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


o Barão

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umm, not too sure what happened, but after I let steam update and then installed the mod update, this is what i find in every campaign save i have, even in an old 1.4 save, all the ships are gone. AH somehow kept theirs's in this file though, and I've got the last 8 TBs i built.

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4 hours ago, Fangoriously said:

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

umm, not too sure what happened, but after I let steam update and then installed the mod update, this is what i find in every campaign save i have, even in an old 1.4 save, all the ships are gone. AH somehow kept theirs's in this file though, and I've got the last 8 TBs i built.

Have you tried starting a new campaign to see if the  same issue happens?

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1 hour ago, o Barão said:

Have you tried starting a new campaign to see if the  same issue happens?

It was 1924 in that campaign, I also noticed every design and refit before 1914 suddenly being gone out of my ship design tab, and if you delete a design, any ships of that type auto scraps. That appears to be what happened, across the entire save file, only REALLY old trash survived the purge. I only had those few TBs because they were designed in 1913 and i was still building that type, but also immediately refitting them, just hadn't to those ones yet. 

I had edited the save right after i started the campaign to quadruple all the faction's ship yard size so they could build all the ships their insane difficulty setting could afford, if i had to guess the devs did something that would partially corrupt edited saves in the last update.

so, instead of just starting over, i edited the save again, increased everyone's ship yard capacity even more, and began rebuilding with a clean slate, hopeing the other factions do too. Enough space to build at least half of what i had before, was thinking about scraping the obsolete capital ships anyway, money was getting tight. 

After 6 months every port now has a mine layer in it again, things are progressing normally enough again. 

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30 minutes ago, Fangoriously said:

It was 1924 in that campaign, I also noticed every design and refit before 1914 suddenly being gone out of my ship design tab, and if you delete a design, any ships of that type auto scraps. That appears to be what happened, across the entire save file, only REALLY old trash survived the purge. I only had those few TBs because they were designed in 1913 and i was still building that type, but also immediately refitting them, just hadn't to those ones yet. 

I had edited the save right after i started the campaign to quadruple all the faction's ship yard size so they could build all the ships their insane difficulty setting could afford, if i had to guess the devs did something that would partially corrupt edited saves in the last update.

so, instead of just starting over, i edited the save again, increased everyone's ship yard capacity even more, and began rebuilding with a clean slate, hopeing the other factions do too. Enough space to build at least half of what i had before, was thinking about scraping the obsolete capital ships anyway, money was getting tight. 

After 6 months every port now has a mine layer in it again, things are progressing normally enough again. 

I suspect due to my "AIpersonalities" file editing to make the AI build more capital ships can somehow corrupt old saves.

I apologize for the inconvenience.

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14 hours ago, o Barão said:

I suspect due to my "AIpersonalities" file editing to make the AI build more capital ships can somehow corrupt old saves.

I apologize for the inconvenience.

Was that from the last mod update? looks like just shell tweaks in that, I'd be surprised if anything you can mod in the resources file could have purged partial save file info. Haven't seen anyone else report anything similar in the 1.5 thread or anywhere else so at least whatever happened only happened to me lol. It ended up being an amusing world wide time of peace, with everything old and bad purged right when some actually good modern cruiser hulls start getting unlocked around 1925.

Several 'conquests' popped up that my scores of new light cruisers were sufficient tonnage for, a bunch of heavy cruisers just completed, and the first capital ships are about 6 months out. Ended up being like a new campaign at a 1925 start, but the ships don't auto build at the start, and you have the last 35 years of research how you like it.

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On 4/30/2024 at 4:33 AM, Fangoriously said:

Would it be possible, or even a good idea, to put every shell type, both AP and HE in both the shell selection tabs? So you could pick any 2 shell types you wanted?

To duplicate files and place on both categories? I have no idea, maybe it is possible.

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12 hours ago, Fangoriously said:

Was that from the last mod update? looks like just shell tweaks in that, I'd be surprised if anything you can mod in the resources file could have purged partial save file info. Haven't seen anyone else report anything similar in the 1.5 thread or anywhere else so at least whatever happened only happened to me lol. It ended up being an amusing world wide time of peace, with everything old and bad purged right when some actually good modern cruiser hulls start getting unlocked around 1925.

