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Vilab

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  1. "technologies" : hull_cruiser_24,hull_cruiser,,"7,000 tons Heavy Cruiser",1893,,23,"start, tonnage(ca;7000)",,,"Allows the construction of CA class Cruiser up to 7,000 tons displacement","Allows the construction of CA class Cruiser up to 7,000 tons displacement",, and add the same start ( Op's method ) or # or bump the year to 1950+ on the previous tech. #ing an entire research line such as the submarine's to remove them from the game is a cause of crashes, year bumping is an effective alternative way of getting ride of them if technology progress was narrowed in years in "params". Accuracy is an horror show due to being linked with range : "guns" have hitChanceMaxRange,hitChanceCurver,hitChanceMult ( which appear to have been tweaked by OP ), range and accuracy values per mark for each gun caliber. "partModels" have default turret's gun lenght, but only a masochist would touch that. "params" have the impacts of gun lenght on both default and customised guns, plus many other settings such as the start and end of "long range effect", impact of target size, speed and maneuvers, impact of own maneuvers... powder type bonuses in "technologies" have a big effect on range, thus have a big effect on accuracy making cordite 1 the best powder for accuracy despite the visible malus. UABEA is quite unstable and often crash for me.
  2. Closing the battle window doesn't allow you to skip the battle ?
  3. Your UABE interface is much nicer looking than mine, i also have nothing in the plugin options for Text Assets. I tried UABE 2.2 just now but it refuses to open any ASSETS File, even vannilla ones : " Error, invalid bundle or version" EDIT : I AM BLIND, i would have sweared there was nothing showing up by clicking on "plugin" with a TextAsset selected. Back to editing from scratch.
  4. The issue is visible when importing the TextAsset back into UABE, instead of partModels 8228 modified * i get unnamed 8228 modified *. I use UABE 3.0, and yes it make antiviruses go crazy because of its origin, google Chrome yelled about it, so i used Microsoft Edge to download it, then defender yelled about it, i ignored it and once downloaded i scanned the files : no alarm whatsoever.
  5. I saw that, but even turning the damage reduction the other arround doesn't help that much for torpedoes on DD, the damage - even massively increased - is still very localized and it take 3+ torpedos to sink a DD alone. This is still an improvement. What i can't do is editing the mk3 turrets for France, i know where it is ( partModels ), and i "know" what and how to replace, but if i replace a turret's data it turns partModels to unnamed and unusable. It must be an issue with how i edit stuff, the only thing i can change without destroying the files are numerical values or descriptions.
  6. Do you want to laught/cry ? The deck pen issue is only caused by 2 multipliers. From the top of my head Minimal gun lenght get its deck pen multiplied by 3 something, while Maximal is multiplied by 0.3 something. Setting those values closer to 1 provide sensible numbers : longer gun have slightly worse maximal deck pen at a given range, but better one in the extended range bracket I hope those are just forgotten left over from a previous balistic formula like the inactive "max_gun_length_mod", because otherwise it is voluntary sabotage. params, New gun caliber modifiers, gun_length_penetration_horiz_min and gun_length_penetration_horiz_max, All the gun customisation stuff is there, it is a matter of minute to set them to okish number, a couples hours of editing/testing should tweak the current balistic model into something much closer to real physic despite major flaws on the principles running it. An exemple of those flaws is how accuracy is linked with range when it shouldn't at all. This makes cordite 1 the best powder ever and is certainely a big factor into the vannilla overestimation of gun lenght impact.
  7. Long barrels should make sense, have sensible accuracy, range and penetration bonus on top of sensible reload, weight, price maluses. The issue is that gun performances make no sense whatsoever. Adding that feature in order to "nerf" back the long buns is using a dirty bandaid on a torn up throat. It only cause other issues. Turning a 42 caliber barrel into a 48 one shouldn't increase range by 35%, improve accuracy by over 100%, and reduce deck penetration at range to nothing. All of this is due to a couple of values which i learnt to mod out in a few hours and am in process of fixing for my own games. It is that simple to fix.
  8. There is indeed a big issue with how deck penetration collapse with gun lenght, but in 95% of situations increasing gun lenght in vannilla offer so much better accuracy at little other cost that it is indeed fully OP. Deck penetration only matter at high range, which almost never happen in UAD due to the terrible visibility range, moreover the AI tend to have very high deck protection for some reasons. I am absolutely not defending the new feature. This could be an interesting feature along with the introduction of gun manufactering ( standardisation, stocks of guns for refit, reusing older guns on newer ships to cut cost down... ) but it should absolutely not be a balancing feature on a bug.
