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[Mod] The Dreadnought Improvement Project v1.13.0 for UAD 1.5.1.1 Opt x1


brothermunro

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Mod has been updated for UAD 1.4.1.0 Opt 1

Mod changes v1.1.0 (from 1.0.0)
Reduced smoke detection penalty significantly from 0.6 to 0.3. Accuracy penalties remain unaffected.
Diesel engines have had their cost significantly increased.
Changed Austria Hungary's map colour to be a little more distinct.
Changed Japan's map colour to be slightly darker.
Halved ship acceleration, deceleration and turning speeds. Significantly reduced reverse speed.

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.1.0 for UAD 1.4.1.0 Opt x1
20 hours ago, admiral_admirer said:

Another question!  I'm stuck with subs in my current vanillish campaign, what can I edit so they have absolutely no attack power and will always be detected?  I thought I got rid of them by changing the tech date to 1999...

Ah delaying the tech will not remove them just make unlocking new ones very unlikely. I also removed the bit from technologies where they actually unlock the hulls as well. If however you want to mess with them then you can change their stats in submarines (though a word of warning I saw a lot of crashes when I tried doing that!)

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12 minutes ago, brothermunro said:

Ah delaying the tech will not remove them just make unlocking new ones very unlikely. I also removed the bit from technologies where they actually unlock the hulls as well. If however you want to mess with them then you can change their stats in submarines (though a word of warning I saw a lot of crashes when I tried doing that!)

I've gone ham on them in the submarine file, I've removed attack power and set stealth to -100 AND reduced travel distance from port to 0km.

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.1.1 for UAD 1.4.1.0 Opt x2
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.2.0 for UAD 1.4.1.0 Opt x2
On 1/15/2024 at 9:56 AM, admiral_admirer said:

Another question!  I'm stuck with subs in my current vanillish campaign, what can I edit so they have absolutely no attack power and will always be detected?  I thought I got rid of them by changing the tech date to 1999...

I think setting the expected date will only prevent the tech from being allocated in the game setup phase. I also set the difficulty to 999  (AKA a big number) in all entries;

# $techType_name_submarine_hull,submarine_hull,,,,,,,,,,,,
submarine_hull_1,submarine_hull,,$technology_name_submarine_hull_1,1999,,999,unlock(sub_ssc_1),,sub_ssc_1,$technology_desc_submarine_hull_1,"Latest technology allows the building of SSC class submarine up to 400 tons displacement with 2 tubes, 4 torpedoes",,

...

# $techType_name_submarine_hull,submarine_hull,,,,,,,,,,,,
submarine_hull_1,submarine_hull,,$technology_name_submarine_hull_1,1999,,999,unlock(sub_ssc_1),,sub_ssc_1,$technology_desc_submarine_hull_1,"Latest technology allows the building of SSC class submarine up to 400 tons displacement with 2 tubes, 4 torpedoes",,

...

But # $techType_name_sub_surv,sub_surv,,,,,,,,,,,,  need not be edited. You will just end up with a load of useless techs.

and edit the initial save file to reduce the research rate of the sub techs for all players!.

"techMods":[
{"Key":"submarine_exp","Value":1.0},  --> {"Key":"submarine_exp","Value":0.000001},
{"Key":"submarine_hull","Value":1.0}, --> {"Key":"submarine_exp","Value":0.000001},
{"Key":"sub_surv","Value":1.0}, --> {"Key":"submarine_exp","Value":0.000001},

OK, so maybe 0.01 would do! A bit of a belt and braces approach, but if you only edit the dates the techs will still be researched in game and if you only change the difficulty  or the (save file) research rate, then the techs can be discovered in the setup phase. However, just editing the date and difficulty will at worst delay subs until late game when they will be very weak and removes the need to edit the save file.

