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brothermunro

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Everything posted by brothermunro

  1. Yeah I’m aware the pesky invisible ships are back. Smoke definitely made the problem worse but I’m still unsure as to why it is happening - once I fix it I’ll put the smoke back in
  2. Yeah some of the tech years are shifted, but as well the tech is randomised at the start of your campaign a bit so you're never sure exactly what techs will be available.
  3. I think that can happen if the designs are considered invalid. I’ll add it as a warning in the mod description!
  4. I keep a copy of all the edited text files. When a new update drops I read the patch notes and make an educated guess as to which files the devs might have changed (usually it’s just params which I’m going to have to edit anyway) and compare them with the previous vanilla version (I also keep a copy of those files). I then move over any changes I want to keep to the mod files, update the version number in params and then reapply all the mod files to the resources file. A quick check to make sure there’s no grey screen, I can load my campaign save, and that a custom battle loads and works and that’s it really.
  5. Mod updated to 1.3.1 for UAD 1.4.1.1 R. Also threw in some bugfixes: Further fixes to the repeatable torpedo tech so that flooding damage reduction does not exceed 100%. Also lowered weight gains to compensate for the lower effectiveness and made the same 'weight' as the other techs in the category (90) Reversed changes in 1.4.1.1 to AI behaviour from vanilla to 1.2.0 values.
  6. Yes you can install mid way through a campaign, you might experience some weirdness and designs will probably be overweight but it does work! This mod is very much a spiritual successor to the balance mod, you can only have one or the other though.
  7. 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.
  8. 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
  9. 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. 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?
  11. 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
  12. 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
  13. Also now available on the nexus is a ship pack with over 800 shared designs built for the mod to help improve performance
  14. 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.
  15. 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.
  16. 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!)
  17. 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.
  18. 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
  19. 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)
  20. 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
  21. 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
  22. I’ll have a look the denial zones, you’re right you should be able to block those straights
  23. 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)
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