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[Mod] The Dreadnought Improvement Project v2.2.3 for UAD 1.6.0.6


brothermunro

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Not sure if its in the scope of the mod, but for Austria-Hungary "Reinforced Longitudinal Hull" and "Advanced Structural Steel" both unlock "Dreadnaught III".

I know the Austrian engineers are very excited on the idea of a new Dreadnaught hull, but that's a bit too much enthusiasm.

FO6i8DC.png

BRZ6SLR.png

 

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9 hours ago, Hopit said:

Not sure if its in the scope of the mod, but for Austria-Hungary "Reinforced Longitudinal Hull" and "Advanced Structural Steel" both unlock "Dreadnaught III".

I know the Austrian engineers are very excited on the idea of a new Dreadnaught hull, but that's a bit too much enthusiasm.

FO6i8DC.png

BRZ6SLR.png

 

It looks like this double DN3 "feature" is present in vanilla 1.5.1.6 for *all* countries?

There is some oddness (redundancies, even hulls unlocked that can't be built) in the hull unlocking in general.

Looking in the DIP v1 and v2 resource files BM isn't altering this hull unlock stuff. As the hulls added settle down to a stable state I hope vanilla (and hence DIP) will be less quirky.

- Vholes

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18 hours ago, Hopit said:

Not sure if its in the scope of the mod, but for Austria-Hungary "Reinforced Longitudinal Hull" and "Advanced Structural Steel" both unlock "Dreadnaught III".

I know the Austrian engineers are very excited on the idea of a new Dreadnaught hull, but that's a bit too much enthusiasm.

FO6i8DC.png

BRZ6SLR.png

 

Long term I want to fix that sort of thing, but I don’t really want to start on it until the developers say they’re done adding hulls as it’s very tedious to do and makes keeping the mod up to date very annoying 

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Been having a lot of trouble using DIP for a 1.5.1.6 camp. It keeps bugging out when I start a new campaign. It will get stuck on building ships, I try the old work around with saving and reloading but it doesn't continue construction on some ships and it keeps displaying my nations flag as everyone's flag in the info log in the bottom left. It's made the campaign unplayable for me. Try starting a new camp as 1890 china build your own fleet quick and see if anyone else gets this or if its just me? Its the strangest thing.

 

 

20240804220215_1.jpg

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Hmmm that’s a new one!

You've probably done this already but check that you have no shared designs loaded and delete the custom battle save file, both can cause the building ships hang. If it’s not that I’m not sure what’s going on - is this on DIP 2.0.0b2 or b1?

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Got rid of the save fine. Made sure it was AI designs only and tried a 1890 china start again. Same problem...
Exited to main menu and loaded back in. Still being glichy... The "ships being built is the starting fleet I created... If you look at the 1st pic. the british have the chinese flag also.

It seems to hang up whenever I finish completing ship construction. As in when they are finish being built, or are trying to finish building.

Did you try reproducing this bug on your end? 

1890 China start, normal, build own fleet, ai designs only. 

 

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20240806082904_1.jpg

Edited by mrfox1918
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20 hours ago, mrfox1918 said:

Got rid of the save fine. Made sure it was AI designs only and tried a 1890 china start again. Same problem...
Exited to main menu and loaded back in. Still being glichy... The "ships being built is the starting fleet I created... If you look at the 1st pic. the british have the chinese flag also.

It seems to hang up whenever I finish completing ship construction. As in when they are finish being built, or are trying to finish building.

Did you try reproducing this bug on your end? 

1890 China start, normal, build own fleet, ai designs only. 

 

20240806082033_1.jpg

20240806082112_1.jpg

20240806082904_1.jpg

Hi,

I got exactly the same results as you - Chinese flag for other countries, hang at end of turn, by naming ships in the style you did.

It seems this is the game engine choking on the {BB-1}, {CA-1} etc part of the names you gave your ship classes.

Obviously upgrades rely on "(1891) - 2" style bits of the names and I wouldn't try [] either.

If you leave off the {} - just have "Haise BB-1" - your problems should disappear.

- Vholes

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OHHHH i'll try something else then! thanks!

I always name them {BB-1} for my 1st bb {BB-2} for my second ect ect..

trying it now

 

Tried it and I'll be damned! Everything's fine! 


THANKS so much Vholes!

Was never a problem before so never would of though about it.

