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Posts posted by brothermunro
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Updated for the latest update 5 of the beta (1.7.0b5)
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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.
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9 hours ago, Cadet2023 said:
Beta. Just downloaded 1.7.1 b3 and when installed the game just stays grey.
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
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Updated for update 3 of the beta
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Did not see that! Very useful thank you!!
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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)
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Shameless plug but as it happens an example mod I show in this video is how to remove the obsolete tag
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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.
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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).
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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.
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15 minutes ago, flaviohc16 said:
also, when 1.5? the devs seems to have solved the "range found" bug
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.
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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
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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%.- 1
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Small update to 1.6.1 fixing the conning tower weights (they are no longer heavier than the main belt)
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17 hours ago, o Barão said:
Those values can be ignored. The game credits in game are the same for all nations. German Marks, British pounds, USA dollars, all the same.
Most important is to nerf the state income. I will release an experimental branch with an economy nerf for the players to test and share feedback.
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 😇
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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.
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8 hours ago, killjoy1941 said:
I'm not sure if any of the modders have an interest in doing that. They'd have to price-adjust every single component over the course of the entire game across the entire tech tree against a modified GDP growth. That's an insane amount of truly tedious work.
I'd actually love it if that got adjusted, I'm saying we probably shouldn't expect it to change much.
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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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
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8 minutes ago, GrantK said:
I found if you have an ongoing invasion there ill be no peace.
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)
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Glad you found it! I’ve read through params many times and every time I do I notice something new 😂
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I believe that is in params
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War is very likely to drop your GDP negative as your economy switches gears. You should see a bounce back after the war ends.
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There’s quite a few of things you can change in params from line 310 onwards
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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.
[Mod] The Dreadnought Improvement Project v1.13.5 for UAD 1.5.1.3
in Unofficial Mods
Posted
Updated to 1.7.0b6 for compatibility with the latest beta update