-
Posts
402 -
Joined
-
Last visited
-
Days Won
28
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Posts posted by brothermunro
-
-
Mod updated for 1.4.1.1. In addition:
v1.3.0 (from 1.2.0)
Changed repeatable anti-torp techs to be less effective
Increased minimum task force denial zone to 20km and maximum to 100km- 1
-
4 hours ago, Timmah said:
**Edit** - Haven't been able to reproduce, the closet I've seen is some ships popping in/out of sight at about 6-7k which very well may be what you described. I'm assuming I was mistaken and it's working.
Thanks for trying to reproduce it! Could happen at 7km in the very early campaign for sure. If you do spot weird behaviour though please let me know
-
10 hours ago, Timmah said:
Doesn't seem to have fixed it unfortunately (for me at least in an old campaign) :(
They can still go invisible, even though I'm not seeing any visual smoke screen effects. The two times I've noticed so far (only been running 1.2.0 for a cpl hours) they were never visible. Will keep an eye out but so far I haven't any go invisible mid-fight.Ships can pop in and out of visibility at range, usually because they reveal themselves when they fire. Is that what you’re seeing or is it something different?
-
New update (1.2.0) out now that simply removes smoke screens entirely (just like NAR does) because I cannot work out why they are causing ships to be randomly invisible
- 2
-
I’d recommend to your friend to, by habit, disable the ‘avoid’ option (default hotkey is 3) on all their ships to prevent ships getting out of position if they get a little too friendly with the rest of the fleet
- 2
-
Also now available on the nexus is a ship pack with over 800 shared designs built for the mod to help improve performance
- 1
-
3 hours ago, ioulaum said:
If the AI is closing in directly like that it is because it is trying to get enough belt pen to go through your armour, regardless of if its a long range lobber or not if it can't pen your deck armour at long range it'll instead try to close in for a knife fight.
-
Mod updated for 1.4.1.0 Opt x2
-
On 1/12/2024 at 6:49 PM, admiral_admirer said:
Please PLEASE do something about the AI retreating constantly. They're even abandoning their own convoys!
I’ve been looking into this myself and I don’t think the AI is retreating (or withdrawing as the game files call it) as that involves them sailing directly away from your ships. What does seem to happen though is the AI is sailing like they are trying to kite you and open the range (even if they are already outside the range of their own guns). I’m pretty sure this behaviour didn’t happen after a fix in 1.4.0.5 (or might have been 1.4.0.8) and it doesn’t seem to be a text parameter, but has reappeared. My guess is the fix got overwritten by accident during an update.
-
2 minutes ago, admiral_admirer said:
I've gone ham on them in the submarine file, I've removed attack power and set stealth to -100 AND reduced travel distance from port to 0km.
That should do it 😂 happy hunting!
- 1
-
20 hours ago, admiral_admirer said:
Another question! I'm stuck with subs in my current vanillish campaign, what can I edit so they have absolutely no attack power and will always be detected? I thought I got rid of them by changing the tech date to 1999...
Ah delaying the tech will not remove them just make unlocking new ones very unlikely. I also removed the bit from technologies where they actually unlock the hulls as well. If however you want to mess with them then you can change their stats in submarines (though a word of warning I saw a lot of crashes when I tried doing that!)
- 1
-
Mod has been updated for UAD 1.4.1.0 Opt 1
Mod changes v1.1.0 (from 1.0.0)
Reduced smoke detection penalty significantly from 0.6 to 0.3. Accuracy penalties remain unaffected.
Diesel engines have had their cost significantly increased.
Changed Austria Hungary's map colour to be a little more distinct.
Changed Japan's map colour to be slightly darker.
Halved ship acceleration, deceleration and turning speeds. Significantly reduced reverse speed. -
Not sure I did 😅 I reduced the required attacker tonnage a bit (I think) but I haven't found params I can change to directly affect this
-
I believe both are in params - the default over penetration threshold is 2 I upped it to 3 I think (same values that the balance mod used)
-
I’m aware the game got updated to 1.4.1.0 Opt x1 but I’m currently on bed rest due to an emergency appendectomy I had on Monday so it’ll probably be the 15th before I’m able to update the mod at the earliest. For now I recommend using the ‘previous stable version’ through steam so you can stay on 1.4.1.0
-
I don’t have any mirrors sorry, it’s a lot easier to maintain just one download page & I’m the most familiar with nexus mods
-
I’ll have a look the denial zones, you’re right you should be able to block those straights
-
You’ll need to extract it from the resources.assets file using a tool like UABE (I’m working on a how to mod UAD video it those instructions don’t make much sense)
-
That is in comp types I think, also lets you make components campaign only or not
-
I think that if the upper limit of where the AI wants to get to is the range of its own guns so that it is actually shooting back at you that would help a lot! Currently you see them going to a ‘safe’ range that is outside their own max range but very much inside yours 😅
- 3
-
I don’t have any plans at the moment to fiddle with the models, partly because it’s way outside my competency but also it makes going between the mod and vanilla tricky and could potentially break saves etc which is something I’d rather avoid
-
I’m trying an experimental fix for the smoke in the next version, needs some more testing though!
-
Just a word of warning; you can experience weird UI issues if you have any vanilla shared designs loaded, a clean install is recommended!
-
One thing you can try is having thick deck armour, sometimes the AI running away is it trying to get to ‘optimal’ range which it decides is as far away as possible. Thick decks can reverse its thinking and it’ll close in (not always but it’s worth a try)
- 2
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
in General Discussions
Posted
I’m going to need to do some more testing but I think this fix from 1.4.1.0 Optx2 got broken in 1.4.1.1
“Uploaded Optimized x2 version including the following:
- Further optimization in the Battle AI logic affecting fps performance and, also, addressing issues where the AI could desire to fight too far away, even beyond its main guns' firing range.”
(Emphasis added) I’m seeing the AI doing the same thing it used to in 1.4.1.0 where it is evaluating the ideal range to be far too far away.