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"Naval Arms Race" mod overhaul. BETA v11.4 - for UAD v1.5.1.6


o Barão

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Can you make more dangerous toprs.

In my opinion Torps should be more dangerous for ships but mostly for Transport, TB, DD, and even for CL. Sunk TR with 1/2 hits is impossible.

TR,DD,TB should take max 1-2 hits

 

 

 

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Posted (edited)
2 hours ago, NiKuTa said:

In my opinion Torps should be more dangerous for ships but mostly for Transport, TB, DD, and even for CL. Sunk TR with 1/2 hits is impossible.

That logic is already applied here, and I can tell you that is much more dangerous than vanilla game.

"Gun and torpedo damage reworked. The smaller the ship type more devastating will be the damage. " mod description.

But I can tweak more the damage. If you show me a TB or DD getting hit by a big torpedo in the middle and survive, I will be interesting to see. The TR surviving a torpedo hit is more related to how the change to bulkheads are being applied to all ships. Unrealistic to see a TR with maximum bulkheads like it was a warship, but that is what you will see in game.

AXPu1hB.jpeg

Still, if it was hit by two torpedoes, one near the bow and the other near the stern, I am almost 100% sure that would be enough to sink it.

 

Note: you can edit the torpedo damage in the "shipTypes" files.

 

Edited by o Barão
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46 minutes ago, NiKuTa said:

Bug in technology - Austro- Hungary Technology Destroyer II don't give Destroyer II Hull.

Ultimate Admiral Dreadnoughts_2024_04_09_12_35_33_090.png

Ultimate Admiral Dreadnoughts_2024_04_09_12_34_39_966.png

Not a bug. Both Germany and Austria don't have DD II. They have instead the large torpedo boat II hull.

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12 hours ago, SpardaSon21 said:

If you can do that, can you finally fix the longstanding issue where the Chinese colonies France and Germany have are classed as home territories and not colonial ones?

I look more careful, and I don't know if it is better to fix that issue. The reason being that "home" status is applied to any nation that owns that province. An engine limitation. There are other starts that it is China that owns that province, or there is also the chance of China to conquer those provinces. Would those provinces be a colony or a home province for China? There is also the "claim" status and it says it belongs to China. So the home province should only be applied to China but is also being applied to the European nations?

If France conquers West Germany, will be considered a colony or a home province? Both have the "home" status. It is a little confusing.

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50 minutes ago, MDHansen said:

the big problem is that we can't, per date, change "home" provinces. They are hardcoded.

 

Thx. I also read.

"partmodels - copied germany and changed relevant info"

You don't need to do that. Just add the nation you want for the gun choice. "germany,brazil" as an example. Much quicker and easier, I guess.

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3 hours ago, MDHansen said:

the big problem is that we can't, per date, change "home" provinces. They are hardcoded.

 

Does this mean that to make a properly fuctioning major nation one must "borrow" home territories from some pre-existing nation?

Edited by HMS Implosive
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May we get a rework of cruiser armor, specifically barbettes and turret armor?  I'd like to see an barbette cap closer to 5-6in for light cruisers, and 7-8in cap for heavy cruisers; both for all main battery calibers.

My justification is historically, a Brooklyn or Cleveland class light cruiser had 5in barbettes, but the latest version of this mod caps a 6in light cruiser build at around 2-3in.

Is this a vanilla game-ism, or can this be altered?

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2 hours ago, diceman624 said:

May we get a rework of cruiser armor, specifically barbettes and turret armor?  I'd like to see an barbette cap closer to 5-6in for light cruisers, and 7-8in cap for heavy cruisers; both for all main battery calibers.

My justification is historically, a Brooklyn or Cleveland class light cruiser had 5in barbettes, but the latest version of this mod caps a 6in light cruiser build at around 2-3in.

Is this a vanilla game-ism, or can this be altered?

Check this values if you are interested inside the "params" file.

 

w_super_barbette,0.0035,increase weight of the barbette from armor A.Barbette,0.00115,,,,,,
w_armor_barbette_gun_caliber_threshold,5,A.Barbette only for guns >=5 inch.,,,,,,,

w_armor_barbette_turret,0.03,turret barbette weight: percent of base turret weight,,,,,,,

 

I will probably look at them again at a later stage. Atm, I am very busy with other stuff.

