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brothermunro

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Everything posted by brothermunro

  1. Mod now out for 1.5.0 live branch. The ship pack and 1.6.1 have been moved to the 'old versions' section of the nexus if you are using the previous stable version functionality on steam. A ship pack for 1.5 will take some time but I'll get to work on it ASAP!
  2. There are indeed changes to formations in the mod which will need ironing out once the beta ends, though they should decrease weirdness not increase it 😅
  3. Updated for the new mini map beta update 7. If you have issues with loading custom battles delete your custom battle save file this seems to help.
  4. It certainly looks right, I’ll need to have a look at it, consider it on the ‘to do at some point’ list 😅
  5. Could be an issue with the gun models (I’m not intimately familiar with the ship and hull - are the mark 2’s the correct turret shape?). In theory yes hulls can be tweaked on an individual basis, I’m not currently planning on doing that because it is a lot of work that makes updating the mod trickier and more time consuming however I will take a look and see if there’s an easy fix
  6. More hulls are always appreciated of course. If the devs do fancy a new detailed hull I’d humbly suggest the HMS Vanguard as it could serve as an end game modern battleship for the British but with resizing could also be a super battleship, Battlecruiser or even heavy cruiser hull. Wouldn’t look out of place in the Spanish fleet either! And for the modeller there’s a ton of high quality reference drawings and pictures
  7. Updated to 1.7.0b6 for compatibility with the latest beta update
  8. I increased the fleet sizes to help with naval invasions, it still increases slowly over time. I personally much prefer the big battles rather than endless smaller fights, it also allows the AI to gather enough force for it to actually engage the player rather than hiding.
  9. To be expected as the beta got an update riiiiight as I couldn't update the mod. There is now an update 4 compatible version up on the Nexus
  10. Ship information is spread out, you have parts which has the hull's stats and what bits it uses, technologies controls when the ship gets unlocked or obsoleted and the english.lng file has the in game names (rather than bb_4_generic etc)
  11. Shameless plug but as it happens an example mod I show in this video is how to remove the obsolete tag
  12. I think certain counties are more likely to do certain things, like Russia becoming communist, but no there's no real influence you can have.
  13. One quality of life feature I would love is to be able to see the total and currently used shipyard capacity on the right hand info panel in the map tab/view. It is great we have this information on the finance screen but when a minor ally asks if I want to build a ship for them I really want to know if I can do that without going over capacity but cannot as I can't click into the finance tab when I get the popup. Personally I'd find this much more useful information than the max size ship I can build (if it is an either/or situation).
  14. As the head of the admiralty you can’t really control who is in charge of the government. However you can deliberately increase unrest, eventually you’ll cause a revolution (or an election) and the government will change. You do not have any control over what you’ll end up with, and if you do it wrong and get kicked out you’ll have a game over.
  15. I’m not quite sure what they did but the range found bonus seems to cap itself based on range, you still see the crazy 2000%+ chance but only at very close ranges, at normal battle ranges it seems much more restrained.
  16. Only played a couple of quick start random custom battles so far but the new aiming mechanic is fantastically good, makes fighting at different ranges & tactics much more impactful. The new button that disables the division leader automatically falling to the back of the line is also a fantastic addition - superb work from you & the team! Looking forward to trying out the new hulls
  17. There are now two versions up on the Nexus. 1.6.1 is for the live branch 1.4.1.1 Opt x2 version of the game. 1.7.0b is for the 1.5 beta branch only. Please make sure you have the right one! Changes in 1.7.0 Experimental changes to the economy, trying to reign in excessive growth. Revolutions now do more damage to a nation's economy. Slightly increased transport loss severity. Increased the proportion of a colony province that can join the army (should help the army not be useless). Lowered base torpedo dud chance to 50%.
  18. Small update to 1.6.1 fixing the conning tower weights (they are no longer heavier than the main belt)
  19. I think I worked out once using the price of an Iowa class which I built as close as I could in game compared to their actual cost that UAD dollars are about the same as a 1972 US Dollar - so the actual values of ships don’t really matter at all, just how they compare to the economy. The economy is very odd in the game, if you have any luck sorting out I’d be very interested to know how you did it 😇
  20. I’ve already ‘flattened’ the GDP modifiers just so that you aren’t in weird situations like trying to lose on purpose to get unrest higher to get a revolution so you aren’t stuck with a useless government. I’m reasonably happy with the early game balance and ship prices but income just snowballs and it is very easy to have ludicrously large economies - so I’ll try my best to limit that a bit. I’ll be waiting until 1.5 is out first though before starting that.
  21. It is on my radar to do, not the way you’re suggesting, but more trying to reign in the budgets and GDP growth (there’s a few things that can be adjusted).
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