Jump to content
Game-Labs Forum

"Naval Arms Race" mod overhaul. BETA 2.8 "Major Powers update"


o Barão

Recommended Posts

Posted (edited)

NAR 13 major update, preview W.I.P.

 

Many new improvements from @NathanKell in his work "Tweaks and fixes" included in NAR. Credits to him for his brilliant work.

  • Nem armor code improvements for all ships for the AI to follow, take into consideration the ship class and year. This file will be easy edited by anyone interested.
  • Ship speed limited to be between 90%-100% for the AI to follow. This will prevent to see ships incredible slow or with excessive speed which would increase the engine weight by an exponential factor and would limit the tonnage available to be used in other important areas, like armor.

 

example A (ship made by the AI)

0HUiASa.jpeg

lpqOdzW.jpeg

 

example B (ship made by the AI)

ZP7niij.jpeg

UHAp5Pl.jpeg

 

  • Subs can now travel around the map.
  • Mines mechanic improvements.
  • New scrapping behavior.
  • Improvements to the shared design mechanic.
  • Components weight rebalanced to help the AI to think more like a human player. As an example to be very rare to waste tonnage on triple bottom hulls.

 

Playing with flags

C6hD6Z3.jpeg

  • Monarch civil flag above
  • Monarch naval flag below

cprl5NR.jpeg

  • Monarch civil flag above
  • Portugal monarchy below

@MDHansen other format flags will only be cropped in the menu, but will work just fine in the shipyard or in battle.

Edited by o Barão
  • Like 4
Link to comment
Share on other sites

1 hour ago, Peksern said:

If I would like to use Nathans Tool to add more Gun Marks... would that be compatible with NAR and how would I actually do that at all?

It should be yes. I am guessing you would need to extract the "partsModel", "guns" and the "technology" files from NAR.

  • Create the new mark6 guns in the "partsModel".
  • Create the new mark6 guns stats in the "guns".
  • Add the new mark6 years where those guns are unlocked in the "technology" file at the end.

Upload the files back to NAR.

 

https://github.com/NathanKell/UADRealism/blob/main/README.md

Mark 6+ guns

Both the guns and partModels TextAssets can have a param column added. For a given gun, any of the mark-based values can be added to the param value with a list of mark followed by value. For example the 5in gun could have a param of firerate(6;30;7;40), shellV(6;800;7;810). This would make it so that the Mark 6 5in gun would have a base fire rate of 30 and shell velocity of 800, and the mark 7 would have 40 and 810 respectively. The mark 5 values are extended for all other mark-based stats if no new value is specified (so mark 5 barrel weight, accuracy, etc would be used for marks 6 and 7. This also holds true for partModels, for example param for a gun could have model(6;hood_gun_140_x2) and all other mark 5 parameters would be extended to mark 6 (and 7, if there is a mark 7 of that gun). These new marks can be enabled in the technologies TextAsset just like any other mark.

 

NathanKell mentions other method, so I would suggest to ask him directly how should be the right approach.

 

  • Like 3
Link to comment
Share on other sites

First time commenting here, absolutely love the mod, however I was wondering how easy it would be to modify the BC towers for Germany?  The modern Large Cruiser/Battlecruiser for them has IMO unusable turret barbettes in terms of practicality.  They are meant for no larger than 11" guns, when in reality the O-Class that Germany was planning for their next realized BC post WW1, was planned to have an armament of 3x2 15" guns.  It just doesn't make sense on my end at least to bake in the requirement of the turrets you *have* to use or else you just end up with weird unused turret barbettes or a 2 turret config with 2 mains and then 2 larger secondaries I guess. 

Really love the work you've done, and have thoroughly enjoyed the mod, cheers.  

Link to comment
Share on other sites

5 hours ago, Fyredrake said:

First time commenting here, absolutely love the mod, however I was wondering how easy it would be to modify the BC towers for Germany?  The modern Large Cruiser/Battlecruiser for them has IMO unusable turret barbettes in terms of practicality.  They are meant for no larger than 11" guns, when in reality the O-Class that Germany was planning for their next realized BC post WW1, was planned to have an armament of 3x2 15" guns.  It just doesn't make sense on my end at least to bake in the requirement of the turrets you *have* to use or else you just end up with weird unused turret barbettes or a 2 turret config with 2 mains and then 2 larger secondaries I guess. 

Really love the work you've done, and have thoroughly enjoyed the mod, cheers.  

It is similar to what I said above. The diference is that you will need to extract the "parts" file from the NAR resource.assets. In that file you can edit any physical component that is added to the ships and also the hulls: towers, barbettes, funnels, stats, size, what is available for each hull, etc...

 

It is a big file, so I would suggest to search the component name and compare the stats to what you are seeing ingame so you know exactly what you are editing. There are many components that share the same name in game but are completely different from each other so looking at the stats or to which hull they are available will make it easier to see.

 

After you made the changes in notepad++ or another similar program, just upload back to the NAR resource.assets.

