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XerMGGW-2

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XerMGGW-2 last won the day on June 2

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  1. While it does make AI unable to use it, the game also uses this value for Obsoletion. I don't recall the exact formula, but if there's a component with this value that's like more than 4 times larger than the other target component's value, then that low-priority component will obsolete and be inaccessible to players too.
  2. For largest ships, that is. taf_scrap_multToScrapRequiredVsShipTng - when determining whether to scrap a ship, if a ship's tonnage is greater than this value times the remaining tonnage to scrap to reach the target (either the global target, or the per-shiptype target), then don't scrap this ship. If I understood this one not in reverse, then if the scrapping AI is gazing upon a 50kton ship with 60k tonnage remaining to scrap, if the param multiplier for the ship is 1.5, hence rendering it at 75kton effectively, which is more than needed, it'll turn to scrap two smaller ships instead. But as the "supported" fleet tonnage rises over the years, the remaining scrap tonnage will always increase too rendering even the biggest ships less immune to this decision, eventually making 100kton ships being just as likely to be scrapped as everything else except for the very last few ships remaining to select for scrapping. Yes, of course I do know, I intent specifically to have exclusively ship age used because unbalanced ship compositions is embedded directly within Historical AI Admirals, which I furthermore tweaked in balance mode to be more historical about their fleet compo and tech preferences especially AH, Russia and China, on top of also giving every single country's admiral a small priority to battleship hull research which became much more slower in the mod for balanced challenge.
  3. You can bet I always am and only using my HIP (still preparing the 1.6 for 1.6), if I even play UAD's campaign. But regardless, I've checked on Replacement Scrapping Behavior which I would love to use for people to experience, with taf_scrap_useOnlyShipAge,1,,,,,,,, Firstly, does this use total port capacity instead of only shipyard, for to accurately regard navies of different sizes with those having a lot of big ports being proportionally bigger? In case if it does use Ports capacity, I really need to make a suggestion of having there a system that makes sure that when scrapping the oldest ships first, AI won't be scrapping their highest tonnage ships which it managed to build after so long ago. While other values there do make scrapping of large ships less likely, it's occurence theoretically becomes more and more non-zero as port capacities inevitably rise to hundreds of thousands tons. It's thus best to have it tolerate the older humongous ships, having them open for refit, and scrap the smaller old ships first, unless the big ship is absolutely ancient. Maybe a couple of suggestions?: 1) Tie an age-to-size priority via taking the Ship's Age, and taking the Ship's Build Time in months (pretty sure this should be embedded into design's property, which ignores if the actual ship's building was delayed and whatnot) into a priorities formula: Priority=Age-(BuildTime^[new params value]) example, 8 year old ship normally built in 12 months, with 0.8 being an extra exponent (to account for differing ship building times on average in different mods, in mine them building quite a bit quicker, to reduce the weight of buildtime compared to age, as well as increasing the steepness of preference for preserving larger ships) 8-(12^0.8)=8-7.3=0.7 priority, must be a simple cruiser resulting in a decent priority. Though a torpedo boat of same age that only took 7 months is something nobody will feel sorry about, at 8-4.75=3.25 priority. They're made to be cycled through quickly. A 20-year old 80000t battleship that took 30months to build will have 20-15,2=4,8 priority, a same priority as a 12000t cruiser with 12months build time that is 12 years old. In this instance, allowing battleship to shine for 8 additional years without even fearing an unlucky chance. 2) Tie an age-to-size priority via taking Ship's Age and (designed) Tonnage instead. Similar numbers but tonnage should probably be measured in thousands of tons, to have have age have a chance to be significant. Due to there not being game's own exponent built into build time calcualtions, I expect to use extra exponent as a much smaller one, maybe 0.3 (for kilotons), haven't checked or compared with the aforementioned example yet to find the most identical one. That would be a massive deal-breaker, for port-capacity-dependent ship scrapping behaviour.
  4. This is an Ibuki heavy cruiser hull. Historically, this cruiser had 12" cannons, same as seen in the game being the biggest allowed caliber guns. Due to devs limiting Heavy Cruisers down to 11" cannons, which overrides hulls that don't have limit specified, they had to classify this CA (ca_4_ibuki) as BC with specified limit of 12". (which I of course fixed long ago, in case you wonder. By making minimum speed of all BCs 21knots, in order to not break people's ships, and actual max caliber of that hull 14" due to it structurally built to support large guns, at least singlet ones. And having it be a cheap way to bring large guns else everyone would just use "Battlecruiser I" hull as japan)
  5. Have a good news: Another issue arises with the new system, everything about the ship in the shipyard starts out with 0 armour thickness, including each placed down turret. This is a problem because AI has no idea how to change amount of armour on it's turrets, so it runs with completely unarmoured guns. Ah also doesn't the barbette only rotate when it's snapping itself to an attachment port, or when is off ship's deck entirely for you?
  6. Oh I'll take turn to ask for a little thing as well, in battles: Please give back the AI ship control button!!! how else are we supposed to run AI vs AI ship tournaments
  7. infinite loading simply means you made a formatting error somewhere, usually missing a comma when the game is stuck finding non-existent things.
  8. I did make sure that it's exactly what happens. For all barbettes, everywhere, from 1950 down to old ships where the barbettes weren't accessible in vanilla either, while every other ship part works just as intended.
  9. Speaking about barbettes yet again, many people would probably yearn for ability to be able to rotate them using R and T, which the tweaks take away. Do you assume you can return it pretty please?
  10. there's also components text asset that's responsible for AI usage of components, their obsoletion condition and general appearance in selected group. to make descriptions (in english) you have to use english.lng, linking between the addressing names.
  11. Thank you very much, I'll make sure it will come in very handy.
  12. Doesn't the game start crashing for you immediately when you simply try to pick funnels when using 3.4.3, attempting to load them onto a ship deck and failing?
  13. Doing changes to barbettes in parts file won't help because they're still locked down to only being placed centerline much like towers and funnels, and removing restrictions/giving allowances would just make barbettes placeable on old ships without slots with barbettes. And on miscellaneous spots for guns, including slots on towers. So, unless I'm missing something...
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