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16 hours ago, o Barão said:

I look more careful, and I don't know if it is better to fix that issue. The reason being that "home" status is applied to any nation that owns that province. An engine limitation. There are other starts that it is China that owns that province, or there is also the chance of China to conquer those provinces. Would those provinces be a colony or a home province for China? There is also the "claim" status and it says it belongs to China. So the home province should only be applied to China but is also being applied to the European nations?

If France conquers West Germany, will be considered a colony or a home province? Both have the "home" status. It is a little confusing.

 

15 hours ago, MDHansen said:

the big problem is that we can't, per date, change "home" provinces. They are hardcoded.

 

Damn, that sucks to hear.  Its a major issue in the 1890 start where you can't blockade either nation until you take those via naval invasion.  And since they're classed as home provinces you can't take them via peace deal, either.

Edited by SpardaSon21
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Posted (edited)

BETA v9.1 - "Silent hunter" update - N.A.R. changelog:

  • Updated to UAD 1.5.0.8

---IMPORTANT---

  • Do not update unless you want to start a new campaign.
  • There are some changes to hulls that can break your current campaign.

 

Hulls:

  • Added a new hull to better represent the Austrian SMS Kronprinzessin Erzherzogin Stephanie  (BB I Austrian hull) https://en.wikipedia.org/wiki/SMS_Kronprinzessin_Erzherzogin_Stephanie
  • Semi dreadnought hull removed from the American tech tree. This was made by me months ago, and it is not needed anymore with the recent hulls added by the devs.
  • Dreadnought V hull from the British tech tree removed. I don't remember why I added that hull, maybe was made by the devs, but it is not in line to what was being made by the British at that point. Dreadnought VI becomes Dreadnought V.
  • Early Spanish pre dreadnoughts name scheme fixed.
  • Early British dreadnoughts AI design logic was improved to use more main guns.

Bugs fixes.

  • Many fixes under the hood, from reading the game log. Not really important for the players.
  • Some modern Russians CL could fit 9" guns.

Barbettes

  • Increase the bonus armor modifier from 6% to 20% to better represent the average from the round shape and hopefully make them more useful in game.

 

---The frustrating part---

  • Made more changes to see if I can force escorts to be used against subs in convoy battles more often. Where this worked very well in my campaign test in 1940, in my current 1910 campaign, not once they were used. 😒

 

 

 

Edited by o Barão
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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v9.1 "Silent Hunter" update - for UAD v1.5.0.8

hi Barao i don't know if this is an issue anyone else is facing but in my latest campaign the AI seem to be really struggling to build a decent BB they seem to be fixated on using as many 17 inch guns as much as possible but are only using 9inch of belt armour and deck armour is usually under 1 inch. in 1890-1900 this amount of armour is adequate for a bb but I'm now in 1927 and they are ridiculously easy to sink, i was thinking that maybe the bb hulls need to have there minimum armour raised by an inch or two to help the Ai when they are designing ships or even having the minimum belt armour set to what these ships historically used

for example a dreadnaughts minimum armour in game is 7 inch  but if its raised to 10 to 12 inch thick that way the ai will already have an ok amount of armour when designing a new ship and can only increase thickness if it wants to and not make paper ships 

as for other ship classes the ai seem to be making ok ships there DDs and cruisers seem to be decent enough to overwhelm and destroy bigger slower ships that don't have adequate protection from lighter ships

this could be an issue that only I'm facing and the Ai has just decided that it doesn't need armour in this campaign 

overall the mod is great and improves the game massively 

Edited by rossi191
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Posted (edited)

@rossi191 o7!

"...they seem to be fixated on using as many 17 inch guns"

AI have a tendency to use big guns on late BBs, specially in vanilla game. I changed the AI behavior to use middle caliber guns more often, but I can't push down more without the risk of seeing BB with 9" guns around 1910 as an example. This is a global modifier that the AI is using as a reference when building, and not an independent value per hull.

 

"bb hulls need to have there minimum armour raised by an inch or two to help the Ai"

I can't do that, because again, it is a global modifier. Historical speaking, there were dreadnoughts with 6" belt armor, and 9" (the minimum)in game is already way higher, specially around 1900.

 

"a dreadnaughts minimum armour in game is 7 inch"

9 not 7.

 

"the ai will already have an ok amount of armour when designing a new ship and can only increase thickness if it wants to and not make paper ships "

That is not how it works. If I raised, in theory, the minimum belt armor to 15" as an example. The AI would have less displacement available to use armor in other places, and so you would see a 15" belt, and 0,0,0,0.... elsewhere more often.