Edited by mrfox1918
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Just to let folk know that if you do pick up the new multiplayer mode the resources file for that is kept separately from the main game, so there are no issues playing single player with DIP interfering with the multiplayer. I assume modding the MP mode is not possible without causing serious issues, sadly no DIP multiplayer. Unless the devs want to allow private servers (nudge nudge wink wink).

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In the Drachinifel video on the Battle of Denmark Straight and subsequent sinking of the Bismarck, he mentions that Bismarck's hydrophones detected torpedoes launched by HMS Hood, forcing Bismarck and Eugen to turn away and potentially saving HMS Prince of Wales.

Looking into it further, both Prinz Eugen and Bismarck were equipped with hydrophones. Could hydrophones be potentially enabled for larger ships?

Hydrophone1.png

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8 hours ago, mrfox1918 said:

OHHHH i'll try something else then! thanks!

I always name them {BB-1} for my 1st bb {BB-2} for my second ect ect..

trying it now

 

Tried it and I'll be damned! Everything's fine! 


THANKS so much Vholes!

Was never a problem before so never would of though about it.

Hi,

I never knew {} used to work, never tried it, but I shot myself in the foot with () a long time ago, so I was suspicious.

The game engine obviously parses ship names to work out what version of upgrade they are, in its own somewhat buggy fashion. Having more than one upgrade in a year is problematic.

I just wish I wouldn't end up with several ships in a class with the lead ship's name.

- Vholes

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On 8/7/2024 at 9:39 PM, Sir David Green said:

In the Drachinifel video on the Battle of Denmark Straight and subsequent sinking of the Bismarck, he mentions that Bismarck's hydrophones detected torpedoes launched by HMS Hood, forcing Bismarck and Eugen to turn away and potentially saving HMS Prince of Wales.

Looking into it further, both Prinz Eugen and Bismarck were equipped with hydrophones. Could hydrophones be potentially enabled for larger ships?

Hydrophone1.png

You are quite correct that hydrophones were commonly installed on battleships & other large vessels. The only reason I’ve disabled them is to make large ships vulnerable to torpedo attack if they are unescorted which is purely a gameplay thing.

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One of the funniest things I have seen in a while.  Sunk a TB heading for my BB.  It was going 27.9 knots and kept that speed as it sunk beneath the waves.  It clipped the BB's keel on its way down dealing 110 points of ram damage.  Thinking of contacting the Chinese admiral and recommending the crew for a commendation lol.

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On 8/10/2024 at 8:08 AM, Suribachi said:

One of the funniest things I have seen in a while.  Sunk a TB heading for my BB.  It was going 27.9 knots and kept that speed as it sunk beneath the waves.  It clipped the BB's keel on its way down dealing 110 points of ram damage.  Thinking of contacting the Chinese admiral and recommending the crew for a commendation lol.

It morphed from a TB to a T?

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Ok version 2 is out for 1.6! Full change log for 2.0.0. Please note that a lot of the changes in 1.6 have been ignored as I already had my own balance values for the stuff they changed.

Gun stats have been reworked using some NAR data.
Effects of changing gun barrel length reduced.
Gun marks have been reworked, expect to be stuck on mark 1 guns until the 1910's. Mark 3's probably won't show up until the 20's, 30's for mark 4's, & 40's for mark 5's.
Belt penetration rework.
Changes to how weights for light and heavy cruisers are calculated.
Multiple torpedo tubes are now slightly more displacement efficient.
Mine laying, mine sweeping, and depth charge components have been 'removed' (by making them torpedo boat exclusives).
Engine costs have been rebalanced, turbo electric is slightly more expensive, diesels are cheaper.
Auxiliary engines have been cost rebalanced to make high end options more viable & to stop the AI making obscenely expensive ships.
Propeller upgrades have been rebalanced and are now slightly less effective but cheaper.
Standard reload will now become obsolete, the AI builder is more likely to use better reload techs if it can.
Standard bulkheads will now become obsolete.
Adjusted the appearance of auto loaders, sonar, and radar to be somewhat later (late 1930s to the 1940's).
Adjusted component weights for shell types to encourage better AI decision making.
Base detection of torpedoes lowered to 500m.
Increased ammo detonation damage.
Increased flooding sinking threshold to 75% of flood-able compartments (most ships have 10 compartments).
Reduced maximum speed of some ship classes to plausible but still very fast values. (BB 36, BC/CA/CL 40, DD 45 knots).
Attempted improvements to the auto builder (this is why the maximum speeds were lowered).
Increased the partial pen threshold to 80% and reduced partial pen damage.
Rebalance of the fuse and ricochet effects of shells.
Rebalanced unrest modifiers to be lower overall.
Submarines have been removed completely from the research screen.
Adjusted map colours of Spain to match the yellow of their flag and China who are now a darker orange.
AI personalities changed to encourage more aggressive AI nations with bigger fleets (experimental).
Naval Academy has been rebalanced to act as a tutorial rather than a challenge mode.
Heavy Cruisers now have a maximum secondary gun size of 5" rather than 6".
Attempted improvements to the auto builder to increase chances of ships having armour, and to the auto resolver to make armoured ships very weak.
Fixed stats for Ballistite, it is now considerably more dangerous to use.
Made Austria a slightly darker shade of brown to improve contrast.

