Jump to content
Game-Labs Forum

Mundus_Dog

Members2
  • Posts

    17
  • Joined

  • Last visited

Everything posted by Mundus_Dog

  1. that is the same exact thing lol the zero is assumed to be there because thats how decimals work. if i told you i have 12.50 fleets built it would be the same thing as me saying i have 12.5 fleets built. this is version 1.1 or ver. 1.10 the zero does not change anything except for making it longer. i know we dont really do that with money but we arent trading versions of the game and you still can its just that $57.9 doesnt look right to us because we are used to the zero. This isnt meant to be rude just informative sorry if it came across as rude. you are a lovely human keep your head up.
  2. i beleve this is a modeling thing and i dont think sapphire knows how to do that. Mainly because you would have to make the game realise there is a fourth barrel, then make the game model that fourth barrel without it being placed wrong or floating, then make the game realise that the fourth barrel is functional and can shoot, then you have to make the game shoot all four barrels properly without the gun not bugging out (i.e only the fourth barrel rotating or not rotating, the gun firing all barrels not just 1-3 or just #4) its a long process that is very difficult because its adding a whole new feature to the game rather than modifying one thats already there (as four barrel tech for the smaller big guns doesnt exist in game). Im not answering for them im just using the knowledge of what they do so they have something to quote and say this is right or wrong because of this or that. Sapphire can correct me if im wrong and ill be glad to accept that im wrong but in any event this is just here to be a quote so that they dont have to type it.
  3. sapphire already answered that for me. they will be making a tutorial on how to do it by next month
  4. you can literally change the value yourself for torpedo damage (take sapphires mods for example) its not difficult and i agree that the failure rate is way to high for the player and way to low for the ai i mean ive had torpedos not even get to target 90% of the time i fired them in a single battle and then the one that does is magically a dud but if a friendly ship that im not controling at the moment decides to sail in front of the torpedo ship it gets blown to smithereens by the whole salvo. unfortunately the research really does nothing and i no longer build any ships with torpedos its not worth the pain we arent asking for a hyper realism simulator we are asking for a reason to use torpedos and to make ships with torpedos the whole system of where the torpedo hits could possibly be easy too but i dont know as i dont develop games and the custom sizes is another thing that sounds easy but probably isnt i have also noticed that a lot of the percentages mean nothing in the game unles it is the cost of something then it makes all the difference
  5. See below i forgot to do the quotes
  6. of course i could be wrong but if you put your throttle up it might make the division max speed go up (if its just a bug and its saying your current speed is max)
  7. its the best camouflage the enemy wouldnt dare to sink ships that arent finished and just seemed to be drifting in the ocean (especially if some big stink was made about some port losing a bunch of unfinished ships) at most they would try to capture them and find them fully crewed and be fought off then the transports gain an escort ship from the enemy and the enemy has no idea that those ships are actually enemy. lol
  8. what software is required to do that (or better how do you do that?
  9. can you give us a tutorial on how to mod the files ourselves?
  10. One more question for you on this mod: can you make a version with 8 inchers that weigh the same since you cant put a lot of them on anyways?
  11. can i get the graphs and powerpoint slides that came with this lesson? i was late to class i apologise. jk jk i appreciate this response because it give me some points to think about when putting weapons systems on my ship other than just oh hey this is new so im going to put this on thanks! do you happen to have any advice/ tips on how to make a ship that is a good balance of armour and punch?
  12. This was exactly my question because i use 2 inchers to balance my ship out sometimes if my weight offset is just a little to far one side. ALSO: do you think you will at some point make mods that make certain items almost weightless god destroyers and upload them for s&gs? just asking becase i would like to see a campaign with ai and player duking it out with universe destroying weapons systems.
  13. you can also purposefully bankrupt yourself or lose wars and provinces and piss off england by putting sea control ships in their territory (itll be slow and youll lose but oh well, every success story needs a horrible failure after right?). i know you probably dont want to lose but other than just starting a new campaign you are stuck with that campaign until your current admiral lives till 1950 (somehow well past 100 years old im sure)
  14. If this interests you maybe some mods that boost research by 200% normally and if you are behind by 700%, or maybe make upgrades to the shipyard bigger, cost less and take less time (i know you already did this but i'm talking even bigger cheaper and shorter), another idea would be the ability to make all ships bigger than normal and heavier than normal. My last thought was making the modifications that go on your ship cheaper and lighter (not all of them but the heaviest ones if you know how to do that). Those are just some of my ideas. ill probably have more later but this is just what a few hours of thinking gets me. I love the mods in your mega pack by the way they have made the game interesting to me again. I can also help with the ai thing i dont have anything else to do
×
×
  • Create New...