  9. This is unbelievable ! Why not fix the insane impact of gun lenght on accuracy instead ? +100%/-75% on accuracy while every other values such as weight and reload time only get +30%/-30% isch I am very new to modding, i fixed that issue in a few dozen of minutes. I now have about +15%/0% accuracy for +20%/0% other values because i removed gun shortening. What next ? Force 1vs10 ship fights because the AI is unable to build decent ones ?
  10. All my issues with UABE are solved, i was obviously using it wrong but figuring out how wrong took me hours. For anyone trying out modding : - Make a backup of the ressource ASSETS File you want to mod and put it in a different folder - Open that backup with UABE, select the file you want to edit, plugin, export. - edit and save it with an application such as notepad - make sure you have the original TextAsset selected in UABE and import the edited one with the plugin option. The name must not have changed - still in UABE go to file, Apply and Save All, select and overwrite the original ressource ASSETS File, make sure it is still an ASSETS File.
  11. Thanks, i was able to export params and technologies as "raw" with UABE and read the stuff with wordpad. How do you replace the original params by the one you modded for exemple ? Importing on the original params removes its name and turns it into " Unnamed Asset". It is also impossible to view the file to edit its name contrary to prior import. Sorry to bother you with the working of UABE, i really can't find any tutorial on text editing.
  12. Could you please explain where you find the type of parameters you edited and how to change them ? The only tutorial i find on this app are about texture and models, nothing about databases and parameters. I didn't find any UAD modding tutorial either beside save tweaking. I would like to tweak UAD further in order to simplify things and the AI more competitive by : - neutering gun customisations either by limiting the sliders to -1%/+1% or fixing it by tweaking their effects. - putting hardcaps to armor and speed limits per type of hull in order to make light ships vulnerable to themselve and prevent insanely speedy ships. - tweaking the lighter guns in order to avoid the no firing bug : probably by dividing rpm several time and increasing damage of individual shells by as much. - tweaking the effects of technologies to make new gun start at mk X-1 instead of mk 1, eliminate 50+knots torpedoes, make oxygen torpedoes faster, much reduce maneuvrability of later ships, remove armor layers added by citadel tech. - removing technologies to remove 19+inch guns, most shells options, citadel tech if not tweakable. - making research rate nearly constant for every country. Less important : - tweaking GDP increase to believable level. - giving France generic mk3 turrets to replace those huge ugly boxes.
  13. 1910 because it avoids most of the boring parts where ships can't hit each other. But by 1920ish torpedoes start being an issue due to their crazy performances, please prevent them from going reaching over 50 knots...
  14. Hi, thanks for the mod, the little i tried i found great. I have a few questions : What research budget % should i use in order to meet AI research pace ? What application do you use to tweak the ressource file ? Thanks.
  15. Give us the option to not have a single AI designed ship in campaign, whether by allowing the player to design the AI's ship, by using a set of historicaly sensible ships, or both. The AI designer is terrible, it is a fact made worse by the many nonsensical components selection ( BB picking SAP as their AP rounds ), weapons performances going everywhere ( 50kts+ torpedoes in 1915 ) and things such as gun customisation ( insane impact of gun lenght and size, and non linearity of performances between sizes ). You could fix those too, but they haven't change a bit since i bought the game so... Allow the player to make or use a set of coherent ships where a cruiser doesn't have 8 time the accuracy and 4 time the dps of an other because the AI decided so. This is a single player game, let the player tweak their gaming experience to their will. Make technology predictable, and have increasingly diminishing return of tech investments and specialisation. The Shared design feature is a great idea made useless by the randomisation and unpredictability of the technology tree which ensure that shared design will very rarely be usable by the AI. Please have a look at at the technology tree of the game " Automation" ( car making company game ) and convert the technology system to something close to this : Base technology is the same for everyone ( pre nation specific tweaks ) and advances at the same predictable rate according to "when this technology became widespread IRL" : this means a nation who don't invest in tech will at most lag a few years after the competition instead of becoming completely irelevant. Extra technology investments are a way to get ahead a few years ahead of baseline tech, it is slow, and quickly turns very expensive thus providing a soft cap on how much technical advantage one nation could have in a type of tech ( one can have a radar 5 years ahead of its base time, but no effective radar in 1900 ) . When investments are reduced, the understanding of that tech no longer advance as fast as the baseline and thus unmaintained advantages start decreasing. Such a technology system ensure that all nation have a bare minimum quality level of ships, and make sure that the shared designed BB of 1920 using basetech of 1920 will actually be used by the AI from 1920 onward instead of being forever unusable due to using that one technology the AI don't have / is too much ahead on.
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