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o Barão

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Everything posted by o Barão

  1. Yes!! I didn't have the time to test them in detail. WoW!! This is a big list! Really interested to know how it will work out. Thanks!!! If possible, it would be great. 👍
  2. If you can support both, great. Maximum 3 - 4 per turn. I want to start updating 1.6 in the next days but I can't say when it will be ready. I also want to study the changes you made to subs. 👍
  3. Did you set the main and secondaries too aggressive fire mode?
  4. o7!! "...in particular it will concentrate the damage on a single task force..." If only affects the TF sailing in the minefield area, then it is perfect. I can always lower the mine damage in the "params" file to see if I can get a reasonable mechanic. " It also is likely to mean that submarine minelayers will be less useful" In vanilla, those are the most broken OP units in game, so that is not an issue. Later this week I will get some time to start updating the mod for the 1.6 version and I will test your changes! Many thanks. 🙏
  5. Well, I can't help you with that. About "2" it is not an issue for us in Europe. Superheavy cruiser or any other fancy name will not change the fact that those ships are battlecruisers and you can already build them in game. (Alaska, B-65) *I am not aware about that dutch design. In theory, for anyone interested in editing the files, it is possible to increase the gun limit for the cruisers in the "ship types" and then limit the gun limit for all cruisers hulls launched before 1930 by editing each hull individually in the "parts". I am not sure now about the armor, but I think it is possible to reach similar result using the same method. "1" and "3" are interesting ideas, but I am already exhausted. I am at moment living abroad with little time to do anything. My plans is to update for the new 1.6, import the new hulls and guns when they become available, then add new historical destroyers I hulls for some nations and I am done. After that, anyone is free to do whatever they want.
  6. torpedo_inaccuracy,0.015,inaccuracy ratio as ratio of path which can be offsetted randomly,0.01,torpedo inaccuracy will be: (+/- m),40,,,, This is the only torpedo accuracy modifier I have to edit. I will increase a little for the next update.
  7. I didn't have much time to test it. It works. Installation is very easy. But I had to quit because, for some reason, now I can't find a way to add minelaying subs to the mod. I also don't know if the mod from @NathanKell needs to be updated every time the devs release a new version.
  8. IMO, it can be a rare bug. An issue with the game reading the armor layout, the shell flight path and penetration values and coming with a result playing at high speed. I am guessing here, because that shouldn't happen. There is a pen random modifier in game. I can't remember now what is the value, maybe 5%. Not enough for that situation to happen anyway.
  9. No need. In the example you gave with those armor values, anything could give you overpen. And if you want to know how it compares with stock game, in NAR, the pen values are smaller, so against similar armor values you should get less overpen in general. But as I said before, that example is terrible. On the flip side, with those armor values you will have a dream day by using HE against it.
  10. @NathanKell I remember something very important. Subs range, the way it works is different from ships. This is not really an issue in vanilla game due to the high unrealistic values being used, however in NAR is a BIG problem. The issue is the map border. Place any sub in a port in Japan, as an example, and you will see that it is impossible to cross the Pacific Ocean to the other side. If you could find the solution for this issue, it would be amazing.
  11. In theory can be, but in reality what we get is sometimes 30 or even 40 ships from the same nation damaged by mines in a single turn. Thank you for explaining in details how it works. I will look at the values using and see if I can find a way to work better.
  12. Already in the game files, but never implemented. I tried to enable them in the past but, it would make the game crash. Never found why.
  13. Well for me is the opposite. That is why the only way for the AI to use the player shared designs in 1890 was to copy and paste them for the years 1897, 1898, 1899.
  14. It is not a weapon that you want to carry aboard important ships. I could add them to cruisers, but then the AI would most likely use them in all designs. Unrealistic and would hamper even further their design capability and make their ships weaker in battle.
  15. You can in theory design all the ships for the AI using the shared design function. If you have the patience.
  16. This sometimes happens when editing the "partsmodel" (only happens with this file). When an issue occurs in this file and you can't find why, replace the line you edit with the previous line or the vanilla line, save and start the game. If working properly, then you can edit again and see if it works now. Don't know why, but only happens when editing lines in that file.
  17. If you can somehow manage to limit how many ships (per nation) can be damaged by mines each turn, that would solve the major issue I have with that mechanic in game. Let's say 2 or 3 ships max. Sorry if I can't give any feedback atm. I am still abroad, and I will only return around August.
  18. @NathanKell "Restrict to designs where yearCreated - 3 is less than or equal to desired year, and desired year - 3 is less than or equal to yearCreated" So in theory I can create a design for 1914 and the AI will use it in 1917? Did I understand correctly?
  19. An important question for the players. A few updates ago I set all sub battles as "important", so in theory the players are forced to fight them. A-Is this working properly? Yes or no. This is important to add minelaying subs to the mod since is the only way to make them balanced. If yes, then I can consider adding minelaying subs to the mod. I personally dislike the mines mechanic but if the players want I will add them to the mod. B-Do you would like to see minelaying subs in the mod. Yes or no?
  20. You have the link in the mod description, in the forum 1st page.
  21. BETA v11.4 "updated"- N.A.R. changelog: Updated to UAD 1.5.1.6 All ship hull speed checked to be inside the class maximum limit. This should prevent the rare issue of the AI designing ships with unrealistic speed, well, I hope. Ships classes maximum speed in NAR: BB - 35 BC - 37 CA - 39 CL - 41 DD - 45 TB - 43
  22. The first one seems to be compatibility issues. *The mod is not updated to the latest UAD version. The second happens when resource.assets is not in the right place or it can be a graphic issue. I should have some time to update today.
  23. But the scrapping threshold in NAR is at 200k tons (x4 the vanilla value) min_fleet_tonnage_for_scrap,200000,Min Fleet Tonnage needed to start scrapping ships,,,,,,, I can't understand why you are seeing that. Money issues from Germany AI at the time?
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