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Found 15 results

  1. FILES IN SECOND POST ** Current Version: 1.2.7 ** 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 copious help in the past six or so months, when I first started undertaking this project. Without their patience and help, this would have been completely impossible. The Story: Briefly, I started developing this mod innocently in -- I think -- September, I had no notion that it would come to consume a huge portion of my spare time, and that I would mod into it so many things. But the new ability to have near complete access to the code proved an irresistible “mission creep”. What started as a desire to just reduce casualty numbers has spiralled into a more-or-less complete overhaul, not only of the original game but of J&P. The Gist of It: The broad theme of the mod has been to make the game more historically authentic, both in how it looks and how it plays. There are really too many changes to list them all here (that's what the changelog is for), so I'll try to synthesize all the changes into a handful of categories. These are: visuals, unit sizing, pace, mechanics, and career paths. Visuals -- The submod looks very different than J&P and vanilla. There are numerous changes to visual effects, like smoke, projectile velocity, etc. And the units themselves are much smaller. Individual unit sprites are less than half their original size and far more numerous, because I wanted a more realistic look. The amount of guys you see on screen is usually now about 1:2 versus the unit's HP, whereas before it was usually more like 1:10. Unit Sizing -- Unit sizes are different across two vectors: the amount of units (regiments, previously brigades) that can fit in a brigade (previously divisions), and the amount of men per unit (HP). Brigades are limited to three regiments per, but you get a lot more of them. Unit sizes are capped out at 1025 for infantry, 250 for cav, 150 (6 guns) for artillery; and skirmishers are a bit special, in that their max number increase as the campaign goes on. This is to reflect their increase usage during the war and evolving tactics (a subject of some dispute apparently, but the option is there in the submod). I wanted a control feel that was a little more authentic and involved, with more complexity of subunit than monster brigades. Pace -- Everything is a lot slower, even than J&P, which was already slower than vanilla. There are a lot of ways this is accomplished, but the effect is a more measured play and more importance of making the right movements at the right time. I find that positioning has become more important in the submod, because if you don't have people in the right place at the right time, things can spiral quickly. Mechanics -- There are so many changes here, it's hard to account for them all, although most of the actual unit balancing is from J&P. Generally, I've tried to rely less on high AI numbers for difficulty, and instead creating handicaps for the player. Positioning is really big, especially your units locations versus each other and to the general(s) on the field. Your generals now give vision to units, and keep them moving at their top speeds. He is far more important, and while it is still possible to have units operating far away from him, they'll only be able to if they're very high skill. They can even start 'lagging' behind their orders a little (the units separate from their command arrow a bit!). Also, units, especially infantry, must stay near their brigade or suffer debuffs in efficiency. There are also big changes to things like skirmishers. I've tried to make them completely different than infantry. They are still very deadly but lose morale very quickly even from fire from inferior units. They are far more spread out, visually, and a bit faster in their base skirmish and fallback speeds. Snipers are also completely different, now support units rather than direct combat units. There is a lot more, please read the changelog. Career Paths -- I've tried to make each career path more important, to allow for more specialized play-styles. Politics now gives a higher dividend of recruits and money versus the base, which you'll need because recruit rewards are 80%(!) reduced and money about 20%. Training now allows experience to be gained up to 2x faster. Logistics gives you more officers available in the academy. AO is very important now, as it reduces all of the movement debuffs from not being around general, from not being around brigade, and from losing vision away from general; it now doubles as the 'command & control' career path. Recon now allows your general himself to see farther from elevation; so if you have a general-centered play-style (slow moving), you might want to go for this instead so that he can spot for artillery. Also, information about enemy units is vastly reduced by default: you now get rough estimates about unit strength and character, and Recon points help you see more of that. This is just a synopsis of all the changes. Please see the changelog for a full list of changes. Again, thanks to Jonny and Panda and everyone who gave feedback and encouragement on the discord; and to Fiasco whose interest first pushed me into trying to mod.
  2. 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 guns in a battery to movement rate; all other things being equal a 4 gun battery should be able to move faster than an 8 gun battery due to less congestion. Slight up-tweak to melee values on standard issue firearms; an 1861 Springfield was not inferior to earlier muskets in regards to hand to hand combat. I am currently cleaning and preserving (not restoring) a CSA Fayetteville Rile/Musket that is an example of beating swords into plowshares, or in this case turning an instrument of war into a shotgun. The barrel all by itself would make an excellent cudgel for braining some poor soul. (Cautionary note here: never assume antique weapons are unloaded; this barrel had in it some sort of gun powder, wadded paper and deteriorated lead shot which had turned to lead oxide; all unbeknownst to the family which had owned it for the last 80-90 years). Improve the ability of small units (300 or less) to remain hidden if they are in 100% cover and have not moved, up to the point an enemy unit comes within half their firing range. Introduce Coehorn mortars for skirmisher units. This would reduce movement speed. Create the ability of Cavalry to detach scouts, 2% of total not to exceed 20.