 

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v2.0.0 for UAD 1.6.0.0

 

3 hours ago, brothermunro said:

Ok version 2 is out for 1.6! Full change log for 2.0.0. Please note that a lot of the changes in 1.6 have been ignored as I already had my own balance values for the stuff they changed.

Gun stats have been reworked using some NAR data.
Effects of changing gun barrel length reduced.
Gun marks have been reworked, expect to be stuck on mark 1 guns until the 1910's. Mark 3's probably won't show up until the 20's, 30's for mark 4's, & 40's for mark 5's.
Belt penetration rework.
Changes to how weights for light and heavy cruisers are calculated.
Multiple torpedo tubes are now slightly more displacement efficient.
Mine laying, mine sweeping, and depth charge components have been 'removed' (by making them torpedo boat exclusives).
Engine costs have been rebalanced, turbo electric is slightly more expensive, diesels are cheaper.
Auxiliary engines have been cost rebalanced to make high end options more viable & to stop the AI making obscenely expensive ships.
Propeller upgrades have been rebalanced and are now slightly less effective but cheaper.
Standard reload will now become obsolete, the AI builder is more likely to use better reload techs if it can.
Standard bulkheads will now become obsolete.
Adjusted the appearance of auto loaders, sonar, and radar to be somewhat later (late 1930s to the 1940's).
Adjusted component weights for shell types to encourage better AI decision making.
Base detection of torpedoes lowered to 500m.
Increased ammo detonation damage.
Increased flooding sinking threshold to 75% of flood-able compartments (most ships have 10 compartments).
Reduced maximum speed of some ship classes to plausible but still very fast values. (BB 36, BC/CA/CL 40, DD 45 knots).
Attempted improvements to the auto builder (this is why the maximum speeds were lowered).
Increased the partial pen threshold to 80% and reduced partial pen damage.
Rebalance of the fuse and ricochet effects of shells.
Rebalanced unrest modifiers to be lower overall.
Submarines have been removed completely from the research screen.
Adjusted map colours of Spain to match the yellow of their flag and China who are now a darker orange.
AI personalities changed to encourage more aggressive AI nations with bigger fleets (experimental).
Naval Academy has been rebalanced to act as a tutorial rather than a challenge mode.
Heavy Cruisers now have a maximum secondary gun size of 5" rather than 6".
Attempted improvements to the auto builder to increase chances of ships having armour, and to the auto resolver to make armoured ships very weak.
Fixed stats for Ballistite, it is now considerably more dangerous to use.
Made Austria a slightly darker shade of brown to improve contrast.

Have you noticed if AI has had any changes in prioritizing what components to install on their ships, as well as armouring logic?

Edited by XerMGGW-2
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Just a heads up.  We can no longer put spaces in the class names of ships as of 1.6.0.0 Live.  This is confirmed to be an issue in vanilla and is not a fault of the mod.

Edited by Suribachi
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10 minutes ago, Suribachi said:

Just a heads up.  We can no longer put spaces in the class names of ships as of 1.6.0.0 Live.  This is confirmed to be an issue in vanilla and is not a fault of the mod.

Well that’s a fun one 😂

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Just now, brothermunro said:

Well that’s a fun one 😂

Agreed.  It was so useful to refit a class and then to copy the design and call it Class Refit so I can build the refit from scratch as well as when/if the refit is refitted again, and becomes a -3 class, the "class refit" ships are treated as -2 ships so they get grouped together again.

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v2.0.1 for UAD 1.6.0.0
16 hours ago, brothermunro said:

I’m aware costs are all over the place but I’m not sure exactly what the developers changed (I didn’t change any price parameters) - working on it!

New 2.0.1 patch to address this. Ships will be a little bit heavier and expensive compared to before (1.5/DIP v2b), especially if you use maximum bulkheads, but not by much.

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