Several 'conquests' popped up that my scores of new light cruisers were sufficient tonnage for, a bunch of heavy cruisers just completed, and the first capital ships are about 6 months out. Ended up being like a new campaign at a 1925 start, but the ships don't auto build at the start, and you have the last 35 years of research how you like it.

From the Beta 1.9

"AI building program changed. Multiplied by x2 or more, in some cases, the chance of building BBs and BCs for all nations. I was noticing what should be powerful navies with few capital ships. Now most likely it should be much better."

I also update tech mod for China and Spain since they didn't have any, and that is also from the AI personalities file. I don't know for sure what was the cause, but something is causing old saves to be corrupted.

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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v10.9.2 - "Shells & Ballistics rework" update - for UAD v1.5.1.0 Opt

my group of 1896 battleships for some reason cant do port strike damage on an ungaurded port cause they cant kill any of the tansports and its counted as a defeat but my group of destroyers can is this entended?

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5 hours ago, Lucky Kadono said:

my group of 1896 battleships for some reason cant do port strike damage on an ungaurded port cause they cant kill any of the tansports and its counted as a defeat but my group of destroyers can is this entended?

That is not related to the mod.

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On 5/3/2024 at 11:00 AM, Lucky Kadono said:

oh its not havnt read the new updates from the actual game sorry about that

 

Port Strike requires you to have enough speed to outrun the transports... the more speed the more often the transports are sunk in my LIMITED experience

19kt battleships couldn't hit for me either... 26kt ones struck the port every attempt  (most transports are in the 16-20kt range...  gotta outrun them

 

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Posted (edited)
8 hours ago, Fangoriously said:

image-2024-05-04-194111410.png

Was having ships involved in submarine raids something you were trying to cause happen? This just popped up

Yes!!!! If the AI have TBs, DDs and CLs available in the sea region, I increase the chance of being used in convoys against subs. In rare occasions your subs can spot a big convoy and in those situations there is also a chance of seeing a CA, BC or a BB.

 

Note, at this moment I don't know if the same happens to the player.

Edited by o Barão
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1 hour ago, o Barão said:

Yes!!!! If the AI have TBs, DDs and CLs available in the sea region to increase the chance of being used in convoys against subs. In rare occasions your subs can spot a big convoy and in those situations there is also a chance of seeing a CA, BC or a BB.

 

Note, at this moment I don't know if the same happens to the player.

I've had it happen twice in 3 turns, but haven't had my ships drawn into a defensive convoy vs ai subs though, and there's been plenty of docked CL, CA, BC, and BB near by sub attacks.

I made an ass load of subs to have at least some presence in every sea region I was losing an unmanageable number of transports in, there doesn't seem to be anything you can do to actualy prevent it, but I think those subs lessened the losses a bit so far.

Maybe I'll make some DD or TB too and have them not set to defend, or deployed at sea, where I'm loseing transports. Trying to figure out what it takes to fully prevent transport loss all together, or nearly.

 

 

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1 hour ago, Fangoriously said:

I've had it happen twice in 3 turns

Great!!

1 hour ago, Fangoriously said:

...but haven't had my ships drawn into a defensive convoy vs ai subs though, and there's been plenty of docked CL, CA, BC, and BB near by sub attacks.

Yeah, that it is the issue. I didn't find a way to force the players ships to be committed to convoy duties. IMO, convoy battles should only happen if there are escorts. If there are no escorts, there is no reason for merchant ships to travel together.

 

But one thing is how it should be, another thing is how to force the game to do that.

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hmm, nothing is more antithetical to moding than a game being multiplayer. The announcement presentation of Fallout 76 reveling it to be an MMO is still one of the most disappointed moments of my life. This will be quite a bit different of course, I imagine the multiplayer release would have its own separate files and even launcher potentially.

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9 hours ago, Fangoriously said:

hmm, nothing is more antithetical to moding than a game being multiplayer. The announcement presentation of Fallout 76 reveling it to be an MMO is still one of the most disappointed moments of my life. This will be quite a bit different of course, I imagine the multiplayer release would have its own separate files and even launcher potentially.

I am guessing that modding will not be compatible. It would be amazing if it was someday. I am concerned if a player using mods for single-player cannot play against other players. I am suspecting that crucial data for online battles will be used from servers and not from our game files, but at this moment is just speculation.

Ideally we would have something like paradox or total games where players can play against each other using the same mods, but I don't think we will see that here. 

