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Everything posted by brothermunro
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You need a minimum of 100,000 tons in your invasion fleet to start a naval invasion, regardless of how big the port you want to attack is! As for the lack of port strikes I’m assuming you’ve started in 1890 when ships have utterly pathetic range. Port strikes are considered a really good mission so ships need lots of range and power projection to trigger them. Sadly we cannot tell fleets to attack ports or task forces directly.
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>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
brothermunro replied to Nick Thomadis's topic in General Discussions
I keep a vanilla version of UAD around for checking things (and also to check if I’ve messed things up) - can confirm you can get -100% gun damage reduction on vanilla hulls. Easiest one to check is the German Super Battleship 2 with maximum displacement and increased beam & draught. If you take a ship like that out into a custom battle it is basically impossible to hurt, indicating the tooltip is correct. -
>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
brothermunro replied to Nick Thomadis's topic in General Discussions
Would be good if resistance had a hard cap on the damage reduction it can achieve, say 95%? That’s still a lot but would stop the broken interaction where resistance can effectively block all damage. -
>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
brothermunro replied to Nick Thomadis's topic in General Discussions
I believe the identification mechanic was removed to help performance, there was a noticeable drop in frame rate when you moused over ships as their info loaded. I think it is now pre loaded & the game does play much more smoothly. The devs originally planned to have a whole intelligence type mechanic and identification was part of that but that whole idea was scrapped, so it didn’t serve much of a purpose going forward. Given that it is gone it would be nice to have an ingame copy of Jane’s Fighting Ships so you know what the AI is building -
The way the game reports the tech level is a little odd, and really doesn’t reflect the ships the AI is building very well. I’ll add it to the list of things that I’ll ask Nathan Kell about, maybe it’s possible to dig into that code somehow. Your tech is probably fine (assuming you’re playing on standard difficulty - the ai gets magic bonuses on the harder ones)
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By ‘last’ I assume you mean Gas Turbines ☺️ Yes! You can do this by going into the ‘components’ file and adjusting the “weight” of the gas turbines. It’s a little weird that file, I’d make the weight the same as the geared 2 turbines and see how that goes. It won’t prevent the AI from picking them but will make it less likely they do.
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Updated DIP to 2.2.0 Some tweaks & adjustments to the parts file (thanks Rocket!) trying to address inconsistencies in hull form values. Added battlecruiser 4 hull to Austria. Also added another pre-dreadnought battleship 2 hull that isn't awful. Fuel and engine costs rebalanced to prevent massive ship cost inflation. Campaign starting funds increased. Ship Pack updated to 4.5, now with over 300 designs!