 

This is what I use to extract the txt files from the game:

https://github.com/nesrak1/UABEA

set the filter to txt

use the plug in to import/export

Link to comment
Share on other sites

Posted (edited)

NAR major update 13 preview

SVk3utm.jpeg

uL8IiVq.jpeg

jKlpVID.jpeg

A new nation.

Great for hardcore players.

No money, no capital ships and colonies all around the world to protect. Good luck...🫡

Edited by o Barão
  • Like 6
Link to comment
Share on other sites

1 hour ago, o Barão said:

Great for hardcore players.

No money, no capital ships and colonies all around the world to protect. Good luck...🫡

or for noobs. They can conquer portugal easily with any other nation. :D

  • Like 2
Link to comment
Share on other sites

3 hours ago, o Barão said:

NAR major update 13 preview

SVk3utm.jpeg

uL8IiVq.jpeg

jKlpVID.jpeg

A new nation.

Great for hardcore players.

No money, no capital ships and colonies all around the world to protect. Good luck...🫡

Now we NEED the ottoman empire!

Link to comment
Share on other sites

2 minutes ago, PalaiologosTheGreat said:

You better write a guide on how to make a playable nation lol

 

I really want to make a United Hispanic Federation mod so I can fight the US lolll

There is already a guide about that. The good thing is that will be a lot easier for anyone interested in the next update. Wait a few days :)

 

  • Like 2
Link to comment
Share on other sites

1 hour ago, o Barão said:

NAR  "New powers" major update preview (pack 1)

 

---Ottoman empire---

Mix german/british hulls & guns

bDvLiIM.jpegXr3IVJI.jpeg1erM9RN.jpegundeP0R.jpeg

Awesome. Will these packs be part of the NAR core mod or wil they be some kind of sub mod? And will all nations be part of one big pack or can we choose which nations we want to be a major faction and which ones not?

Link to comment
Share on other sites

Posted (edited)
20 minutes ago, Peksern said:

Awesome. Will these packs be part of the NAR core mod or wil they be some kind of sub mod? And will all nations be part of one big pack or can we choose which nations we want to be a major faction and which ones not?

1) core mod

2) all nations in one big pack. Nothing is removed, only added. Atm there are 13 nations in game. I expect to add the south american nations next for a total 16 nations.

3)"...can we choose which nations we want to be a major faction and which ones not?" This is not an easy thing like switching a button. It takes many hours to add a new nation ingame. However in the next update all the files will be available to anyone to edit in csv format, thanks to the work of NathanKell. So you can in theory work to add new nations to the game or remove them if you wish.

Edited by o Barão
Link to comment
Share on other sites

7 minutes ago, o Barão said:

3)"...can we choose which nations we want to be a major faction and which ones not?" This is not an easy thing like switching a button. It takes many hours to add a new nation ingame. However in the next update all the files will be available to anyone to edit in csv format, thanks to the work of NathanKell. So you can in theory work to add new nations to the game or remove them if you wish.

yeah, makes sense if it's in core mod anyway. :) 

Link to comment
Share on other sites

I have 6 nations added. With my i9-14900 it is barely noticeable before late game if all nations are still on the table

PS: I might steal your SA countries once you release them, o Barão :D

Edited by MDHansen
  • Like 3
Link to comment
Share on other sites

13 minutes ago, PalaiologosTheGreat said:

How many nations can you put into the game before it starts to lag a lot? 

At this moment I don't have the answer. It only takes a few minutes for me to start a campaign but I don't know how the game will handle after 50 turns as an example. The limit, IMO, is not how many nations, but how many nations can fit in the politics screen and it is already full or almost full.

  • Like 2
Link to comment
Share on other sites

5 minutes ago, o Barão said:

The limit, IMO, is not how many nations, but how many nations can fit in the politics screen and it is already full or almost full.

This^^

But, as I have experienced tweaking the technologies section, it seems the contents of the topbar windows (politics, technologies, etc) are modular by design. I added more tech groups, columns and rows, and they all moved/resized to fit. I guess we'll see once we go 20+ :D

Edited by MDHansen
  • Like 1
Link to comment
Share on other sites

South American naval arms race study

2 arms race
1st 1890 chile vs argentina (relation -50 ingame between the two)
2nd early 1900 chile vs argentina vs brazil (relation -50 ingame between the three)

ships bought or possible bought in searching for shipyards to build them.

