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Posts posted by brothermunro
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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
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New British late game gun models for cruisers? Thank you!
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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
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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
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10 minutes ago, Narbar said:
What's the best way to increase army logistics?
More ships, but specifically more tonnage so big battleships
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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?
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Sadly no, at present all we are able to change is the % progress needed to be able to identify a tech under research
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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- 1
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13 hours ago, Lamb Chop said:
Himm, but which file are they located in?
I will respect if not willing to share,
Also, I am not working on a rival mod, for the record
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)
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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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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
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13 hours ago, RattyB said:
No Probs - just started a fresh campaign and I'm building a new fleet using your YT guides. Although...the starting point of 1930 in your vids and the in the latest version of the game are different. Not as much tech available in my 1930 version of the world. Sonar and stuff like that arent as readily available
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.
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3 hours ago, RattyB said:
Ahhh, yes I tried installing the mod mid campaign and while it has left my campaign in tacked, it has wiped my fleet out! So it looks like I will be starting a new campaign after all.
I think that can happen if the designs are considered invalid. I’ll add it as a warning in the mod description!
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44 minutes ago, admiral_admirer said:
How are you changing the mod soo it works for the new version? I'm just re-importing plugins...
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.
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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. -
1 hour ago, RattyB said:
Apologies if this questions comes under the heading 'the bleeding obvious', but can this be installed mid way through an existing campaign, and does it replace the balance mod, or run along side it?
Thanks,
RB
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.
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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.
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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
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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
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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?
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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
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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
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Also now available on the nexus is a ship pack with over 800 shared designs built for the mod to help improve performance
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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.
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
in General Discussions
Posted
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.