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Everything posted by o Barão
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"Please make sure you have installed the .NET 6.0 runtime." https://dotnet.microsoft.com/en-us/download/dotnet/6.0
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---Mod status update--- "The good" Hundreds of towers and funnels stats are being edited, mostly related to modern cruisers era, to fix the issue where it is possible to see a tower in a cruiser with a weight of thousands tons, totally unrealistic. Now, everything related to cruisers towers should be in hundreds tons scale. Some towers were removed and others added to improve the design language for some ships. Some tower's size changed to look more realistic. W.I.P. Torpedo boats realism improvements: Torpedo size limit to 21", a tonnage increased in 1935 to 1300 tons. Destroyers double turrets will be unlocked now in 1926. Since I can now limit the AI guns per hull, thanks to Taf mod, I can order the AI to always use big guns when possible. No more BBs with 9" guns in theory. *Needs more testing. Hidden bonus research value for all AI nations set to a generic value to prevent cheating. *Needs testing. Research bonus to the AI nations in higher difficulties removed from the mod, now the AI will only get an income buff. VP from sinking transports rebalanced to prevent easy wins. The tension modifier from our allies in relation with our enemies disabled in the mod. With the new Taf changes to how alliances work, this modifier should be irrelevant now. The ship batch generator from Nathan Kell is amazing. I manage to create around 6800 ships from 1890-1910 for testing purposes in one night, however there is a big problem. *More below. I created a ship design style for the AI to follow so it can make a design for the american Experimental Dreadnought I hull (impossible in the current public mod version). However I still don't discover how to prevent the AI to use main guns on the sides, that is why I am forcing the AI to use a negative beam value in this hull, but I hope to learn more about how the AI designs ships so it can improve the design language in the future. "The bad" I am failing to find a way to make Britain to start the campaign with more ships. "The ugly" Where the Taf ship generator is amazing to create thousands of ships to speed up the campaign/turn loading times, I am still seeing this bug in some ships. This is an old bug from my experience in using the shared designs mechanic in the past. At this point, I don't know if it is something related to the mod that is causing a conflict or if is a bug from vanilla game. I will need to run more tests to find more about this and to see if it is possible to fix it. If not possible to fix it well, fast campaign loading times with the mod will only be a dream.
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>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
o Barão replied to Nick Thomadis's topic in General Discussions
Your minor allies will always help you in war if they are 1000km away (vanilla value), but in vanilla game for some odd reason, your allies (major nations) will not enter the war to defend you unless they also have -100 relations with your enemy. The tension mechanic is to promote increasing tension between your enemy and your allies to a point they will reach a war state somewhere in the future. With the TAF alliance changes (if you are using) this is not needed anymore, and become irrelevant this value. So set to 0 I guess. -
Yes there is. It is the VP gained for sinking transports. I will nerf that value in the next update. Thanks for the feedback. 👍
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>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
o Barão replied to Nick Thomadis's topic in General Discussions
I am almost sure that there is no connection between the "tension" mechanic and generating invading missions against minors. You suggested removing tension. tension_vs_enemyofally,?,Extra tension caused for enemies of ally,,,,,,, Set to 0? "params" file. -
---Mod status update--- I am already working on for the next update, but there is one important detail. Nathan implemented a brilliant batch ship generator for modders to use, that could be the solution for all the problems to give the best gaming experience. Fast loading times to fight good AI designs, is it possible? However, for that to work the way I want, I need to solve NOW all the issues I have remaining related to ship design. And then I will need to create the thousands of ships for all the years. This will take sometime, and I can't promise now that it will work, but I am having visions...
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Make sure that it is Melon Loader 6.4. not the 6.5 version. Place Taf Dll inside the "Mods" folder. Place NAR mod files unpacked and extracted inside the "Mods" folder. Must be using the UAD 1.6.0.6 opt x4
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@flaviohc16 all modern TBs maximum hull tonnage buffed to 1350 tons in 1935, and the torpedos size limited to 21", thanks to Nathan tip. 🫡
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Great tip! Just need to edit the text to explain the players why is not available. 👍 1926 will be then! 🫡
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Then it is me that got confused. In JeeWee post, he talks about the research and alliances issue. I just mentioned for you to not bother with the research issue, if that was the case, because I am almost sure I already have the solution.
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About the research you don't need to do anything. There is a vanilla "aitechmod" (and others) modifier in the "aipersonalities" file that I am almost sure to be the reason why the player is seeing Britain with an advantage even at normal difficulty. I will apply a generic value for all nations in a future update.
