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vonPeretz

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Everything posted by vonPeretz

  1. Ghmm First battle - all ships are freeze. 1.5.0.6optx2
  2. If you want to switch a ship from mothballing in one turn: 1. Set the ship to "low crew". 2. Switch to another tab (diplomacy, global map...). 3. Go back and set the ship to full crew mode. Don’t forget, all crew skills will be lost after "low crew" or "mothballing".
  3. You are only the First Lord of the Admiralty with an advisory vote. Issues of war and peace are decided in other offices. 😄 Ups: params 622: war_min_duration,5,minimal amount of turns for war before any peace,5
  4. Many thanks to the developers. I'm making a historical mod for myself ( parts, partsmodels, shiptypes...etc) (Separately thanks o Barão), playing for the Russian Empire since 1890. I try to make all the ships strictly as they were then and as similar as possible. In 1916 I experienced real catharsis. I felt like Tsar Nicholas II, the revolution, the collapse of the economy. This is what I call a game! And most importantly for me - all the newest Russian ships that perished at Tsushima are absolutely NOT NEEDED after 1906 - they are just old tin cans! Thank you. P.S. I will continue to make historical models, playing for other states. This means a full set of armor size and quality, gun caliber and length, and so on. Now I know that in one year you can give the AI only one model for each type of ship (Shared design). And it works!
  5. I just have one question. How can you control so many ships?! Usually in my task force I have two to three battleships, a heavy cruiser, two light cruisers and five to six destroyers. And it’s hard for me to cope with all of them. I have never encountered an enemy formation with so many ships. Unreal.
  6. Italy is in collapse 6 months after the war with me. No ships are being built.
  7. First. Yes, the AI rejects our designs because they are bad. Repeatedly I made designs for each country strictly one BB CA CL TB in 1890. At the start I chose Shared designs: Always. Second. Do you understand what this means? I forbade AI to make his own designs. What everyone talks about - sometimes AI take my design - it's very strange. After all, we have a button: Selective. And third, main. I created all designs for all countries exclusively using AI. Then it turns out that the AI considers the designs created by itself to be bad. You can check it yourself, it doesn't take that long. P.S. If AI makes his designs in 1887 (AI doesn't see designs from 1890), then let us make these designs from 1887. P.P.S. I'm making a historically accurate mod. All the ships are historical and thanks to you they turn out very similar to the real ones. But the behavior of AI depressing.
  8. New campaign and new Shared designs (1.4.0.0r14). Shared design (Spain) 1890 october, battle It's very discouraging. To avoid mistakes, the designs of all ships of all countries were made by AI.
  9. Shared design does not work in the campaign. I made each country only one BB CA CL TB in 1890 (the next years are empty). AI stubbornly ignores them. At the start of the campaign, Shared design was selected: Always (I tried both Selective and Off). 🤔
  10. Small battleship USA 1890. It is impossible to install even the smallest towers - there is too little space.
  11. I modeled about 300 historical ships (for all main states) using the Shared Design tab. After that, I started a new campaign with the AI Shared Design always setting. However, the year is already 1892, but the AI uses its own design. 😲
  12. I now have AI starting a fleet from 1890 with historical torpedo boats (up to 100 tons - 130 - 240 - 420). parts-resources.assets-8201 tb_lowbow,,hull,Torpedo Boat,,-1,-1,3.1024,10,jap_tb_hull,1.475,,,"russia, china","type(tb), TB, tb, g1, var(bow_b)","hsize(240), hull_form(75), stability(24), floatability(25), endurance(15), spot(0), turn(75), vis(2450), beam(0), draught(0)",,,,0.32,0,2,100,450,,,,,,,,28,2,2,0.32,27.5,, tb_highbow,,hull,Torpedo Boat,,-1,-1,3.1,10,jap_tb_hull,1.415,,,"germany, austria, italy","type(tb), TB, tb, g1, var(bow_c)","hsize(230), hull_form(85), stability(22), floatability(22), endurance(5), spot(0), turn(85), vis(2000), beam(0), draught(0)",,,,0.31,0,2,100,450,,,,,,,,29,2,2,0.31,28.5,, tb_standard,,hull,Torpedo