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"Naval Arms Race" mod overhaul. BETA v5.0.3 - for UAD v1.4.1.1 Optx2


o Barão

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1 hour ago, Lima said:

Is it possible to improve the combat effectiveness of submarines specifically against unescorted transports?

IMO result of such battles in most cases should be a complete massacre of transports, at the moment you can see a large variation in the results.

No. I don't see any parameters related to transports values in simulated combat. There are the global values, but in NAR I already changed those to focus more on firepower, less on speed, crew quality and ammo count.

 

Didn't we had a simple report message telling us how many transports were sunk in each region when the at the beginning of each turn? I don't understand why that was replaced by the current method. It was simple and easy to understand. Now we are looking at simulated battles without understanding why some results are possible.

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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v3.1.2 - for UAD v1.4.0.8 Opt x3
38 minutes ago, MasterBurte said:

Regarding the engine stats i am always confused. Why is there a value "X HP per Engine ton" and "+-X% Engine Weight"? Isn't the % value obsolete since we already have the total weight vice versa?

You and me are in the same boat. I have no idea.

 

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Thanks for making this mod! Would it be possible to make 8" quad guns also available as main battery for BBs? I'd like to build the ships described here:

Also, could you consider removing the torpedo requirement entirely on DDs? Not sure how it would affect the AI but I've found myself wanting to build pure gunboats several times now to save on weight and due to how a single obsolete torpedo tube is usually more of a explosive hazard for the ship carrying it than an actual effective armament against the enemy. It also has historical basis, ie. fleet DDs with torpedoes that were expected to encounter and engage enemy capital ships vs escort DDs without torpedoes that leaned towards more convoy AA/ASW roles: https://en.wikipedia.org/wiki/Hunt-class_destroyer

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32 minutes ago, aexc said:

Would it be possible to make 8" quad guns also available as main battery for BBs?

No because the minimum is 9" for the main battery. And that is only because the game starts at 1890. If that wasn't the case, I would bump the minimum to 10" or 11" to help the AI designing the ships.

 

34 minutes ago, aexc said:

Also, could you consider removing the torpedo requirement entirely on DDs?

Same thing, the requirement is there to help the AI in designing something useful.

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Those requirements for haveing parts like torps, or even things like secondary towers, probably any part really, the autobuild will ALWAYS build TBs and DDs with torps, and everything else with secondary towers, regardless if those requirements are removed from the player. I adjusted this a wile back for my personal use and there's never been an exception. The Ai doesnt run from ships as often if they dont have torps, thats the main reason i made that change myself, heard thats not as big a problem though lately, havent played in about 2 weeks. The auto build will abide by new gun size restrictions you mod in though.

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5 hours ago, PalaiologosTheGreat said:

Subs have been balanced well! I don’t have 15 DDs not sinking 3 subs anymore. Yes it’s okay I take damage, but they’ve been sinking subs with regularity. 

Glad you are enjoying, but if they are being sunk with regularity and not sinking your ships, then it is a problem. But I will not touch them for the moment. 😁

 

EDIT: Are you seeing subs in simulated battles with heavy/medium/light damage, or just sunk?

Edited by o Barão
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1 hour ago, diceman624 said:

Since the sub nerf, I also haven't seen nations spam submarines, either, if anyone had that problem.

That is most likely only a coincidence. I am guessing here, but I am almost sure the AI will spam subs when they failed to designs ships.

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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v3.1.3 - for UAD v1.4.0.9 Opt x1
8 hours ago, MasterBurte said:

Japanese campaign: Research for quad secondary turrets on capitals doesn't do anything. At least on the yamato-hull i can't build more than triples.

The tech tree is universal, but in NAR only some nations have quads. France, Britain, America and Russia.

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On 11/11/2023 at 6:38 AM, o Barão said:

Where did you saw a British armored cruiser with a 7" open turret? I searched and did find any. And the British 7" in the navalweaps are all closed turrets. Maybe I am missing something here.

Edit: sorry, didn’t see next page

Edited by Morningstar
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9 hours ago, Morningstar said:

It seems that currently we can get tons of armour, especially belt armour for next to nothing. Ten extra inches of belt armour adds like 1 or 2% to a battleship’s tonnage, tried in 1900, 1915, 1920, using NAR in the most recent update. Is this supposed to happen?

No. It should be around 3x times higher. +/- The Bismarck, as an example, had around 5k tons side armor.

But I can't change now without ruining the players campaigns. I will do that with the destroyer rework.

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8 hours ago, o Barão said:

No. It should be around 3x times higher. +/- The Bismarck, as an example, had around 5k tons side armor.

But I can't change now without ruining the players campaigns. I will do that with the destroyer rework.

Could you take a look at turret armor weights when you do that as well? They feel way too heavy for what you get. I think there's a turret weight multiplier in there somewhere.

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9 hours ago, o Barão said:

No. It should be around 3x times higher. +/- The Bismarck, as an example, had around 5k tons side armor.

But I can't change now without ruining the players campaigns. I will do that with the destroyer rework.

Also 1 extra inch on the citadel is equivalent to ten inches on the belt, which is… odd.

 

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8 hours ago, CenturionsofRome said:

Could you take a look at turret armor weights when you do that as well? They feel way too heavy for what you get. I think there's a turret weight multiplier in there somewhere.

Remove the barbette armor first, only then you compare the turret weight to the real counterpart.

 

EDIT: I took a closer look and you are right, even without the  barbette armor still is around 60% heavier than it should be.

Edited by o Barão
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9 hours ago, ScurvyLimerick said:

I started a US campaign in 1900 and in January 1910 it said im behind on tech despite maxing it nearly the entire time and not using priorities. Is this by design or bug?

 I never had issues on my campaigns with tech research. Maybe because you started at 1900 you were unlucky with the random techs in the beginning? I really have no idea.

 

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  • o Barão changed the title to "Naval Arms Race" mod overhaul. BETA v5.0.3 - for UAD v1.4.1.1 Optx2
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