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Found 12 results

  1. FILES IN SECOND POST ** Current Version: 1.3.6 ** This is the release thread of my 'Historical' mod for UGCW, a submod of the J&P Rebalance mod. I would like to first and foremost thank Pandakraut and Jonny for their (unduely) generous help in the beginning. Without their patience and help, this would have been completely impossible. Synopsis: The poorly-named 'Historical Submod' is, by now, a complete overhaul both of the base game but also of the J&P Rebalance Mod upon which it was originally based. It overhauls many perks, balance, mechanics, visuals and perhaps
  2. Hello Guys, I played UG alot some years ago. Now I wanted to make a new start. (Probably forgot most of my knowledge) I really enjoy "hard" / challenging games where I can dive deep. Which mods/difficulty would you recommend to have the most challenging and historical game/feeling? Also, which guides could help with this combination? Thanks in advance
  3. Hi, just a new player here who enjoys the game but wishes to provide some feedback. At some point the following may have been suggested already or may be in game and I haven't found out yet. Controls: Guess I'll start with formations and the "lead ship". Besides detaching a ship from a division, is there a better way to take control over a ship? There also seems to be an issue with ships slowing down from their max speed if another ship in the formation gets nailed, is there a way to prevent that? I also have a hard time with moving ships around in the divisions so maybe adding a
  4. Cavalry on the move at 80 to 100% starting condition should never be caught by charging infantry (i.e. resulting in Melee) unless they were starting in close proximity, and I doubt many humans are going to catch a horse in the short term. There is a horse vs. man race in Wales.. over 22 miles it is extremely rare that any of the horses lose. Limbered Artillery batteries given a 'gallop' button (similar to infantry quick march); with a huge recovery penalty (condition) for subsequent movement (you might be firing your guns but the horses need time to recover). Match total number of g
  5. Has anyone figured out how to mod the stats of components or the bonuses provided by research yet? I've been unable to find any clearly labeled files, and taking a hex editor to the .exe has been similarly unhelpful.
  6. It's probably been mentioned ad nauseum, but its needs to be corrected and its a simple fix. Navy Loodsman costs 100CM and is only a 1.25 speed add. It's completely pointless as is and I doubt that anyone would invest in such a minor mod at that price. Really a waste of a slot TBH. It should be a speed adjustment of +3 knots to have any value at all. I would be fine to leave it at it's current price but the value has to go up. This is a really simple one @admin….
  7. Prologue What I think is the intention of physic mods like "pirate rig refit", "spanish rig refit" and their elite counterparts is that the sailing profil of ships can be changed in some directions. More to the upwind or downwind part. Litte video for better understanding. What do the mods wrong: Looking at those numbers it becomes clear that some ships have a bigger advantge than other ships by manipulation the sail force. Those mods start to create uber-ships changing sailing profils from the yellow line to the violet one. The inten
  8. Suggestion: Give access to all pve drops (except chests) for pve and pvp currency in the admiralty shop Details: AI battles inside the carezone just give xp and cash AI battles outside the carezone give in addtion to xp and cash pve currency Pros: reduce impact of rng reduce price of items easy access less fear of loss less grind Cons: reduce pve content less motivation to play
  9. In all kind of games the more stuff and the better the suff what is equipped the higher are the maintenance cost. Suggestion: Increase maintenance and in battle repair cost depending on used modules Details: modules are already categorized as basic and non-basic, for example, Basic Pump and Coles Bentick Pump While "basic" mods only suffer a slight increase in repair and battle repair cost "non-basic" mods can suffer repair penalties increase up to 200% For example: An installed coles bentick pump would increase hull repair cycle co
  10. I'd like to suggest: Remove the magic upgrades. Cartagena is downright overpowered and magical and so is for example the bovenwinds refit and the gazelle figurehead. They don't add anything to the gameplay and they are just magical upgrades..
  11. I actually have to agree with the statements that the French were not dealt with appropriately, they agreed and turned up to a port battle with throw away ships and no cannons. They fully understood what they were doing and losing 1 rank is fair?? No it isn't!! The only player in that battle who shouldn't have been punished was that lone French Captain who turned up not aware of what was agreed and sacrificed his ship believing he was defending a French Port.. Kudos to him! This was nothing more than a witch hunt aimed at SORRY. I remember this time last year SORRY were denied the clan t
  12. Because it wasn't liked in the "tournament winning" declaration. Here what has been deleted by the mods cause they dont like it when someone notice them changing their announcements / promises. This is not about that I dont think they would deserve it - It is about beeing fair and staying to their word! If I have to speak it out, then I will cause this shoud not be a "dictatorship of the proletariat" ***************************************************** I dont get it!!! Iit was announced that they only get one ship and not the BP's for those! Seems pretty unfair to change that right no
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