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brothermunro

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Everything posted by brothermunro

  1. 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.
  2. Funnel capacity on tb's and dd's is totally broken, I'm aware but can't fix it just now without breaking something else more important. As for the speeds that can be fixed in the next version
  3. More performance is very welcome, but is it possible to add (for us modders and mod users) an ability to toggle the new pre generated ships off? We can then make our own pre-generated ships through the existing shared designs feature without fear of vanilla designs getting into the mix.
  4. I have not had the chance to test DIPv2 with the 1.6.0.7 beta but I’m going to assume a bunch of hard coded vanilla ships are going to cause a lot of issues. Please be patient once it goes live!
  5. 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.
  6. 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.
  7. Compatibility update for 1.6.0.6 now available
  8. No update needed, just reinstall on 1.6.0.5 Opt x2. I don't know how the new displacement system works but it seems to be hard coded. I'd appreciate any feedback on how DIP interacts with it.
  9. 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
  10. Mod updated to be compatible with the latest update. DIP v2 will probably be feature locked at this point, so only expect minor fixes and compatibility updates going forward. This is because work has started on DIP v3!
  11. I know you can add towers and funnels to an existing hull, you can edit that in parts. If you want a unique combination you’d need to make a new entry in the parts file, and then add that ‘new’ hull to technologies so it actually unlocks
  12. 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)
  13. And done. Some fixes to the parts file thanks to Rocket as well!
  14. No, I’ll need to do an update for that, should be out later today
  15. Depends who you’re playing as, the big nations (US, UK, France, Germany) will probably have tech around when you’d expect or slightly before. Smaller nations will struggle to have better tech than the big players, but they’re also less likely to be massively behind.
  16. 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.
  17. 2.2.0 works fine on the new 1.6.0.4 R patch, just redownload & install
  18. Depends on your definition of correct 😅 This was done by the developers in the base game in 1.6. I can’t reverse it as it would require editing the game’s code & DIP hasn’t ventured into those waters (yet).
  19. I'm aware funnel capacity on destroyers is ridiculous but it is the lesser of two evils.
  20. 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!
  21. Thanks that’s very helpful! So you only had a starting budget of $6 billion or so? Hmmmm. That’s at least half of what you’d need.
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