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brothermunro

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Everything posted by brothermunro

  1. As the U.K.! Jeez yeah that’s not right. Hmmmm. Do you remember how much your ships were to build?
  2. Who were you playing as? Ship costs went up in 1.6 & I haven’t been able to play a campaign myself yet but I’ll have a look. Historically speaking in 1930 3 modern battleships would be a reasonable number for most of the countries in the game (assuming you were able to build other ships)
  3. That’s… odd. Japanese ‘large cruiser’ I’m assuming? Is that one of the weird battlecruiser hulls I wonder. I’ll see if I can fix it.
  4. RDF & Radar have their weights calculated as an increase to the tower weight rather than having a fixed weight. I suspect an RDF or Radar set for a destroyer is probably the same sort of weight as one fitted to a battleship & that would be more realistic but alas that is not how they are defined in the game’s files.
  5. I’ve been confused as anything with funnels & have learnt a few things: Funnel capacity is translated by the game into a supported horsepower. Engine efficiency is then calculated by dividing the supported power by the engine power. Tuning engine power is easily doable in shiptypes but funnel capacity has to be adjusted on a per part basis as far as I can tell. I’d humbly suggest to the developers to add an fcap stat modifier to shiptypes so they can just adjust that rather than having to redo the engines again or do a lot of fiddly changes in parts. Also (selfishly) I’d really appreciate it for my own reasons 😇
  6. Problems with ship pack sorted and some new designs added
  7. Hey @justMike247 I know exactly what you’re talking about with the torps, I have long wished for a ‘I don’t care what you think - fire the damn torpedoes’ button. However, as many people have admonished me for, the torpedo tubes don’t track when set to off. Torpedo crews really don’t seem to like the ship doing any sort of course change either (probably because turrets and such seem to rotate relative to the battlescape not the ship). And lastly they also seem to love leading a target ship a bit more than you expect (or sometimes want).
  8. 2.1.0 Update Reduced campaign politics screen action cool down to 1 turn, enjoy launching more naval invasions! Campaign generation now only runs for 2 years to improve initial designs & performance. Fixed Japanese Heavy Cruiser 5 having a higher design speed than the class limit (it has been reduced from 41.5 to 40 knots). Ship pack also updated!
  9. No update needed for the 1.6.0.3R patch, just redownload & reinstall
  10. That was the general idea behind making a ship pack of shared designs, it just that with the game updates frequently making designs invalid it’s a bit of a Sisyphean task
  11. The balance mod is no longer being updated by the good Admiral. A lot of his help & work went into making the Dreadnought Improvement Project mod which is the spiritual successor to the Balance Mod.
  12. Huh that’s odd, event misfire bug perhaps? At any rate you’ve done all you can to save money aside from scrapping your ships, so something seems off (I’m assuming g you’re playing as France). My only other suggestion involves joining the dark side (aka mods) 😅
  13. The UAD naval budget doesn’t work the way a real one would, if your funds are in deficit an event will trigger that gives you some money but also reduces GDP to do so and sets off an economic death spiral (you see the AI getting this event when they warn admirals for excessive expenditure). If you chain those events eventually the government will fire you which results in a game over for the player (AI counties will get a new admiral).
  14. Compatibility update to 2.0.7 for UAD 1.6.0.3 Ship pack updated to 4.2 with some community designs (thank you)!
  15. It is. I plan to integrate the code tweaks and new modifiers it introduces later on, probably once the developers stop updating the single player game.
  16. 2.0.6 update up. More attempts to get DD's working. Yes I know they have 300% engine efficiency, if I fix that the engines become ridiculous. Don't know how any of that works. Or why it was changed. Anyway I have done my best. I also fixed crew pool growth.
  17. I'm aware. 1.6 did... something to engines. I've made some improvements in 2.0.5. Rebalanced engine cost calculations again. Made some changes to boiler techs. I'm reasonably happy with large ships, but DD's and TB's still feel off. I greatly appreciate any feedback, if you make a ship that feels just wrong please post it!
  18. Well I did want to make the funnels on early cruisers less sucky but that seems like an over correction 😂
  19. I blame excel. I haven’t noticed those corruptions making it into the actual game but I’ll see if I can tidy them up
  20. Small update 2.0.4. Adjusted speed exponent in ship types to address 1.6 engine cost calculations. Ships should now only go bonkers in cost if you go over the design speed at 0 beam. Overall engines are slightly lighter and cheaper compared to 2.0.3 so no designs should become invalid. Made turbines slightly lighter, lowering their engine weight mod from 25 to 20.
  21. Thanks @Suribachi ! Ship pack 4 is what you want for 1.6 & DIP 2
  22. Nexus messed up the file somehow, a re upload seems to have fixed it
  23. Another compatibility update. I'm aware engine costs can suddenly jump to ridiculous values below the hull optimal speed, I'm trying to work out why.
  24. DIP 2.0.2 a compatibility update for UAD 1.6.0.1 on the nexus now
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