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[Mod] The Dreadnought Improvement Project v1.13.3 for UAD 1.5.1.1 Opt x4


brothermunro

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Thanks - its all sorted now. One thing I have fed back to the devs is the invisible dead ball zone around the ships. When they collide when they are within 30ft of each other!  It can also make for torpedo strikes against a part of the ship which isn't there

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On 4/8/2024 at 2:42 AM, brothermunro said:

Yes and no. It’s a problem in the vanilla game as well but because DIP ships don’t have crazy high deceleration it makes it more visible/worse. I’ve done what I can to make it not as bad; increasing the spacing, making the max division size only four ships etc.

If it really bothers you disband all divisions and make substitute ones using the follow command - this enforces the ship’s maximum speeds and you won’t get ships running into each other

ok fair enough thanks

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.12.5 for UAD 1.5.0.9
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.12.6 for UAD 1.5.0.9 Opt x1
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.12.8 for UAD 1.5.0.9 Opt x3
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.12.9 for UAD 1.5.0.9 Opt x4
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.12.10 for UAD 1.5.1.0

As a suggestion - since the muzzle velocity seems to affect gun accuracy a lot more in the mod, wouldn't it be simpler to balance propellants entirely with muzzle velocity effects, removing the gun base accuracy effects?

As an example, Ballistite has a lower effect on gun accuracy than Cordite I, however, because Cordite I has a higher muzzle velocity modifier, you end up with actually more accurate guns according to the tooltips. This makes comparing propellants somewhat unintuitive.

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.12.12 for UAD 1.5.1.0 Opt x1
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.12.13 for UAD 1.5.1.1

Uh ok folks, I am uploading a compatibility update for 1.5.1.1 Opt x1 just now, it works, you can keep playing your saves but it seems that all guns have now become laser guided precision weapons. I can fix it, if I rebuild the entire ballistics system, which I've already done (twice) for the under development DIP v2. I was planning on releasing the new version of the mod alongside the next save wipe, however I may need to bring that forwards (unless of course you want to enjoy the auto hitting experience).

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.12.14 for UAD 1.5.1.1 Opt x1
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.13.0 for UAD 1.5.1.1 Opt x1

What is the thought behind quadruple damage on torpedo? I am asking out of curiousity only.

My personal experience was early BB gets sunk in 1 or 2 torpedo hit. They are pretty deadly as long as it hits.

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There were a few, the simplest being that I copied it from Admiral Snackbar’s balance mod 😅

More seriously it is part of making torpedoes a viable threat to both players and AI. A dd or CL that takes a torp probably should sink from only one, unlike the dozens you need in vanilla, and be a serious threat to big ships so that you can’t just ignore them completely. Ai ships which are great at dodging (even though I turned that down) only need to mess up once and their ship is possibly crippled (rather than merely inconvenienced slightly). Destroyer ambush missions against lone capital ships are now somewhat possible depending on circumstances instead of being a pointless waste (of time if you ignored them, or of destroyers if you didn’t).

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If you’re early on in the campaign then torpedoes are very dangerous, as you discovered. They become somewhat less deadly once you research and deploy counters like superior guns to blow up would be attackers and anti torpedo belts to reduce any damage from them (anti-torp is stronger in DIP)

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5 hours ago, brothermunro said:

If you’re early on in the campaign then torpedoes are very dangerous, as you discovered. They become somewhat less deadly once you research and deploy counters like superior guns to blow up would be attackers and anti torpedo belts to reduce any damage from them (anti-torp is stronger in DIP)

Won't it make more sense for torpedo to get buff over tech as opposed to a flat buff? To compensate tech buff against torpedo. I find torpedo kinda OP now in early game against AI. This seems to be the case up to 1905 so far. I am sure it gets more balanced in mid game and late, but still.

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Kinda reflects the historical reality and might lead players down some of the more esoteric garden paths around at the time like torpedo battleships, or the paranoia around torpedo boats. I’d say torps (bearing in mind UAD does not have aerial or sub launched torps) are at their most dangerous in the late pre dreadnought period, so that feels about right. 

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.13.1 for UAD 1.5.1.1 Opt x2
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.13.2 for UAD 1.5.1.1 Opt x3

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