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[Mod] The Dreadnought Improvement Project v2.3.3 for UAD 1.6.0.8


brothermunro

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I just want to point out that at the end of the 19th century there were hardly a dozen ships capable of exceeding 30 knots. and until the very sunset of the torpedo boats, their speeds did not exceed 30 knots (as far as I know). An armed warship of 1890 is presented here, while in 1891 the ship's speed record was only 31.5 knots

 

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19 hours ago, oreonsayl said:

hi. i think its... little non-historical... or... just imposible with 1890 tech level 

image.png

Funnel capacity on tb's and dd's is totally broken, I'm aware but can't fix it just now without breaking something else more important. As for the speeds that can be fixed in the next version :)

Edited by brothermunro
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Started several new campaigns with dip in 1.6.0.6, and when I go to war, the naval invasion button is always greyed out, and I can't get port strike battles to generate.  I stick my fleet right on the enemy port, and no battles generated.  It is also difficult to get battles to generate even by putting my fleet right on top of the enemy fleet. Is a potential issue caused by the mod?  Do I likely have a bad install of the game?  First time back for a few months, so is this just expected behavior or a known bug in this version of the game even in vanilla?

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You need a minimum of 100,000 tons in your invasion fleet to start a naval invasion, regardless of how big the port you want to attack is! 
 

As for the lack of port strikes I’m assuming you’ve started in 1890 when ships have utterly pathetic range. Port strikes are considered a really good mission so ships need lots of range and power projection to trigger them. Sadly we cannot tell fleets to attack ports or task forces directly.

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I start in 1910 and my fleets have been below 100k at the start date focusing on small BB's and DD. 

 

As for the mission generation, the range on my ships has always been 10k+ km for all ships even DD, due to the high funnel capacity, normally 13-15k km.  Played two campaigns into the 1920s recently, and I was unable to generate a port strike in either of them (though I did stop checking if I could naval invasion by campaign 2).  A bit maddening as the AI has generated quite a few port strikes on me when they move their fleets in, but I am unable to generate any missions at all when they dont have any ships in the area.

 

For example during my spain campaign, I started in 1910, went to war with the Brits, had one fleet of 2bb (17k tons each) and 9 dds in the med, and one sitting right off yhe coast of Wales for like a year, with no missions generating because the British had all their fleets off in asia to fight other wars.  I thought in this case I would be generating port strikes (empty ports) or at least transport raiding missions.

 

Do the British need to have ships in/near that naval zone to give transport raiding missions instead of just having transports get sunk in the background?  And then maybe my fleets just didn't have high enough power projection to have good odds of generating the port strike mission, so no missions at all were generated.

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Task forces generally suck, I really only ever use them when I want to launch naval invasions. Otherwise I just keep everything in port on sea control. The mission generation system is a bit of a black box atm I'm afraid! If/when it is discovered how to mod it properly I would love to up the mission chances!

In other news the mod has been updated to 2.3.0 with the following changes:

Increased the chance of the 'Improve Relations' diplomatic action working to 90% to reduce player frustration and lower overall tension gain.
Maximum resistance capped at 85 for all hulls to prevent unkillable ships appearing late game.

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v2.3.0 for UAD 1.6.0.6 Opt x5
23 hours ago, brothermunro said:

Task forces generally suck, I really only ever use them when I want to launch naval invasions. Otherwise I just keep everything in port on sea control. The mission generation system is a bit of a black box atm I'm afraid! If/when it is discovered how to mod it properly I would love to up the mission chances!

In other news the mod has been updated to 2.3.0 with the following changes:

Increased the chance of the 'Improve Relations' diplomatic action working to 90% to reduce player frustration and lower overall tension gain.
Maximum resistance capped at 85 for all hulls to prevent unkillable ships appearing late game.

Just for clarification, everytime the game does and update and refreshes itself, appart from reinstalling the DIP patch, should I also re install the DIP ship pack?

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  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v2.3.1 for UAD 1.6.0.7

Started and played a bit of a UAD new camp for .7... Japan 1900, easy, slow, build your own fleet, ect...

Only real problem I noticed was the Ai ships have the 0 armor on guns / turrets bug again.

Other then that seems pretty good... Just really wish they could of had fast stuff for mods... 😞

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Posted (edited)
14 hours ago, mrfox1918 said:

Started and played a bit of a UAD new camp for .7... Japan 1900, easy, slow, build your own fleet, ect...

Only real problem I noticed was the Ai ships have the 0 armor on guns / turrets bug again.

Other then that seems pretty good... Just really wish they could of had fast stuff for mods... 😞

If you install Nathans Tweaks and Fixes mod that will fix the no armour issue, definitive fix is coming in DIP v3. In the mean time I have a DIP tuned armour generator file now on the Nexus (under optional files), if you pop that in the Mods folder (with the TAF dll) you should get reasonably armoured ships :)

Edited by brothermunro
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I am running the Tweaks and Fixes mod, the AI ships have armor on everything except the guns/barbets. Should of mentioned that xD

I'll try it with the armor generator.

 

Edited by mrfox1918
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Hi Brother,

thank you for the work you put in.

