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Everything posted by o Barão
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>>>Beta v1.5 Feedback<<<(Update 9 Final RC)
o Barão replied to Nick Thomadis's topic in General Discussions
Great news! And again, I must congratulate your 3D art designer. The new hulls and ship parts are very well done.☺️ -
I really don't see any meaningful issue in what you are trying to fix, or if it needs a fix in the first place, but I like to see modders using their skills in exploring new possibilities. Maybe would be wise to open a new post so that your work doesn't get lost here in the discussion, and more players can look at it and use it.
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Nothing yet. I will wait a few more days before start working on importing the new models made by the devs. I also didn't look in detail all the new guns models. The only thing I know is that is going to be a little nightmare. The good thing about the new ship parts is that opens many new possibilities for future updates, if I have the patience to do that. Well, me or any other modder. I strongly suggest to play first one campaign with these new changes to see how it runs, and only then share feedback.☺️
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BETA v5.0.6 N.A.R. changelog: More changes to economy to prevent or delay snowballing. Wealth grown slightly nerfed. Oil income nerfed. Oil income from allies nerfed. Important changes made to shipyard capacity and upgrades to bring them to more realistic levels.* Link: https://drive.google.com/drive/folders/1rsqwKiBEtf1PD72XbFUkANlAXeROidYB?usp=drive_link *About shipyard upgrades: Before it would start with 500 tons/6 months to 4000 tons/24 months. Now it is 500 tons/6 months to 3000 tons/36 months. So longer to get what you want, but proportional in time so the player is not losing anything if he/she wants to go with a small upgrade at a time. Many thanks to @flaviohc16 for the precious feedback.
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You can print screen and upload the images to imgur or a similar service. Most likely there were other changes being applied when you did the refit.
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@NathanKell "How is shell velocity calculated?" In the "guns" file you will see this: shellV_1,shellV_2,shellV_3,shellV_4,shellV_5 per caliber. Then in the "params" file: gun_length_velocity_min,-0.135,,,,,,,, gun_length_velocity_max,0.135,,,,,,,, Note: the values from NAR are different from stock game.
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About ships costs, ideally it should be the opposite. To make them cheaper but to nerf even further the economy. This way we could get a similar result but without seeing ships costing billions. However, this would need for anyone crazy enough to edit all the ship's hulls and parts (towers, barbettes, funnels) costs values. So, not an option. I will nerf even further the economy grow and also the income by oil, something I didn't touch yet, in the next update. You are right. I will show the modifiers available and the values I am planning to change. shipyard_start_increase,250,increase of shipyard per year after minimal year ---» 150 #,,Shipyard,,,,,,, shipyard_dev_cost,20000,cost of increasing shipyard size by 1 t,,,,,,, shipyard_cancel_built_penalty,0.6,penalty for current shipyard development if it is cancelled,,,,,,, shipyard_dev_min_time_months,6,minimum time to build shipyard,,,,,,, shipyard_dev_max_time_months,24,maximum time to build shipyard,,,,,,,---» 36 shipyard_dev_min_amount_tons,500,shipyard tons at min. built time,,,,,,, shipyard_dev_max_amount_tons,4000,shipyard tons at max. built time,,,,,,,---» 3000 shipyard_max_modifier,3.5,shipyard size development bonus according to year (LERP max. at 1940),,,,,,,---» 3 shipyard_build_amount_max_modifier,8,shipyard tonnage built time speed according to year (LERP max. at 1940),,,,,,,---» 7 Thanks for the feedback!!!
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Two twins inside the same barbette. The vibrations from the reloading mechanism and gun's blasting will be the same. The advantage in being two twins, is that in theory could be possible to have one pair disable in action and the other one still working. I was afraid you could ask me that. 😁 Let me see if I can use my poor English to explain why. Imagine this as an example. In the year "X" I have a 9" with 30 sec reload and a 10" with a 32 sec reload, but because I changed after how the guns are unlocked and upgraded to make every year interesting we would get a situation where a 9" mk2 was being compared with a 10" mk2 when it should be a 9"mk3. And that lead to situations where the bigger gun had a faster reload in some specific years. This should be fixed in the recent update. I hope.
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Yes, excellent. Legendary difficulty, seems reasonable to me. Thanks!!! Yes, but I can't recommend anyone to waste time with shared design when the devs are still adding new parts to ships or changing something.
