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"Naval Arms Race" mod overhaul. BETA 2.9.1 "Major Powers update"


o Barão

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2 minutes ago, MDHansen said:

This is the issue I had 1.5 years back when I started looking in to adding nations, but couldn't because "home population"* is 0 because the province file was not loaded/used by the game, hence province editing wouldnt work. Until Nathan and TaF arrived.

*ref your Greek and Portoguese home population

Well observed. 🫡

@sm0kin You are using an old provinces file or you started the campaign using an old version. That bug was already fixed in the recent updates so if you start a new campaign now the mod files updated, you will not see that issue anymore.

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6 hours ago, admiralsnackbar said:

1. Tech research times feel too fast. -- For reference i have played as russia and china, by default I play with research budgets maxed out. I am able to attain something between a dreadnought and a superdreadnought type ship by about 1902. (22 knots, steam turbine, 13-14 inch 8-10 gun main battery).
 

Reading how you play,  Is pretty much how I play.  (1890, Build your own fleet)  Spend money on everything else before building ships.   Hope and pray no one attacks you while you build your fleet up.

I can routinely get a BB-26 South Carolina class eqv ship (lets be honest, other than turbine drive the SoCal class did more to set the modern standard for what we call Dreadnoughts and they were designed before Dreadnought!)  By 1902-1904.   The IDEA of what we call the Dreadnought was conceived in the 1890s in Italy, after all, and then Published in Janes Fighting Ships BEFORE any such ship was built.

Ok, historical idiosyncrasies aside, THIS SOUNDS CORRECT.    Now, altering the save via the JSON edit feature to get faster development on things can make it faster... But at that point, it isn't the mod doing it.  

 

 

6 hours ago, admiralsnackbar said:

2. Consider upping the VP requirements associated with peace settlements. This is an issue with Vanilla as well but right now you can have your enemy asking for peace after sinking a single heavy cruiser. 20K is the default and from my experience something closer to 50-100K feels more appropriate. 
 

I agree 100% with this but with a caveat.    Increase the penalty for losing at the same time.   Peace is often triggered MID INVASION...   and I am sick of spending 3 of 5 months on an invasion of a land to have it snatched back because of Peace when I am at 99% complete (ground) or 100% success chance (Naval).   I have REAL bad luck with the AI forcing PEACE on me when I am doing multiple land grabs and my side forces the YES.

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2 hours ago, Pappystein said:

I agree 100% with this but with a caveat.    Increase the penalty for losing at the same time.   Peace is often triggered MID INVASION...   and I am sick of spending 3 of 5 months on an invasion of a land to have it snatched back because of Peace when I am at 99% complete (ground) or 100% success chance (Naval).   I have REAL bad luck with the AI forcing PEACE on me when I am doing multiple land grabs and my side forces the YES.

Any time I'm at war these days I have another file I manually save to, and then I again manually save to the main file, so when the turn advances I'll have a file I can reload of the last turn, if that next turn presents me with something that is just totally unacceptable.

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BETA 2.8 "Major Powers update"- N.A.R. changelog:

5YovHY4.jpeg

  • Northern Greece and Crete set to colonies. I tried to set them as "home" provinces but the game engine will think they are ottoman home provinces and will make it impossible to get them in a peace treaty.
  • Ambush battles against lonely capital ships deleted. If working properly, no more lonely BB or BC being ambushed by TBs or DDs.
Edited by o Barão
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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA 2.8 "Major Powers update"
29 minutes ago, o Barão said:

Ambush battles deleted. If working properly, no more lonely BBs being ambushed by TBs or DDs.

Was a bit weird anyway, that the game was just assuming battleships would be alone at sea. Hate when games force you to something stupid no one would ever do. 

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1 minute ago, flaviohc16 said:

Why delete the ambush battle?

Cause Battleships did not sail alone, especially not while being at war. And Ambush refers to ships in harbor, so player doesn't even have control over that risk.

Edit: That's my guess at least. Can't look into Barons mind of course. :D

Edited by Peksern
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1 minute ago, Peksern said:

Cause Battleships did not sail alone, especially not while being at war. And Ambush refers to ships in harbor, so player doesn't even have control over that risk.