Or maybe it will be the way you are saying. A different launcher.

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Posted (edited)

Im assuming you've edited the penetration textasset file as well - there is a flip in numbers for the 15 inch (380mm) resulting in penetration wierdness between 225 and 175hm

 

15,15,938,914,825,720,570,627,487,434,365,319,261,12,27,41,49,69,111,177,193,209,,,,,,,,,,,,,,,,,,,,

Should be:

15,15,938,914,825,720,627,570,487,434,365,319,261,12,27,41,49,69,111,177,193,209,,,,,,,,,,,,,,,,,,,,

 

Edit:

Just to add instead of new post...

1.5.1.1. is basically overriding / nullifying all accuracy work done by Barao - every gun from 12500m down to "touch the other guys hull w the tip of your gun"-distance is 10-11% hit chance..for now

 

Yes, its a game thing, i've tried 10.9.1 and 10.9.2 in 1.5.1.0 where they work fine.

1.5.1.1 overrides NAR and gives you the above 10-11% whereas 1.5.1.0. does what NAR was intended to do etcetc

Edited by gsc
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Just a quick update.

 

The devs changed how accuracy works in the recent update. There is a big change in how muzzle velocity works that affects deeply how the guns should perform inside the mod. I am implementing a fix, but it will take a little until everything is right.

Before:

uBpe5QQ.jpg

After

QbND4jk.jpeg

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BETA v10.9.3 - "Shells & Ballistics rework" update - N.A.R. changelog:

  • Updated to UAD 1.5.1.1 Opt
  • Guns ballistics overhauled to work with new game mechanics changes implemented by the devs
  • Fixed a penetration value from the 15" as reported by @gsc 👍
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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v10.9.3 - "Shells & Ballistics rework" update - for UAD v1.5.1.1 Opt
Posted (edited)

I can't believe the Devs still not fix the problems about AI targeting choice.

Maybe they think the AI is unnecessary in 'Multiplayer',so fxcking funny.

Edited by Azerostar
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56 minutes ago, Azerostar said:

I can't believe the Devs still not fix the problems about AI targeting choice.

Maybe they think the AI is unnecessary in 'Multiplayer',so fxcking funny.

 

  • AI poor targeting choice
  • The god info we have from enemy ships
  • Magnet shells
  • The entire fleet damaged in mine events

 

These are, IMO, the most important things that should be fixed.

The first two are the main reasons why the AI is so weak in the battlefield, and it should be incredibly easy to fix. At least, I expect the info that is available to us to be fixed in multiplayer.

Magnet shells are present since the beginning, and at this point I already lost my hope about this issue to ever be fixed and this will be used in multiplayer to win battles. The players will go fight each other's already with the idea of using a game exploit or preventing that happening to them all the time to win the battle instead of fighting a normal battle and having fun.

The mine events mechanic should have a code line added capping the maximum ships that could be damaged or sink each turn. 2-3 ships maximum. This simple change would fix all the issues I have with mines. It is unrealistic for a fleet to have few ships damaged by mines, for the admiral to order that is not a problem and to continue sailing forward until all the ships are damaged.

 

Other minor issues:

  • Convoys missions being attacked by subs without any escorts? So what is the point in having this battle? Why there are merchants sailing in a convoy if there are no escorts? Does not make any sense. A simple message in the beginning of the turn informing the player how many merchants were sunk in the sea region is enough in that case.
  • Ships wiggling when turning. This was working well, many updates ago.
  • Smoke bubble. The AI doesn't know when to use it, and it is not a bubble. If this was fixed, I would gladly enable smoke inside the mod.
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25 minutes ago, o Barão said:

The first two are the main reasons why the AI is so weak in the battlefield, and it should be incredibly easy to fix.

27 minutes ago, o Barão said:

This was working well, many updates ago.

This is what confused me mostly. They have made it worked well, then they broke it in a update, after that they left it broken for months. Why didn't they found these bugs in their own test? Why just leave bugs than fix or roll back?

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Ignore this if it has nothing to do with the mod, but I am currently playing Italy and in I have been in war with France for a year or so. For some reason the war has no effect on anyones ralations with anybody, including Germany that is supposet to be my ally.

I recall earlier that one war very eaisly escalated to global world war, yet now nowbody seems to care.

 

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