Boat,,-1,-1,3.1,10,jap_tb_hull,1.415,,,"usa, britain, france, spain, japan","type(tb), TB, tb, g1, var(bow_a)","hsize(230), hull_form(80), stability(25), floatability(20), endurance(10), spot(0), turn(80), vis(2250), beam(0), draught(0)",,,,0.33,0,2,100,450,,,,,,,,28.5,2,2,0.33,28,, technologies-resources.assets-8204 hull_destroyer_1,hull_destroyer,,100 tons Torpedo Boat,1890,,36,"start, tonnage(tb;100)",,,Torpedo Boat hulls can be constructed larger.,Allows the construction of TB up to 100 tons displacement.,, hull_destroyer_2,hull_destroyer,,130 tons Torpedo Boat,1892,,48,tonnage(tb;130),,,Torpedo Boat hulls can be constructed larger.,Allows the construction of TB up to 130 tons displacement.,, hull_destroyer_3,hull_destroyer,,240 tons Torpedo Boat,1895,,60,tonnage(tb;240),,,Torpedo Boat hulls can be constructed larger.,Allows the construction of TB up to 240 tons displacement.,, hull_destroyer_4,hull_destroyer,,420 tons Torpedo Boat,1900,,62,tonnage(tb;420),,,Torpedo Boat hulls can be constructed larger.,Allows the construction of TB up to 420 tons displacement.,,
  13. Hello! I have not yet found how to put 6 inch guns on cruisers, but you can do it like this. technologies-resources.assets-8204 gun_layout_3,gun_layout,,7-inch casemate guns,1891,,41,"start, sec_caliber(7)",,"1894, 2",Large hulls can support up to 7-inch guns in casemates.,Enables 7-inch secondary guns in casemates.,Enables 7-inch secondary guns in casemates.,
  14. Thank comrade o Barão, everything works with this program (UABEA). So far I can’t find where to change the visibility to a more realistic one (increase twice or more), but not change the visibility of all ships' parts (hulls or towers), this is really masochism. I am also looking for where to turn on 6 inch guns for the CA casemate from the start. I just made myself a historical mod, and such as CA Ryurik (Russia, In commission 1895) should have such artillery. By the way, this CA should have a displacement of 11620 tons, for this we fix only one line in the technologies-resources.assets-8204.dat file: 436 hull_cruiser_29,hull_cruiser,,"12,000 tons Heavy Cruiser",1898,,23,"start, tonnage(ca;12000), unlock(ca_4_italy;... Same as comrade Vilab wrote above. Also I changed parameters nation_base_income and shipyardStart according to history (players-resources.assets-8256.dat). If anyone can help with visibility and secondary artillery, I would be grateful.
  15. The game has a difference in displacement and speed of ships of the same type, which is true. I would also like to add such accidents as the death or damage of ships from navigational errors, accidents, self-explosions of ammunition, and so on.
  16. First of all, many thanks for the game. Very interesting gameplay. In particular, your desire for historicity. In my humble opinion, I would like the following: 1. Global map 1.1. Eliminate the inability to manage a task force if an alien is visible on the map above it. 1.2. Scrolling the entire globe in a circle. 1.3. Joint action with an ally. 2. Finance 2.1. Greatly reduce funds and reparations for the legendary level. 2.2. The ability to transfer your funds to the army. 3. Shipyard 3.1. Bow torpedo tube for torpedo boats, especially since it is in the design of boats. 3.2. Do not exclude old models of guns when new ones appear 3.3. Do not exclude old ship models when new ones appear. 4. Battle mode. 4.1. Possibility to stop shooting from small guns. 4.2. The ability to open ship cards by right-clicking not only one division, but all that I need at the same time. 5. Logs. 5.1. The ability to view a short track record of any ship, in which battles it participated, whom it drowned, etc. Probably on the global map or in the fleet list.
  17. Absolutely right. I'd like to reduce the fleet and reparations budget by 90%. Then it would be necessary to approach expenses much more seriously. Can anyone suggest how to convert a *.assets to text file for editing funds? Thanks for your work, I only play with your mod.
  18. Improved Fire Control: Now the ships can effectively target multiple targets from both sides of the ship with the same weapon group. Can anyone explain how to fire from both sides of the ship? And how to stop the firing of small guns at BB?
  19. Hi! I have not interface and sea surface in battle. Ship design window works good incuding water. Intel Core i5 9400F 2.9 GHz (6 CPUs) RAM 16384 Mb GTX 1050 Ti WINDOWS 10 64-bit https://files.fm/u/gskrhuwwg
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