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BETA v5.0.5 N.A.R. changelog: Fixed some issues with guns reloads overlapping in a wrong way in some years. Other small improvements. Link: https://drive.google.com/drive/folders/1rsqwKiBEtf1PD72XbFUkANlAXeROidYB?usp=drive_link
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Ok that is great news. I will continue to use this new economy version in the future updates. Can you tell how many ships the EUA and A-H. A-H is important to know, so I can understand how the AI is handling the economy with a small nation.
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o7. As I mentioned before, I always use the maximum in everything to achieve the rof in the table. So the best component available for the reloading is used, and ofc maximum crew quality always. Also, this is very important. I was messing around to see the issue with the reload time in some guns, and I found there was a difference. I cannot tell if per ship or nation, but is some hidden stat that I can't explain why. Maybe something related to the 3D model. A bug IMO. I am guessing here. You will notice that the Spanish gun have the same barrel length, but other stats are different, like range and penetration values. Like we were comparing a 16/45 with a 16/50 but with the same name. German 16/45 38.4 sec Spanish 16/45 44.9 sec *Components and crew quality is the same in both examples. Wait, I will explain. The penalties are realistic and not the source of the issue. I went on searching for a reason why the 14" and others guns had worse reload when comparing with bigger caliber guns, and the issue was created by me by mistake months ago. Months ago I reworked the years the guns becomes available so each year the player would get access to a new gun. Every year, to make things interesting. The issue is now some guns ROF are overlapping each other in a bad way if we're comparing with a gun bigger or smaller in some years. I already fixed the issue, and implemented other small changes to the ROF, so everything will make sense. I will upload in a few hours.
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Please no. You must understand, that English is not my native language, so I am usually very direct and short on my answers. Don't imagine things. I can always explain why I did things the way I did, and change anything, if I see an improvement in the player feedback. About the guns table reloads, take into consideration, that they are global and applied equal to all nations. With this being said let's talk about the QE 15" guns. http://www.navweaps.com/Weapons/WNBR_15-42_mk1.php "The nominal firing cycle for the Mark I and Mark I* mountings was 36 seconds, but 30.2 seconds was achieved on 1 October 1917 by one ship. The Mark II mountings used on Hood had a nominal firing cycle of 32 seconds." 36sec - 37.2sec Very close to real life performance. However, I noticed an issue here. The 14" mk1 have terrible performance in comparison, and it should be quicker. I noticed that you mention a similar thing below about the Nevada Guns. But I need to stress again the issue about the guns data being global and applied to all navies. In this example, I will use the 36 sec reload from the QE that I am using as reference as a global for all navies. I have another 15" gun from the same time period with a 23 sec reload. The German gun. Should I use that version instead as a reference? No ofc not. Imagine having a 15" gun with 23sec reload and a 14" gun with 40 sec reload in the same time period. That would be a problem. When you are using data from many different guns and being applied to all nations equal, you need to be careful with how you will use that data. If you are using only the best case available, you will end with a graph with going up and down many times, with clear bad guns and good guns. In terms of gameplay, will not make any sense. So what I did was to gather all the guns info and changed the values so that would make sense with the neighbor values. To have a logical progression. This is important to understand, because the values in the game are being applied global, in equal way for all nations. It is not per gun. It is an engine limitation and is a good thing. Imagine editing all individual guns. You will need to edit around 37000 guns tables and many would be a fantasy without any info about them. So if you are going to say "X" or "Y" ships had better or worse rof in real life. Well, I can't do anything about that without ruining the progression. If it is close enough to real life performance, then it is good enough IMO. Also, don't take the data too serious. One thing is the performance during naval exercises, another one completely different is the crew working during a battle. A good example if I am not mistaken is the Bismarck vs Hood, where the rate of fire was very poor by the Germans that day, but it was good enough with a lucky shot. Another important detail is the range to target, and the delay with raising or lowering the barrel between shots, a mechanic missing in UAD. But I agree with you that 14" should be much quicker, and I will fix that. I can also improve the 15", but would be only by a few seconds.
