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o Barão

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Everything posted by o Barão

  1. Yes it is important, because there are many situations that land battles should not exist, or it should exist, but the game doesn't allow because of these errors. And if I don't report, most likely is that you will not see that fixed.
  2. The mod will continue to be in "closed" status. I am checking all the provinces, and I am seeing many connections that should not exist or should exist and are missing. You can check in the link above. I only saw around 1/6 of all provinces, and I already saw too many errors. Also, I will need some assistance from Nathan first to squeeze any possible errors with TAF with the current UAD version, if they exist, before the mod goes live again.
  3. Armenia have a mysterious province in the south. Graphic, minor issue.
  4. ---Provinces neighbours errors--- part 1 BLACK: should not exist. RED: should exist, but is missing. Some neighbours errors found in the "provinces" file by @overvaalmaaken northern_russia,Northern Russia,arctic,russia,russia,russia,russia,russia,russia,russia,russia,1,home,4,150000,-1,1925,15,1000,2500,7,0.0299999993,3,"northern_finland, southern_finland, esthonia, latvia, belarus, ukraine, southern_russia, siberian_russia, kazakhstan" eastern_mexico has space after northeast_mexico in neighbour code Found by me: gambia,Gambia,c_atlantic,britain,britain,britain,britain,britain,britain,britain,gambia,0,colony,3,6000,-1,-1,0,0,0,7,0.0125000002,2,"senegal, french_guinea" french_guinea,French Guinea,c_atlantic,france,france,france,france,france,france,france,cayenne,0,colony,5.9000001,14000,-1,-1,0,0,0,7,0.0125000002,2,"sierra_leone, french_sudan, upper_volta, ivory_coast, portuguese_guinea, senegal, liberia" senegal,Senegal,c_atlantic,france,france,france,france,france,france,france,senegal,0,colony,5,10000,-1,-1,0,0,0,7,0.0125000002,2,"gambia, mauritania, french_sudan, french_guinea" georgia,Georgia,b_sea,russia,russia,russia,russia,georgia,russia,russia,georgia,1,home,3,90000,-1,1930,1,100,100,7,0.0125000002,2,"southern_russia, armenia, azerbaijan, northern_turkey, eastern_turkey" northern_turkey,Northern Turkey,b_sea,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,1,home,9,80000,-1,1930,1,150,100,6,0.119999997,2,"bosporus, western_turkey, southern_turkey, eastern_turkey, georgia" eastern_turkey,Eastern Turkey,b_sea,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,1,home,9,80000,-1,1930,1,150,100,6,0.119999997,2,"western_turkey, northern_turkey, southern_turkey, syria, georgia, armenia, persia, iraq" southern_spain,Southern Spain,medit2,spain,spain,spain,spain,spain,spain,spain,spain,1,home,10,85000,-1,-1,0,0,0,2.5,0.0299999993,2,"southern_france, western_spain, northern_spain, western_france" syria,Syria,medit,ottoman,ottoman,ottoman,ottoman,france,france,france,syria,0,colony,5,20000,-1,1930,4,400,100,10,0.0299999993,3,"lebanon, transjordania, iraq, southern_turkey, eastern_turkey, palestine" british_columbia,British Columbia,alaska_gulf,canada,canada,canada,canada,canada,canada,canada,canada,0,country,2,25000,-1,-1,0,0,0,2.5,0.0125000002,2,"northern_canada, central_usa, western_usa, eastern_aleutians, canadian_prairies, southern_alaska" southern_russia,Southern Russia,b_sea,russia,russia,russia,russia,russia,russia,russia,russia,1,home,12,150000,-1,1890,100,500,1500,7,0.0299999993,2,"central_russia, ukraine, kazakhstan, georgia, azerbaijan" north_east_england,Northeast England,n_sea,britain,britain,britain,britain,britain,britain,britain,britain,1,home,9,120000,-1,1890,100,300,300,7,0.0299999993,2,"scotland, north_west_england, eastern_england" eastern_england,Eastern England,n_sea,britain,britain,britain,britain,britain,britain,britain,britain,1,home,17,120000,-1,1890,100,550,500,7,0.0299999993,2,"north_west_england, wales, southern_england, north_east_england"
  5. You are talking during loading turns, right? What you got from the ML log?
  6. That can be what is causing the issue. Thank you! I will fix those vanilla errors and upload the mod tomorrow.
  7. @Nick ThomadisAn error found by @MDHansen in the provinces file. northern_colombia,,Northern Colombia,caribbean,colombia,,,,,,,colombia,,country,8.414879,-74.797093,Northern Colombia,10,"22,000","2,909,900",1916,5,700,400,7,,,"panama, venezuela, northern_colombia",,,,,,,,, northern_colombia should be southern_colombia
  8. Thank you!! There is still an error reported by other player related to "ukraine", but I can't find any error about that in the "provinces" file. It is strange why these errors are happening now and never happened before. I will create another "provinces" dump file to see if I can find anything. update: There were some changes to "provinces" neighbors made by the devs. I already updated the file with the new changes, but I still didn't find any strange related to Ukraine.
