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Everything posted by brothermunro
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>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
brothermunro replied to Nick Thomadis's topic in General Discussions
That one is about fleets floating around your minor allies (I think) -
>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
brothermunro replied to Nick Thomadis's topic in General Discussions
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. -
>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
brothermunro replied to Nick Thomadis's topic in General Discussions
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!!) -
>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
brothermunro replied to Nick Thomadis's topic in General Discussions
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). -
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)
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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
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It would be very helpful to have a second tier set of pre designed ships! Sounds like an excellent feature to me!
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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)
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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.