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And need to set the naval invasion target in the diplomacy tab to be applied next turn. Also, the fleet tonnage requirements for a successful invasion change according to the port size.
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No. You will need to choose. An engine limitation. So if you set the Chilean flag for ports and diplomacy, that will be the only flag you will see on ships. That is why in some cases I prefer to use the Naval Jack. It will be incorrect to see the Naval jack on ports in the campaign map, but will be much nicer to see on ships in battle. But that is my personal taste, anyone can edit the flags.csv to get what they want, or add new flags if they wish.
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Classic ;D Oh, I read, but at that point I still got the idea that it wasn't worth the effort. Now with that "Batch ship generator", well I can change my opinion. That is good news!!!+1 Let's pray together, brother! 🙏
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"And what would happen, is some players using "fast" or "mixed", getting a lot of bugs and crashes and then asking why it was not working. How is possible for pack vanilla ships to work with NAR? Impossible. So it is a useless update for me. " And if I am disabling fast or mixed (even if that is possible somehow), what is the point in updating to that version? So again a useless update for me.
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All my changes are always taking into consideration the normal difficulty, and I don't see any balance issues at that difficulty. But I intend to bump the ship building program for the major powers (Britain, France, Germany, USA, Japan) in a future update so you will probably see a great unbalance then, specially if playing at legendary difficulty. @Peksern "New options "Mixed", "Fast", "Slow" for starting the campaign, allow you to use the pre-made AI ships according to your liking. If you want to play in the fastest way, you choose “Fast” so all AI designs are pre-made. In “Mixed” mode only the starting units are pre-made and in “Slow” mode all AI designs are generated on demand, making it a full sandbox mode, but it will cost the most time during turn times. *Important:* Mods will be compatible only with the “Slow” mode. Actually, this doesn't sound too bad, does it? Like a mode that works since before. Should be fine then, shouldn't it?" It is the worst nightmare because I am almost sure that is not the truth. Most likely for me to never consider updating for that version. To create ship packs using the feature from that version is impossible. And the ships packs from vanilla are not compatible with all the mod changes. And what would happen, is some players using "fast" or "mixed", getting a lot of bugs and crashes and then asking why it was not working. How is possible for pack vanilla ships to work with NAR? Impossible. So it is a useless update for me. Most likely for me to stick with 1.6.0.6 for a long time. When the devs launch an update with new ship models, then I will consider a possibility to update and make it work somehow, or to import the models for the current version.
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"NOTE: for now, you must replicate vanilla behavior and include at least 1 design of each type for each nation for each campaign start year, otherwise campaigns will not start when AI design is set to Mixed or Fast. It's worth pointing out vanilla has a LOT of ships: 20 of each type for each nation in campaign start years, and 10 for each type for multiple nations in a bunch of other years. " Damn😒
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That was bug from the provinces files, fixed around 2 weeks ago. Maybe your campaign save file is from a old version?
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I would guess that you were playing at higher difficulties. hmm.. Who is the leading nation in tech development in your campaign?
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There is and also there is another important factor. The ship design will change the crew requirements: (beam/draught/displacement/how many guns/guns caliber/towers/etc) In my Greece campaign, I had to take all this into consideration to build a minimum fleet to challenge the ottoman navy. So a small BB with 9" a few CL and some TBs. Was a nice challenge. Now, what I didn't know is when I have a ship that needs crew and there is not enough available in the pool, you get a boost in recruitment from the game until all ship's requirements are met. That would be nice to have, and there is already a similar modifier regarding the military. @NathanKell is it possible?
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What I understand is that should now be possible using ML 6.4 with UAD optx5 if using the latest Taf DLL.
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In NAR, I followed that logic. The bigger the ship class, more compartments, bulkheads, etc. will exist to help mitigate the shell explosions effects. But that is only one factor. To make it short as possible how damage works, ingame: Resistance/endurance modifier will have an impact in both the gun damage and torpedo damage. Torpedo damage modifier (you can see this on components or per ship class in the shipTypes file/hidden from the player) Gun damage modifier (you can see this on components or per ship class in the shipTypes file/hidden from the player) HE shell damage modifier Shell type damage modifier Shell weight damage modifier Partial pens damage modifier Overpenetration damage modifier. Torpedo size damage modifier.
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Are you seeing the NAR files inside the Mods folder in this location? C:\....\Steam\steamapps\common\Ultimate Admiral Dreadnoughts Did you install ML and downloaded Taf DLL?