I started a new campaign after 1.6.0.7 and the AI does not Build any ships on the beginning of the game. They all start with 0 ships and then start building ships during the campaign.

Gives the player a good head start but limits the fun.

I started the campaign as German Empire; Slow Option for the campaign and "always use my premade ships".

Maybe you can have a look at this. I will reinstall the game and report back, if the issue persists.

Thanks again!

PS I really enjoy your videos, great content :)

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I

29 minutes ago, MibmanMehr said:

Hi Brother,

thank you for the work you put in.

I started a new campaign after 1.6.0.7 and the AI does not Build any ships on the beginning of the game. They all start with 0 ships and then start building ships during the campaign.

Gives the player a good head start but limits the fun.

I started the campaign as German Empire; Slow Option for the campaign and "always use my premade ships".

Maybe you can have a look at this. I will reinstall the game and report back, if the issue persists.

Thanks again!

PS I really enjoy your videos, great content :)

I seem to be to stupid to find the editing function. I just reinstalled and cleared the cache folder. Campaign starts as intended! Everybody has ships now :)

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2 hours ago, MibmanMehr said:

Hi Brother,

thank you for the work you put in.

I started a new campaign after 1.6.0.7 and the AI does not Build any ships on the beginning of the game. They all start with 0 ships and then start building ships during the campaign.

Gives the player a good head start but limits the fun.

I started the campaign as German Empire; Slow Option for the campaign and "always use my premade ships".

Maybe you can have a look at this. I will reinstall the game and report back, if the issue persists.

Thanks again!

PS I really enjoy your videos, great content :)

The mod isn’t compatible with the premade ships mode yet.  Hopefully soon.  Use slow mode where the AI generates its own ships.

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3 hours ago, MibmanMehr said:

Hi Brother,

thank you for the work you put in.

I started a new campaign after 1.6.0.7 and the AI does not Build any ships on the beginning of the game. They all start with 0 ships and then start building ships during the campaign.

Gives the player a good head start but limits the fun.

I started the campaign as German Empire; Slow Option for the campaign and "always use my premade ships".

Maybe you can have a look at this. I will reinstall the game and report back, if the issue persists.

Thanks again!

PS I really enjoy your videos, great content :)

I think shared designs has to be on selective, although I’m not sure. A proper fix for the whole slow mode issue is in the works for DIP v3

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Got fairly properly armored ships using the armor generator.

However doing custom battles takes AGES for the AI to make ships and 1/2 the time it fails making them and you have to restart.

Anyone else having that problem?

Also, is it just me or has it gotten REALLY hard to move ships into ports? I keep clicking on the ports 500 different ways hovering over the port and it just keeps giving me the "move to" instead of "name of port" Seems as though your home ports are less finicky? Idk very strange.

Edited by mrfox1918
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Hello I got another observation to protocol: 

If I auto-resolve convoy or strike missions, sunk Transport Ships give an ungodly amount of Victory points... Like couple of 100k points each...

I do not know, if this ist due to the mod, but maybe you can have a look at it. 

 

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Currently playing a Japan 1910 start and the year is 1932.  Legendary difficulty. On version 1.6.0.6 with DIP.  I've noticed that there are large sections of the campaign where the AI has very small fleets.  As in most of the nations have ~20 ships total, with 1-3 capitals at most, and maybe 1/3 of the time no BB or BC at all.  From about 1928-1932 the AI seems to have been improving in this regard, with some of the laggard nations increasing their fleet size.  

 

Two nations have had fairly consistently large navies, 80-120 ships, for basically the entire 1920s. These are China and USA.  Both have a reasonable mix of capitals and escorts, too.  

 

I was wondering if anyone else has had similar issues?  And also if anyone knows what determines these fleet sizes?  The US and China have drastically different econ, with the US at ~400B in 1932, and China at ~130B, with China spending most of the past decade at -10% growth, and USA at modest positve single digit growth.  France had a tiny fleet up until 1930, and in the past 2 years it improved a bit, but they have been at 400-900B with consistent growth for the last decade.

 

Wondering if this is happening because AI scrapping is a bit too aggressive, or if many of these nations keep losing ships at a high rate due to multiple wars at all times (the nations with good size fleets do seem to be the ones outside of Europe, that can maybe avoid tension and then mission generation more easily).  And if the AI is losing too many ships, I was wondering if it tends to be bottlenecked on shipyard capacity, since funds shouldn't be an issue for eg, France.  (They also had 200B funds in the bank)

 

If indeed, shipyard capacity is an issue for the AI to keep up on ships, I was thinking of making at least one low tonnage shared design for every capital hull of a particular nation to allow them to build more capitals.

 

Would the AI actually use these ships other than at the beginning of the campaign?  If they don't have exactly all of the correct modules, does the AI just downgrade some and build the shared design, or will it just refuse to build it, and go back to trying to generate a design?  

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On 10/10/2024 at 10:27 AM, MibmanMehr said:

Hello I got another observation to protocol: 

If I auto-resolve convoy or strike missions, sunk Transport Ships give an ungodly amount of Victory points... Like couple of 100k points each...

I do not know, if this ist due to the mod, but maybe you can have a look at it. 

 

The developers did… something to how transport vp is calculated. I’ll have to readjust everything 

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