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brothermunro

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Everything posted by brothermunro

  1. Once you get TAF installed you’ll need to extract the Params file with UABE or a similar tool and save it as a csv. That’s the hard bit, once you have the CSV you can use notepad++, excel or something like modernCSV to edit the file. Pop the new Params.csv in the Mods folder and it’ll work.
  2. The spotting distance is in params, but you can’t edit that without using a mod of some sort (I’d recommend using tweaks and fixes)
  3. Yes it is reduced significantly down to (I think) 500m base
  4. I’ll check! The unlock years are 1926 for Krupp IV and 1929 for Krupp V respectively, so I’m guessing it was the tech randomisation system. As for the diesels not appearing that’s weird, their unlock year is 1931 - do they appear in the custom battle (or shared) designer for that year?
  5. That one is about fleets floating around your minor allies (I think)
  6. Although yes absolutely @Urst I would love a way to say, spend naval prestige to launch a conquest mission, possibly via an event, but ideally just straight from the politics screen.
  7. I think the conquest mission triggers due to your power projection in a sea region that has an unaligned minor (plus a random chance) not anything connected to the tension mechanic (although Nick might correct me on that!!)
  8. Controversial take: Eliminate tension due to fleets completely, I don’t think it’s needed now players (and the AI) can increase and decrease relations directly (plus random events of course).
  9. New update out to bring 'compatibility' to Opt x5, including a rework of the transport vp losses. It is getting harder to support v2 as the main release, but DIP v3 is still in a pretty rough state. I will try to support v2 to the next 'previous stable version' but that may prove impossible.
  10. @Gregervich improvements to scrapping and shared designs will be part of DIP V3
  11. The developers did… something to how transport vp is calculated. I’ll have to readjust everything
  12. I think shared designs has to be on selective, although I’m not sure. A proper fix for the whole slow mode issue is in the works for DIP v3
  13. I've added a DIP tuned armour generator file to the Nexus for those who might need it (or want to mess around with it)
  14. If you install Nathans Tweaks and Fixes mod that will fix the no armour issue, definitive fix is coming in DIP v3. In the mean time I have a DIP tuned armour generator file now on the Nexus (under optional files), if you pop that in the Mods folder (with the TAF dll) you should get reasonably armoured ships
  15. It would be very helpful to have a second tier set of pre designed ships! Sounds like an excellent feature to me!
  16. You can change what they are called (and their descriptions) in the English.lng file, I’ve changed ‘fast’ to DO NOT USE 😅 If Nathan is able to make a batch generator somehow we should be able to package up mod compliant designs to make the fast and mixed options function without having to sit and make 20,000 designs (hopefully)
  17. Compatibility update. Saved campaigns should work fine, but if you are starting a new one please only use the new 'slow mode' NOT mixed or fast.
  18. Hey folks please be patient while I try to get DIP working with 1.6.0.7 - it may mean v3 goes into beta sooner than expected!
  19. A big reason to fix the research priorities is that the AI loves using them, so will be inadvertently crippling themselves.
  20. The ship pack should be unaffected unless the developers make all shared designs invalid (usually that only happens with major updates). In DIPv3 you won’t have to reinstall the mod when the game updates either!
  21. Task forces generally suck, I really only ever use them when I want to launch naval invasions. Otherwise I just keep everything in port on sea control. The mission generation system is a bit of a black box atm I'm afraid! If/when it is discovered how to mod it properly I would love to up the mission chances! In other news the mod has been updated to 2.3.0 with the following changes: Increased the chance of the 'Improve Relations' diplomatic action working to 90% to reduce player frustration and lower overall tension gain. Maximum resistance capped at 85 for all hulls to prevent unkillable ships appearing late game.
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