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admiral_admirer

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Landsmen

Landsmen (1/13)

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  1. I notice for the American Super Heavy Cruisers, the endgame Secondary advance towers have messed up fields of fire when placing most turrets on them, offering only narrow traverse to either side yet there is seemingly nothing blocking the front of these turrets. What's going on here? I can't imagine this is intended.
  2. How are you changing the mod soo it works for the new version? I'm just re-importing plugins...
  3. I've gone ham on them in the submarine file, I've removed attack power and set stealth to -100 AND reduced travel distance from port to 0km.
  4. Another question! I'm stuck with subs in my current vanillish campaign, what can I edit so they have absolutely no attack power and will always be detected? I thought I got rid of them by changing the tech date to 1999...
  5. Query; how do I change GDP per province? I notice you have improved this but it's not tied to population as your resources.assets file seems to have the same values?
  6. Please PLEASE do something about the AI retreating constantly. They're even abandoning their own convoys!
  7. There is in shipTypes, but it looks universal. All I'm looking to do is put an end to AI running away. If I can't stop them from doing that, at least I hope to reduce their speed to be just a bit below my comparative ship classes.
  8. Also: Is there a way to hard cap the AI top speed on their ships?
  9. What value/s effect displacement when moving sliders? For example boosting ship max speed or re-sizing cannons/barrels?
  10. Haven't yet found this, BUT you can mod the crew buffs to reloads in the interim, asset is called crewTrainingLevels, assuming you're looking at the asset files in a bundle extractor.
  11. When you make a guide on mod making, can you include changing veterancy bonuses?
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