  3. 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.
  4. 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….
  5. 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 intention of those mods is reasonable and ok but not how its achived by manipulation the force. My proposal: Instead of force change mods every ship should come with 3 pre designed sailing profils. A upwind profil a default profil (current one) and a downwind profil. Those profils can be enabled by using a ship knowledge or mod. Example: yellow = default / red = upwind profil / blue = downwind profil ( ofc values are exaggerated for better visual understanding) When i equip the pirate rig refit I enable the red profil When I equip the spanish i enable the blue profil When i equip no such mods i get the yellow default profil Pros: Easy balancing no ridiculous effects still ship customization no manipulation of the fsailforce strength and therefore smaller ships dont mutate to tug boats solves the problem of slow ships in ow but fast ones in instance therefore reduces tagging annoyance Cons: Lot more work for devs crying meta freaks
  6. 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
  7. 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 cost by 100% for each extra module of the same type - cost increases by extra 100% For example: coles pump + chain pump = basic repairs + 100% for the first module + 100% for the second module + 100% for being a second module of the same type - pump Pros: quality of life added maintenance for high grade specialized ships simulates highly specialized crew and necessity of high grade quality parts for repairs at sea Cons: quality of life
  8. Because of much and many posts discussing the sense or nonsense of grinding for mods, books and ship slots, me - and, I am sure the devs too (@admin and @Ink) - are eager to know why people commit themselves to grind for the above mentioned assets.
  9. 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..
  10. @admin @Ink fellow Captains, http://steamcommunity.com/sharedfiles/filedetails/?id=917654264 Admin just re-edited an POST regarding ALTs. The STEAM Guide I did above is a BASE point to start moving the ALT question forward. So, if we had a Rule Book on ALT behavior what five things are a big NO...? Just a quick additional note. I'm not too far away from a Modulated Modifier that can run a fleet delivery system and avoids players. This area of bots is closely related and will need addressing in time. Norfolk.
  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 tags SS as the symbols are similar to the Murdering German regiments of WW2. What did I see yesterday and reported to a chat mod??? A Swedish player giving mouth and swearing in Global chat on the Global server and his clan tags??? SS. Will he be punished?? no! Will he have to change his clan tags? Of course not... why is that?? Because it means the Butt hurt former Colonials cannot bring the pitch folks and fire and rally with the admin on his personal anti LV and SORRY clan crusade! The Chat mod which I also reported was allowing his fellow Pirate nation members to openly swear and rage in Global while he "Played the game" This is a joke! I sent in total 14 reports and even used F11 reporting feature to show what the Global Chat chat was yesterday and the use of Language that was not being Moderated! Imagine if that was British players and not Pirate (Moderators Nation) that was swearing, chat ban hammer would have been swinging like Thors! This game is slowly becoming more shocking and biased each month! I have supported this game truly since I began playing (Much to my wife's anger) Fix this biased crusade! Sort your Moderators out! and stop making this game as exploitable to gain advantage! The old system worked! This time last year... huge player base! Now not even a sparkle of what it used be! How much fun it used to be!
  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 now for a player made tournament epecially when we think about that the special event is disenabled for a long time = Thus no one else can get them right now. "The stakes are high, with awards aplenty to the victors. Rewards are as follows: A total of 13.7 million pieces of eight to be divided between those squadrons which place first, second, and third in the honorable fray. Four Bucentaure-class ships to be likewise divided. Perhaps most sought of all, a L’Ocean-class ship for first place, an Aggememnon-class ship for second place, and a Heavy Rattlesnake-class sloop-of-war for third place teams..." http://forum.game-la...ament/?p=296663 This is insane! Please stay at what you announced! Those BP's were ment to only drop at the Event (Special Drop) - Not as a reward! "... To celebrate the increase in the steam ratings 4 ships will be added to the game as event ships. Rattlesnake Heavy – event blueprint L Ocean – event blueprint Agamemnon – event blueprint Gunboat – redeemable for existing users and event blueprint. Redeemable will be given out by end of the week. Event ships are available from special events only – that will be available for for all users on PvP and PvE servers...." http://forum.game-la...tures/?p=297938 ***************************************************
  13. I haven't played this game yet, but I was wondering if this game has modding support or if there are plans to implement them in the future. I'm mainly talking about client side mods, like ship skins and other textures, or slight changes to the HUD. Nothing to give a gameplay advantage, but little things to help players customize their game a bit.
  14. Hi guys I wanted to vent a little if you guys take time to read this. I responded in 1 post about mods in another topic so I wanted to start this 1 for the sole position of talking about mods. So this is what I really hate about POTBS. They have so many mods and you only use a handful. This drives me crazy. They should focus on improving the game insted of making so many garbage mods. I hope in this game the devs really take the time if they are going to put mods in to really think about what they are putting in insted of putting in what ever is easy and flodding the market with mods. I also think that this is hurts a game b/c of so many mods and new people think that they have a great out fitted ship and it's crap. I want to hear what you guys think.
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