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Posts posted by brothermunro
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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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Compatibility update for 1.5.1.0 Opt x1
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Compatibility update for 1.5.1.0 R. Also updated the ship pack with some new designs.
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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
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Compatibility update for UAD 1.5.1.0. Fixed a typo in penetration data of 15" guns.
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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)
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Updated for 1.5.0.9 Opt x4 compatibility. Fixed a minor typo in the params file.
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‘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.
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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?
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Updated for 1.5.0.9 Opt x3 compatibility.
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Updated for 1.5.0.9 Opt x2 compatibility.
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Updated for 1.5.0.9 Opt x1 compatibility.
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20 hours ago, o Barão said:
"...dunking on every single ship of mine."
English it is not my native language and I failed to understand what "dunking" means here. Google translate is also not helping me.
What I did understand it's that you are having difficulty against the AI in battles. Well that's good news for me. 😉
‘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 😅
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Updated for 1.5.0.9 compatibility.
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22 hours ago, RattyB said:
Got some odd goings on.... just updated the game, and the improvement project mod and the latest ship pack - after doing a file refresh on the game. First campaign battle and both mine and the enemy ships keep stopping. I can get mine going again if I take them off AI and issue a command, but if I put them back on AI and do time advance they come to a halt again.
Ideas?
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.
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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
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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!
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Compatibility update out.
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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
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Compatibility update for 1.5.0.7 Opt x1 now available
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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. -
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.
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Compatibility update for the new opt x4 update. In addition I made some changes to the shell ballistics.
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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).- 2
>>>v1.5 Feedback<<<(Latest version: v1.5.1.0 Opt)
in General Discussions
Posted
You can also quickly toggle the AI control on and then off again, it will set an intercept course for you.