What I did was by telling the AI to use more but smaller capital guns, fewer torpedoes and fewer secondaries. It should help the AI to have more displacement to use in other things, like armor, but it is not possible to teach the AI to not use 0, 0,0.. armor in important parts of the ship protection. It is an engine limitation. It should happen fewer times in the mod, but you will still see it sometimes.

Note that there are still modifiers that I am still learning what they do in game, so maybe I find a new thing tomorrow, but it is not an easy task to change a value, open the game and see the AI designing ships for 10 minutes to see If I notice a changed in the behavior. It is time-consuming and very frustrating.

 

"this could be an issue that only I'm facing and the Ai has just decided that it doesn't need armour in this campaign"

Yeah, basically it is random what you will get. The changes I made, it should in theory help the AI to design better ships more often, but we still can get odd ducks sometimes.

 

 

Edited by o Barão
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Any changes with AI and wars. In my game, AI are in infinite wars. Some countries are in war for so many years that are almost without ships. Me (Austro-Hun) from last position with ships now I'm 3. GB, USA, FR, GR have about 20-40 ships. Some even without any BBs. Game 1890-1912 now.

 

IS there any way to reduce sunken ships in auto battle resolve? Now with less accuracy it is harder tu sunk ship, but is auto battle resolve changed to simulate that?

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Posted (edited)
58 minutes ago, NiKuTa said:

Any changes with AI and wars. In my game, AI are in infinite wars. Some countries are in war for so many years that are almost without ships. Me (Austro-Hun) from last position with ships now I'm 3. GB, USA, FR, GR have about 20-40 ships. Some even without any BBs. Game 1890-1912 now.

The only change was to increase the tension much quicker against enemies from allies to see if they would join the war quicker and behave, well, like allies.

58 minutes ago, NiKuTa said:

IS there any way to reduce sunken ships in auto battle resolve? Now with less accuracy it is harder tu sunk ship, but is auto battle resolve changed to simulate that?

You want auto resolve to sink less ships??? Strange request. Well, you can edit these values in "params" file.

power_armor_exp,0,autoresolve power factor for armor,0.45,,,,,,
power_speed_exp,0,autoresolve power factor for speed,0.6,,,,,,
power_firepower_exp,5,autoresolve power factor for firepower,0.68,,,,,,
power_ammo_exp,0,autoresolve power factor for ammo,0.1,,,,,,
power_crew_exp,0,autoresolve power factor for crew,0.1,,,,,,

 

and give a high number to speed and the rest set to "0". Maybe that will help smaller fleets to disengage if they are faster.

Edited by o Barão
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1 hour ago, PalaiologosTheGreat said:

Does the NAR shared design thread still work?

The old one made by me? I should delete that.

I don't recommend anyone to do shared design until the devs and I stop working on the game. Parts are being changed, new ones are being added, and so what works now, maybe will not work tomorrow.

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I like the lower accuracy on guns, but there is something wrong.

here is no point have a ship with long range guns when you can't use it and soot.

My CL have about 10km+ gun but open fire about 4km from tgt. I have MK3 guns 5-4 inch, crew veteran and dot won to fire, I need to set to agressive mode.

Edited by NiKuTa
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Just now, NiKuTa said:

I like the lower accuracy on guns, but there is something wrong.

here is no pin have a ship with long range guns when you can't use it and soot.

My CL have about 10km+ gun but open fire about 4km from tgt. I have MK3 guns 5-4 inch, crew veteran and dot won to fire, I need to set to agressive mode.

That is related to the target size, speed, light conditions, weather, sea waves and if it is turning.

Just because you have long guns, that doesn't mean if it is worth it using them against that TB speeding at maximum range. The hit rate will be so low that the gunners will prefer to save the ammo. If you try against a slow BB, most likely they will be used.

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Just unlocked a modern heavy cruiser 2 in my Japanese campaign, with the research '16500 ton CA' assigned to the year 1922. No way that's right, probably should be 1932. Not sure if this is NAR specific or stock.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

I should scrap all my other ships and build 50 of these lmao

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

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24 minutes ago, Fangoriously said:

Just unlocked a modern heavy cruiser 2 in my Japanese campaign, with the research '16500 ton CA' assigned to the year 1922. No way that's right, probably should be 1932. Not sure if this is NAR specific or stock.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

I should scrap all my other ships and build 50 of these lmao

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

I am failing to understand what is your issue, but if you don't like it, write a letter to the devs. 😉

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