Chile:
https://en.wikipedia.org/wiki/Chilean_battleship_Capitán_Prat 1890 - French pre dreadnought
https://en.wikipedia.org/wiki/Chilean_cruiser_Blanco_Encalada British protected cruiser
https://en.wikipedia.org/wiki/HMS_Swiftsure_(1903) British pre dreadnought
https://en.wikipedia.org/wiki/HMS_Triumph_(1903) British pre dreadnought
https://en.wikipedia.org/wiki/Chilean_cruiser_Esmeralda_(1896) British armored cruiser
https://en.wikipedia.org/wiki/Chilean_cruiser_Ministro_Zenteno_(1896) British protected cruiser
https://en.wikipedia.org/wiki/Chilean_cruiser_Chacabuco_(1898) British protected cruiser
https://en.wikipedia.org/wiki/Almirante_Latorre-class_battleship British BB
"Still, the American and German governments attempted to swing sentiment to their side by dispatching modern naval vessels (Delaware and Von der Tann, respectively) to Chilean ports. Their efforts were futile, and the design tendered by Armstrong Whitworth was chosen on 25 July 1911."
"n the late 1930s, the Chilean government inquired into the possibility of constructing an 8,600-long-ton (8,700 t) cruiser in the United Kingdom, Italy, Germany, or Sweden, but this did not lead to an order. "

In game:
French pre dreadnoughts until 1900, after British BB/BC with some german/american in the mix
Remaining classes all british with some Italy and germany on the mix in late era

Argentina
https://en.wikipedia.org/wiki/ARA_Libertad_(1892) British coastal defense ship 
https://en.wikipedia.org/wiki/Giuseppe_Garibaldi-class_cruiser Italian armored cruiser
https://en.wikipedia.org/wiki/ARA_Veinticinco_de_Mayo_(1890) British protected cruiser
https://en.wikipedia.org/wiki/ARA_Nueve_de_Julio_(1892) British protected cruiser
https://en.wikipedia.org/wiki/Japanese_cruiser_Kasuga  Italian armored cruiser
https://en.wikipedia.org/wiki/Japanese_cruiser_Nisshin Italian armored cruiser
https://en.wikipedia.org/wiki/ARA_Buenos_Aires_(1895) British protected cruiser
https://en.wikipedia.org/wiki/ARA_Garibaldi - Italian armored cruiser
"The Argentines responded in May 1901 with an inquiry, possibly a full order, to Ansaldo for a new 15,000-long-ton (15,000 t) battleship design. This would mount a 305 mm (12 in) main battery and be capable of steaming at 20 knots (23 mph; 37 km/h)".- Italian pre dreadnought
"After the Argentine government sent a naval delegation to Europe to solicit and evaluate armament companies' offers, they received tenders from fifteen shipyards in five countries (the United States, Great Britain, Germany, France, and Italy), and conducted a drawn-out bidding process."
https://en.wikipedia.org/wiki/Rivadavia-class_battleship American BB
"...though Argentina did order twelve destroyers from British, French, and German shipyards to soften the blow."
https://en.wikipedia.org/wiki/Veinticinco_de_Mayo-class_cruiser Italian CA
https://en.wikipedia.org/wiki/ARA_La_Argentina_(C-3) British CL
https://en.wikipedia.org/wiki/Churruca-class_destroyer Spanish DD

In game: 
Italian heavy cruisers, British light cruisers
American capital ships in general with a few from Germany, France and Italy.
Destroyers from Britain; France and Germany

Brazil
https://en.wikipedia.org/wiki/Brazilian_battleship_Aquidabã British ironclad ("US Maine" in game?)
https://en.wikipedia.org/wiki/Bahia-class_cruiser British scout cruiser
https://en.wikipedia.org/wiki/Minas_Geraes-class_battleship British BB
https://en.wikipedia.org/wiki/Pará-class_destroyer_(1908) British DD
https://en.wikipedia.org/wiki/HMS_Agincourt_(1913) British BB
https://en.wikipedia.org/wiki/Brazilian_cruiser_Almirante_Barroso_(1896) British protected cruiser
https://en.wikipedia.org/wiki/Brazilian_cruiser_Rio_Grande_do_Sul British protected cruiser
"During the same period, the Brazilian government looked into purchasing cruisers from the United States Navy but ran into the restrictions of the Washington and London Naval Treaties, which placed restrictions on the sale of used warships to foreign countries. "
https://en.wikipedia.org/wiki/Marcílio_Dias-class_destroyer Brazil but based on the american "Mahan" class

In game:
Full british with late era american DDs on the mix
*BB I needs to be the MAINE or some variant(usa)

  • Like 1
Link to comment
Share on other sites

Hello, dear developers!
 

I have been watching this mod for a long time and I really appreciate the work you have done. And the news about adding new nations just amazed me! I have one suggestion on this matter.

What do you think about adding Greece as the seventh nation? This country has obvious reasons to appear in the mod:

1) Greece could afford dreadnoughts and would have received them if WW1 had not happened.

2) A huge number of islands can be considered colonies, because they were previously taken from other countries.

3) Well, in general, based on the fact that Greece and the Ottoman Empire had a very long feud, the presence of both of these states would have a certain meaning and historicity.

I hope that you will consider this proposal! Because as I see it, there is still plenty of room for two or three nations on the "politics" screen. And it would be really cool if Greece took one of these positions!

 

Also, I will note that the Ottoman Empire should add Three-Mast hulls, a Gunboat hull, a Turret Cruiser and a Coastal Defense Ship. Because the Ottoman fleet for a long time contained even very old ships, which received truly grandiose modernizations.

  • Like 2
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...