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23 hours ago, brothermunro said:

New update (1.2.0) out now that simply removes smoke screens entirely (just like NAR does) because I cannot work out why they are causing ships to be randomly invisible

Doesn't seem to have fixed it unfortunately (for me at least in an old campaign) :(

They can still go invisible, even though I'm not seeing any visual smoke screen effects. The two times I've noticed so far (only been running 1.2.0 for a cpl hours) they were never visible.  Will keep an eye out but so far I haven't any go invisible mid-fight.

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10 hours ago, Timmah said:

Doesn't seem to have fixed it unfortunately (for me at least in an old campaign) :(

They can still go invisible, even though I'm not seeing any visual smoke screen effects. The two times I've noticed so far (only been running 1.2.0 for a cpl hours) they were never visible.  Will keep an eye out but so far I haven't any go invisible mid-fight.

Ships can pop in and out of visibility at range, usually because they reveal themselves when they fire. Is that what you’re seeing or is it something different?

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14 hours ago, brothermunro said:

Ships can pop in and out of visibility at range, usually because they reveal themselves when they fire. Is that what you’re seeing or is it something different?

 

**Edit** - Haven't been able to reproduce, the closet I've seen is some ships popping in/out of sight at about 6-7k which very well may be what you described.   I'm assuming I was mistaken and it's working.

Edited by Timmah
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4 hours ago, Timmah said:

 

**Edit** - Haven't been able to reproduce, the closet I've seen is some ships popping in/out of sight at about 6-7k which very well may be what you described.   I'm assuming I was mistaken and it's working.

Thanks for trying to reproduce it! Could happen at 7km in the very early campaign for sure. If you do spot weird behaviour though please let me know :)

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.3.0 for UAD 1.4.1.1

Apologies if this questions comes under the heading 'the bleeding obvious', but can this be installed mid way through an existing campaign, and does it replace the balance mod, or run along side it? 

 

Thanks,

RB

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v1.3.1 for UAD 1.4.1.1 R
1 hour ago, RattyB said:

Apologies if this questions comes under the heading 'the bleeding obvious', but can this be installed mid way through an existing campaign, and does it replace the balance mod, or run along side it? 

 

Thanks,

RB

Yes you can install mid way through a campaign, you might experience some weirdness and designs will probably be overweight but it does work! This mod is very much a spiritual successor to the balance mod, you can only have one or the other though. 

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Mod updated to 1.3.1 for UAD 1.4.1.1 R. Also threw in some bugfixes:

Further fixes to the repeatable torpedo tech so that flooding damage reduction does not exceed 100%. Also lowered weight gains to compensate for the lower effectiveness and made the same 'weight' as the other techs in the category (90)
Reversed changes in 1.4.1.1 to AI behaviour from vanilla to 1.2.0 values.

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45 minutes ago, brothermunro said:

Yes you can install mid way through a campaign, you might experience some weirdness and designs will probably be overweight but it does work! This mod is very much a spiritual successor to the balance mod, you can only have one or the other though. 

Thanks! Loving your work on YT. Been happily tinkering with my own fleet off the back of your advice.

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Ahhh, yes I tried installing the mod mid campaign and while it has left my campaign in tacked, it has wiped my fleet out! So it looks like I will be starting a new campaign after all. 

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44 minutes ago, admiral_admirer said:

How are you changing the mod soo it works for the new version?  I'm just re-importing plugins...

I keep a copy of all the edited text files. When a new update drops I read the patch notes and make an educated guess as to which files the devs might have changed (usually it’s just params which I’m going to have to edit anyway) and compare them with the previous vanilla version (I also keep a copy of those files). I then move over any changes I want to keep to the mod files, update the version number in params and then reapply all the mod files to the resources file. A quick check to make sure there’s no grey screen, I can load my campaign save, and that a custom battle loads and works and that’s it really.

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3 hours ago, RattyB said:

Ahhh, yes I tried installing the mod mid campaign and while it has left my campaign in tacked, it has wiped my fleet out! So it looks like I will be starting a new campaign after all. 

I think that can happen if the designs are considered invalid. I’ll add it as a warning in the mod description!

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