  9. Thank you. At this point it seems it is better to shut down the mod until a solution can be found for this issue.
  10. Think? No I am 100% sure it will. And I still didn't give up to find a solution for players to use them and being restricted to the AI.
  11. Damn. can you upload your save file to take a look?
  12. If you are talking about the port size, yes. The reason is Argentina only starts with one province and one port, so I had to buff the capacity to compensate.
  13. Yes it is. There was an error (made by me 😒) in the penetration values before. I found it and updated the values.
  14. If you look only comparing the barrels, no. I can't say for sure, but it should be a vanilla issue. There were some speeds changes by devs in the recent updates, and the same values are being used in NAR. I will check again, for the next update. It seems it is only happening to you, so why don't you try a clean installation? Remove all mod files, delete all save files, and install everything and start a new campaign?
  15. I suggested the same thing to the devs many months ago, and I didn't get an answer. In short, I have a modifier responsible for the AI to follow when is armed with torpedoes, but is applied to all ships. It doesn't make any distinction. So, in early years, you will see most ships coming to fight in close quarters. Later, we will see long range torpedoes and so the AI should keep more normal battle distances. I also set other different parameters to give AI more freedom of movements, so it can chase you, run away if the losses are too much, keep distance etc. But around 1890-1900 most battles will be in close quarters.
  16. Light shells Reduced ammo Barbettes Reinforced bulkheads Citadel Maybe hydraulic turrets Add all together and you should keep the risk low. CAs are better at this because they have armor that can save your ass in more situations, so in those ships I will increase the ammo count. Don't forget that the fires were nerfed in NAR in comparison with vanilla game but can still be dangerous. But as I said before, if I want my ships to be deadly against similar ships, then SAP and a more safe propellant should be more interesting. In 1900, you don't have many options anyway. Around 1910 is when we start to have interesting options to choose.
  17. The AI is now following my personal choices about ammo, torpedoes and rangefinder, so yeah, expect to have a much harder time in comparison to vanilla game. One golden rule I always follow, and the AI is also using, is about protection and chance to ammo detonation or flash fire. So if you look, as an example, the AI destroyer's design components list, most likely you will see them to have light shells, reduced ammo weight and few torpedoes. They should also be equipped most of the time with coincidence rangefinder I. This should guarantee a higher chance of survival, to fight longer and connect more hits the longer the battle endures. Now, if you want your ships to be effective against similar ships and also smaller vessels, then 90% of the time you will want to use SAP. If you want to fight above your weight, then capped shells are the answer or since you are in 1900, simply use pricic acid and burn everything.
  18. NAR "let's make UAD great again", part 1.0.2 Changelog: Updated to UAD Opt x2
  19. Ouch, that hurts.
  20. I see a very good reason. Why, you are limiting the main battery firing arc because of a secondary? That is why I am using that to force the AI to design good ships. But as I said in the previous post, you have the freedom to have what you wish in your game.
  21. That is gold to my ears. And ofc, the AI does not have any unfair advantage, unless of course you are playing at higher difficulty, then it will have a money income buff. I can guarantee that it is not, and I can show you why with two screenshots. This is the current state 0.3 value See the firing arcs being limited by the secondaries? I can sure you that it is exactly what the AI will do. Now with 0.6. The secondary above was placed when it was 0.3, that is why is now red. The secondary below is in the 0.6 limit and still have a small impact on the main gun firing arc. So you can decide what you wish to see in your game. You want the AI to design better ships, or you prefer to have more freedom? Simply open the "params" file and search for this line: length_expand_lowcal,0.3,expanding Z collider for lower caliber guns,0.0505,,,,,, If you want more freedom, change to 0.05 or something like that. Save and have fun
  22. Ok, so it's working properly. As I said before, this rule applies to both the AI and the player and is needed to force the AI to design good ships. And now is only half the value I was using before.
  23. What would happen is that the AI could use them all the time if it had the chance, and the AI doesn't understand why it is bad in most cases. And that is not the worst example, much worse is when the AI is allowed to use the side barbettes for small guns. This being said, I think I already found a partial solution for this and is being used atm. You will see this barbette in all modern ships, but the AI will not use it. I removed the connection between this component variants and the AI code lines to design ships. For the others variants, I will run some tests by removing the AI lines of code that use the small barbettes to secondaries. If working properly, I can make them available to players again. I can't do the same method because small barbettes are very important for light cruisers when it can be used for the main guns on those ships. You are allowed to design a ship with an error?
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