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brothermunro

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Everything posted by brothermunro

  1. Updated the mod to 1.6. I expect this to be the last version for 1.4! Smoke is back! Compared to vanilla the cooldown is longer and smoke does not reduce detection of ships nearly as much, but does still reduce accuracy. Slight nerf to partial penetration damage changing the modifier from 0.16 to 0.1. Task force crew limits now increase more with each tech, allowing for larger fleets than vanilla. General torpedo rebalance: multi tube launchers are now costed more appropriately (thank you NoX) and the speed, damage and other stats have been rebalanced to be more realistic (thank you Nobody for your hard work on this). Flooding reduction from torpedoes on double and triple hull bottoms has been halved, as has the flooding reduction on the repeatable anti torpedo tech. This should ensure ships can still take flooding damage from torpedoes in the late game. Research cost of end game repeatable techs increased. Hull form reduction of end game repeatable tech reduced. Invade power and bombardment effectiveness of the end game repeatable tech increased.
  2. This is indeed one of the conditions that will prevent the peace event firing. As @vonPeretz said there is a 5 turn cooldown as well. The last condition is that one power must have at least 10,000 VP more than their adversary (this threshold is adjustable in params)
  3. Glad you found it! I’ve read through params many times and every time I do I notice something new 😂
  4. War is very likely to drop your GDP negative as your economy switches gears. You should see a bounce back after the war ends.
  5. There’s quite a few of things you can change in params from line 310 onwards
  6. Oooff. You’re the first user to report this type of problem so I’m really not sure what’s causing it. I’ll try my best to nail it down ASAP! In the meantime I do only tend to update the mod when the game gets an update, and all the previous versions are on nexus mods. As for backing up yes you can do this if you find the save files (which are in the same place as shared designs App Data/LocalLow/GameLabs/UAD) make a copy and paste them somewhere safe like your desktop.
  7. Finally got round to having a look at this. Per your advice I’ll hopefully be rolling a change for this in DIP 1.6 Thank you so much, torpedo prices actually make sense now!
  8. This can happen if you accidentally load a save on vanilla and play a turn or two. Because the game can update without you realising this is very easy to do!
  9. I’ve left the components in to make sure that players don’t experience issues if they add DIP to a vanilla campaign (or play a turn on vanilla by accident after an update). Players of course know not to fit them but the AI does anyway which is a slight advantage for the player. Actually that gives me an idea. I might be able to make the weight of the depth charges and mine equipment minimal so the AI isn’t hampered by them.
  10. Have you conquered a bunch of stuff?
  11. You are of course welcome to take the DIP modified file and change it to your liking! For instance if you want the vanilla guns just don’t use the modified guns or penetration file
  12. Yes you can do this in the technologies file. I’d suggest reading it as either a CSV and/or using a compare function to make it a bit easier to read, but you can compare NAR’s values with the vanilla ones and bring the weight reductions from the vanilla game back over to the NAR file and make your own fork
  13. It’s still a little weird, the previous stable version isn’t always the one you think it might be and it would be lovely to have the version number in the selection menu to avoid that but it is a most welcome addition!
  14. As someone who’s spent a lot of time trying to figure out the game’s penetration model I think I might know what’s happening here. Whilst it could be a bug more likely is that the game is reporting belt/deck hits in the log but they are actually superstructure hits which the log doesn’t report separately. At the range you were the enemy ship’s guns do have enough penetration to go through the 3.9” of superstructure armour your ship has. Hard to tell though for sure! I’d suggest up armouring your superstructure to match your deck armour and retesting to see if you get any pens that you think shouldn’t be possible.
  15. If 1.5 is rolled out the same way to previous major patches there are a couple of things you can do to prevent a save wipe. If you make sure you aren’t opted into the beta branch on steam you should stay on 1.4 until 1.5 is pushed live. Once that happens the devs very helpfully have added the ability to roll back to the ‘previous stable version’ on steam which should take you back to 1.4. As for mods, for the Dreadnought Improvement Project I will try to make sure a 1.4 compatible version is available for those who need it
  16. New British late game gun models for cruisers? Thank you!
  17. Technology research is indeed affected by naval budget (and therefore GDP). If you have your research slider at 100% funding it will take as much as possible from your naval budget, but if your naval budget is *bigger* then you can spend more and research faster. You’re quite correct that using the research focuses will slow overall progress, if the AI uses all three it will most likely fall behind. The last thing is tech spread and the ahead/behind mechanics. If you try to research a tech that’s much further ahead than the current year (in vanilla I think it is 10 years) the research cost doubles, and if it is a old tech (I think it’s 5 years in vanilla) research cost is halved. So it is possible to put the three focuses down, blast through the research and then hit the ahead penalty and the rest of your research drags (more of a problem for the AI than a player). I might be remembering wrong but I think the AI gets a research boost on higher difficulties as well as extra cash
  18. New version of the mod is up 1.5.0 Small changes to aiming & long range accuracy should mean hitting small ships is harder. Another attempt at fixing invisible ships, fixing a possible typo in accuracies. Also updated the ship pack to version 2 with some designs by Darth Vendar
  19. More ships, but specifically more tonnage so big battleships
  20. Oh that’s a great find! Which text file is the cost multiplier in? (I’m guessing components?) Would you be adverse to me including your fix in the dreadnought improvement project?
  21. Sadly no, at present all we are able to change is the % progress needed to be able to identify a tech under research
  22. New version out! v1.4.0 Boosted gas turbines hp/ton to 210 and their funnel capacity boost to 110, increased cost/ton to compensate for this (overall cost should be similar). Normalised the modern battleships, modern battlecruisers, super battleships, and modernised dreadnoughts stats to improve balance Made changes to the improved and advanced triple & quad gun techs to make them closer to the performance of twin guns over time Another attempt to fix the invisible ships, adjusting detection modifiers Imported economy and aiming changes from vanilla 1.4.1.1 Opt x1
  23. I believe the changes are in the components file (even if you were working on a ‘rival’ mod you’d be most welcome to use anything out of mine)
  24. Oh I used the component weights from NAR (thanks @Obakan !) which in addition to being more historically accurate are also much easier to build with
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