NathanKell
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NathanKell last won the day on September 3
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"Naval Arms Race" mod overhaul. BETA 2.1 "Major Powers update"
NathanKell replied to o Barão's topic in Unofficial Mods
Yep, I quoted the other player. I only tagged you because the save got sent to you and you forwarded it to me. @spinaker I have not received any personal message from you. -
"Naval Arms Race" mod overhaul. BETA 2.1 "Major Powers update"
NathanKell replied to o Barão's topic in Unofficial Mods
I am going to need more information on how to reproduce this problem in the save you sent @o Barão. I loaded the save you sent and it immediately gave me a battle featuring a variety of refit ships. They all successfully had Mk2 guns according to their tooltips. I checked the save file and that was what was encoded in their turret data by my code, so I am confused where the problem is. -
"Naval Arms Race" mod overhaul. BETA 2.1 "Major Powers update"
NathanKell replied to o Barão's topic in Unofficial Mods
Folks, to try to diagnose issues I require: (a) a copy of (you UAD folder)\MelonLoader\latest.log (b) a copy of %appdata%\..\LocalLow\Game Labs\Ultimate Admiral Dreadnoughts\player.log Without those files, I can't help diagnose. -
I made a change to combine taf_versiontext_mode and taf_versiontext. Now you should supply both the value and the str columns if you are setting that param, rather than putting the mode in one param and the text in the other. @o Barão you will need to update params.csv, sorry.
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"Naval Arms Race" mod overhaul. BETA 2.1 "Major Powers update"
NathanKell replied to o Barão's topic in Unofficial Mods
Need the actual full MelonLoader log (MelonLoader\latest.log). But my assumption is you don't have 1.6.0.5 of UAD. Did you forget to update UAD to the latest version? Because if you have MelonLoader 0.6.4, the latest TAF (3.8.2) and the latest NAR, then it will load fine. -
Thanks! Not something I want to get into. I don't know how much of the code was removed--certainly enough that it would take a fair amount of work even if it does prove to be (reasonably) possible, which I don't know. For now the visual asset is still there, just hidden, but it's completely disconnected from the code / from doing anything.
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"Naval Arms Race" mod overhaul. BETA 2.1 "Major Powers update"
NathanKell replied to o Barão's topic in Unofficial Mods
lol. Yeah I'll look at that tonight. Hopefully it's just something silly, but it's going to require tracing a bunch through decompiled gibberish rather than writing new code myself, and that always takes longer... As @o Barão says, that's a feature. On the left, go down to where you set gun diameter and length offsets and click the Upgrade Mark button. The same thing happens with Torpedoes, only there it's a button beside the Torpedo components (diameter/type/etc) since there's no specific torpedo UI section. The reason for this, apart from being realistic, is that otherwise you get forced into (a) weight changes and (b) model changes from the automatic upgrade, which can make it impossible to keep the same gun layout. This was a feature the devs attempted for 1.6, and I have no idea why they removed it since it seems to work fine the way I wrote it. Unless they tried to do it per part rather than per caliber, that would be pretty tricky given how the game is coded. A bunch of folks requested that on the DIP discord which is why I wrote it, apart from my wanting it for realism reasons. Refits in this game are sooooo weird, it's fast to rip out a VTE and replace it with a gas turbine but it's super slow to add a single 2in gun?? -
TAF will look in the Mods folder for files matching the languages that UAD loads (English.lng plus whatever the current language is). Any lines in these files will override the respective languages ingame. Note that only the changed lines need to be placed in these files, since they override one line at a time (like in a xxx_override.csv file).
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"Naval Arms Race" mod overhaul. BETA 2.1 "Major Powers update"
NathanKell replied to o Barão's topic in Unofficial Mods
In fact it's even easier to change stuff: users can put only what they want to change in xxxx_override.csv files (like parts_override.csv) and only those parts (or techs or whatever) will be changed, so if they update the mod, they'll get the other new changes (and won't have to redo their own). -
Added version text replacement for @brothermunro and moved relations icons left in the politics window for @o Barão
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"Naval Arms Race" mod overhaul. BETA 2.1 "Major Powers update"
NathanKell replied to o Barão's topic in Unofficial Mods
If you're taking hull suggestions ( ) IMO: British G3 and N3 (bb_4_britain and bc_4_britain_g3) should use brooklyn_hull_c_wide, they were to have transom sterns. US Des Moines (ca6_desmoines_1 and 2) should use brooklyn_hull_a, since that hull exists now. Also, it should get the param CA_Heavy_USA so it's not stuck using Atlanta (!) superstructure ca_5_usa (Baltimore) and cl_6_cleveland should use brooklyn_hull_b since it exists now The US armored cruisers don't have great hull options. ACR-2 should probably keep the existing hull, but should use maine_tower_main_b and maine_tower_sec_b as its towers. ACR-3 should swap to the Cressy hull, though that has fore and aft wing mounts not midships wing mounts. It's still better though. ACR-4 needs the ability to put 3in mounts on the sides (of the irresistible_hull), which I'll have to do with code (same for a bunch of other early cruisers) EDIT: to make these US changes, you'll need to clone the universal ca_1_small and ca_1 hulls so they can be nation-specific, since at the moment most nations use the same hull. And also by ACR-x I mean that US ship, presumably ACR-2 is Armored Cruiser I, ACR-3 is Armored Cruiser II, etc. -
"Naval Arms Race" mod overhaul. BETA 2.1 "Major Powers update"
NathanKell replied to o Barão's topic in Unofficial Mods
Ok, I figured out an alternate approach to the caliber limiting and pushed 3.7.0. Note that to take proper advantage @o Barão you'll want to edit randParts some, as well as setting up some per-hull overrides (like for the semi-dreadnoughts). -
In other news, I figured out how to hack around the fact that AddRandomPartsNew (the method that adds parts to a ship) doesn't have any good hooks I can use, so now I support limiting caliber counts on ships.
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Make sure the file is named `parts_override.csv` - that is how it needs to be named. If it still fails to work, please paste its contents in a code block in a reply to this thread.
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"Naval Arms Race" mod overhaul. BETA 2.1 "Major Powers update"
NathanKell replied to o Barão's topic in Unofficial Mods
Ok, I have it mostly working, it's just slow because there's no good entry point. Also it seems to make designing sometimes not lead to any working design. I'll poke more tomorrow, I have a few more ideas to try. idea is you can put calCount_sec(1890;2;1905;0;1910;1...) (and _main and _ter) in shiptype params, or hull params, or both, and that sets maximum counts (of calibers) for each battery type, so for this example between 1890 and 1905 there can be a max of 2 different secondary calibers, from 1905 to 1910 there can't be any, etc. On the hull side you can either entirely override these, or do something like calCount_main(1) and it sets it to 1 no matter the year. At the moment year is the year the hull unlocks, but if folks really want design year, I can swap to that. Note due to how the game works, casemate and turreted guns can have different actual calibers because even if they share the same base caliber, the extra diameter may be different. Meh.