
-
Updated for 1.5.0.9 Opt x4 compatibility. Fixed a minor typo in the params file.
- 2
-
‘Required tonnage’ is the tonnage needed for your chance to succeed to be more than zero. The tonnage required for 100% chance is usually 5-10x the ‘required’ (aka minimum) tonnage.
-
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?
- 1
>>>v1.5 Feedback<<<(Latest version: v1.5.1.2)
in General Discussions
Posted
Mains, secondaries & torps would (and do) have independent logic for picking targets. The AI is definitely aware of its chances of hurting a target, which I assume is the ‘pen percentage’ that is displayed in the target overview pop up.