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I don't buff or nerf anything about guns rof. I simply researched historical data about the guns and implemented in game. The focus on NAR is to be as historical as possible as it can get inside the game limitations ofc. There was a good reason why the navies around the world pushed the gun's technology forward in the beginning of the XX century and I have no problems in seeing a 14" performing better in the battlefield in comparison with a 12" in some situations. It should be better. But you pay a heavy price for that. Weight, cost and space. Sometimes is better to go with lower caliber guns but more barrels, in other situations is better fewer but bigger guns. The player can choose any path and achieve the same success in the battlefield.
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1.53 rof and in the table is 1.5 I don't see any issue. And I have no idea why you are taking 50% crew quality in your testings. The rof I created serves as a reference to what we can see in game with all maximum. Crew quality, components. Everything. I will disagree with you on that, but since you know how to edit the files you can always change to what you think is right. Anyway about the 13" mk1 0.62, in the table I wrote 0.6. All fine. And if you want to use a real life as a reference. http://www.navweaps.com/Weapons/WNBR_135-30_mk1.php 0.5 best case scenario, but this is a 13.5 inches. So again, everything is very close to real life data.
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Night stat is a tower modifier and will be applied to all guns (if is working). I enable that in game, but I never run some tests to see if it is working or not. I can only work with things already in the game files. I can create new hulls with parts already available in the game or create new component versions with different sizes or stats, but to implement new game mechanics then it needs to be created by the devs.
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Two weeks. Maybe less, maybe more. First I want to play and test all the new things 🙂
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IMO, is two possible things. A ) You were not using all the priorities in the research tree. The moment you choose another one will affect the time for all the others. B ) You move the slider in the finances.
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In this link below you will find all the historical guns I researched for the mod (*135 guns) and then I convert them to the game files. Caliber and mark variant, with that info I create a table that is also in that link where you can see the reload times. Note, that is not always 1 to 1. Some values were changed to make sense with the other neighbor values. A linear progression. Not always 100% realistic but very close to real life performance. https://drive.google.com/drive/folders/1mshmAKPuJlmwytoX9yaJ-rdOuQ_t9Afg *All the guns researched have a link that you can open to see information about the gun, and in all of them you will see a reference to the reload speed. Also, important. I don't remember now if I implemented a limit to the reload speed for the small caliber guns, but some months ago, the devs mentioned a possible bug in game if the gun's reload speed was too quick. Should be easy to see that in game by looking to the 2" mk 5. I didn't change anything related to the research. Can you share some screenshots to for me to understand better what you are seeing?
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I don't support multiple versions, only the latest version and if didn't have the time to update the latest beta version. Unless there are other updates before 1.5 this current version will be the official one for a good time.
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Spain and A-H should be the most challenging, but that is not really important. Choose anything you like, the most important thing is to have fun. 😉 See if you can notice any difference to ship costs and state wealth. The player feedback is important to know if I am in the right path or if I need to change anything else.
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BETA v5.0.4 N.A.R. changelog: Experimental economy changes This will be a side branch only for testing. Players feedback is important. Play at least 5-10 years to see how it changes the campaign experience. IMPORTANT: This version is only for the players interested in testing possible economy changes to be implemented in the mod. A new campaign is needed. Changes: All ship material costs buffed 50%. Budget base and province income nerfed 66%. Wealth grow and inflation lowered from 0.0055 to 0.0045 (it is the same value for both modifiers) Shipyard cost buffed 33%. Income from allies nerfed from 15% to 10% Link: https://drive.google.com/drive/folders/1rsqwKiBEtf1PD72XbFUkANlAXeROidYB?usp=drive_link
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Those values can be ignored. The game credits in game are the same for all nations. German Marks, British pounds, USA dollars, all the same. Most important is to nerf the state income. I will release an experimental branch with an economy nerf for the players to test and share feedback.
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Legendary difficult will only increase the AI money. The differences between the mod and the game are: The hull foundation and survivability modifiers are cheaper on the mod (around 30%)* The naval war budget is smaller on the mod 1.5 vs 1.7 on stock game. *there are other modifiers responsible for ship costs/all the other economy modifiers are the same. There were many changes to the economy made by the devs in the recent months, and I am not aware how much they will influence the economy. I can nerf the economy (province, base budget, oil -income modifiers), but I would like to ear other players opinions about that first.
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Just a quick update. The mod files are now available on Google Drive. https://drive.google.com/drive/folders/1kXuaGBXf46rpE07OwQuqoB9dUi7evgnn