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Everything posted by brothermunro
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Could be an issue with the gun models (I’m not intimately familiar with the ship and hull - are the mark 2’s the correct turret shape?). In theory yes hulls can be tweaked on an individual basis, I’m not currently planning on doing that because it is a lot of work that makes updating the mod trickier and more time consuming however I will take a look and see if there’s an easy fix
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>>>Beta v1.5 Feedback<<<(Update 9 Final RC)
brothermunro replied to Nick Thomadis's topic in General Discussions
More hulls are always appreciated of course. If the devs do fancy a new detailed hull I’d humbly suggest the HMS Vanguard as it could serve as an end game modern battleship for the British but with resizing could also be a super battleship, Battlecruiser or even heavy cruiser hull. Wouldn’t look out of place in the Spanish fleet either! And for the modeller there’s a ton of high quality reference drawings and pictures -
>>>Beta v1.5 Feedback<<<(Update 9 Final RC)
brothermunro replied to Nick Thomadis's topic in General Discussions
Did not see that! Very useful thank you!! -
Politics: Does anyone really know how it works?
brothermunro replied to killjoy1941's topic in General Discussions
I think certain counties are more likely to do certain things, like Russia becoming communist, but no there's no real influence you can have. -
>>>Beta v1.5 Feedback<<<(Update 9 Final RC)
brothermunro replied to Nick Thomadis's topic in General Discussions
One quality of life feature I would love is to be able to see the total and currently used shipyard capacity on the right hand info panel in the map tab/view. It is great we have this information on the finance screen but when a minor ally asks if I want to build a ship for them I really want to know if I can do that without going over capacity but cannot as I can't click into the finance tab when I get the popup. Personally I'd find this much more useful information than the max size ship I can build (if it is an either/or situation). -
Politics: Does anyone really know how it works?
brothermunro replied to killjoy1941's topic in General Discussions
As the head of the admiralty you can’t really control who is in charge of the government. However you can deliberately increase unrest, eventually you’ll cause a revolution (or an election) and the government will change. You do not have any control over what you’ll end up with, and if you do it wrong and get kicked out you’ll have a game over. -
I’m not quite sure what they did but the range found bonus seems to cap itself based on range, you still see the crazy 2000%+ chance but only at very close ranges, at normal battle ranges it seems much more restrained.
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>>>Beta v1.5 Feedback<<<(Update 9 Final RC)
brothermunro replied to Nick Thomadis's topic in General Discussions
Only played a couple of quick start random custom battles so far but the new aiming mechanic is fantastically good, makes fighting at different ranges & tactics much more impactful. The new button that disables the division leader automatically falling to the back of the line is also a fantastic addition - superb work from you & the team! Looking forward to trying out the new hulls -
There are now two versions up on the Nexus. 1.6.1 is for the live branch 1.4.1.1 Opt x2 version of the game. 1.7.0b is for the 1.5 beta branch only. Please make sure you have the right one! Changes in 1.7.0 Experimental changes to the economy, trying to reign in excessive growth. Revolutions now do more damage to a nation's economy. Slightly increased transport loss severity. Increased the proportion of a colony province that can join the army (should help the army not be useless). Lowered base torpedo dud chance to 50%.
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I think I worked out once using the price of an Iowa class which I built as close as I could in game compared to their actual cost that UAD dollars are about the same as a 1972 US Dollar - so the actual values of ships don’t really matter at all, just how they compare to the economy. The economy is very odd in the game, if you have any luck sorting out I’d be very interested to know how you did it 😇
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I’ve already ‘flattened’ the GDP modifiers just so that you aren’t in weird situations like trying to lose on purpose to get unrest higher to get a revolution so you aren’t stuck with a useless government. I’m reasonably happy with the early game balance and ship prices but income just snowballs and it is very easy to have ludicrously large economies - so I’ll try my best to limit that a bit. I’ll be waiting until 1.5 is out first though before starting that.
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It is on my radar to do, not the way you’re suggesting, but more trying to reign in the budgets and GDP growth (there’s a few things that can be adjusted).
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Updated the mod to 1.6. I expect this to be the last version for 1.4! Smoke is back! Compared to vanilla the cooldown is longer and smoke does not reduce detection of ships nearly as much, but does still reduce accuracy. Slight nerf to partial penetration damage changing the modifier from 0.16 to 0.1. Task force crew limits now increase more with each tech, allowing for larger fleets than vanilla. General torpedo rebalance: multi tube launchers are now costed more appropriately (thank you NoX) and the speed, damage and other stats have been rebalanced to be more realistic (thank you Nobody for your hard work on this). Flooding reduction from torpedoes on double and triple hull bottoms has been halved, as has the flooding reduction on the repeatable anti torpedo tech. This should ensure ships can still take flooding damage from torpedoes in the late game. Research cost of end game repeatable techs increased. Hull form reduction of end game repeatable tech reduced. Invade power and bombardment effectiveness of the end game repeatable tech increased.
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>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
brothermunro replied to Nick Thomadis's topic in General Discussions
This is indeed one of the conditions that will prevent the peace event firing. As @vonPeretz said there is a 5 turn cooldown as well. The last condition is that one power must have at least 10,000 VP more than their adversary (this threshold is adjustable in params)