 

Correct. To see a capital ship, that should be sailing with the fleet, being ambushed alone by a group of TBs or DDs, doesn't make any sense.

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You have two params.xlsx files on your google drive, one of witch gets named params(1).xlsx when both are downloaded.

Had a bunch of bugs cropping upp after updating the mod today, did a clean install (and deleted one of the params files after noticing that) and now everything seems to work great so far.

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BETA 2.9 "Major Powers update"- N.A.R. changelog:

I know I said no more updates in the middle of the week, but this one is an important one that should improve the gameplay experience for all players.

From Nathan:

"New feature: Set taf_alliance_changes to 1 and when one nation goes to war, all its allies will join the war immediately. Any nation allied to both sides when two nations go to war will break its alliance with both of them and have relations reset to neutral with both of them."

 

Note:

  • Don't forget to update Taf dll.
  • Report if you find any error with this new improvement.
  • Maybe it needs a new campaign to work.
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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA 2.9 "Major Powers update"
6 hours ago, Peksern said:

Cause Battleships did not sail alone, especially not while being at war. And Ambush refers to ships in harbor, so player doesn't even have control over that risk.

Edit: That's my guess at least. Can't look into Barons mind of course. :D

6 hours ago, o Barão said:

 

Correct. To see a capital ship, that should be sailing with the fleet, being ambushed alone by a group of TBs or DDs, doesn't make any sense.

this isn't technically true HMS Rodney sailed alone the Prince of Wales and repulse never had escorts when they were sunk and there was the Bismarck who only had one heavy cruiser with it for protection there was many more instances in ww2 where battleships would sail alone usually because of lack of escort ships or through arrogance but it did happen fairly often.    

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25 minutes ago, rossi191 said:

this isn't technically true HMS Rodney sailed alone the Prince of Wales and repulse never had escorts when they were sunk and there was the Bismarck who only had one heavy cruiser with it for protection there was many more instances in ww2 where battleships would sail alone usually because of lack of escort ships or through arrogance but it did happen fairly often.    

You are missing the point.

You and the AI can send capitals ships to sail alone.

The problem is when those capital ships are part of a fleet with multiple ships. The game engine could generate a battle by only choosing one capital ship against some TBs or DDs.

See the difference?

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There seems to be a problem with the american fast battleship (bc) hull. When the funnels are placed (whether on the towers or the hull itself), the center of balance (the white line in the center of the citadel) offsets all the way to the sternmost part of the citadel, resulting in extremely aft heavy ships

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39 minutes ago, Desecrea said:

There seems to be a problem with the american fast battleship (bc) hull. When the funnels are placed (whether on the towers or the hull itself), the center of balance (the white line in the center of the citadel) offsets all the way to the sternmost part of the citadel, resulting in extremely aft heavy ships

I see what you are saying but is not affecting me.

o0nv1df.jpeg

2.9% aft weight without doing anything special is nothing.

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4 hours ago, rossi191 said:

this isn't technically true HMS Rodney sailed alone the Prince of Wales and repulse never had escorts when they were sunk and there was the Bismarck who only had one heavy cruiser with it for protection there was many more instances in ww2 where battleships would sail alone usually because of lack of escort ships or through arrogance but it did happen fairly often.    

Rodney is an outlier and she was escorting an ocean liner to Halifax before going to Boston when she was redirected to Intercept Bismarck. Bismarck herself, as well as Prinz Eugen, were escorted by three destroyers and a minesweeper flotilla before they were detached roughly two days before the Battle of the Denmark Strait. They certainly did have an escort. Unescorted battleships are an exception of circumstances.

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13 hours ago, Lorents said:

You have two params.xlsx files on your google drive, one of witch gets named params(1).xlsx when both are downloaded.

Had a bunch of bugs cropping upp after updating the mod today, did a clean install (and deleted one of the params files after noticing that) and now everything seems to work great so far.

Thank you. Already deleted. 👍

 

6 hours ago, Peksern said:

@o BarãoIs it intended that a German Democracy has a Nazi Flag? 😅

And it is not unless you are seeing something strange in your game.

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