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Everything posted by brothermunro
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>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
brothermunro replied to Nick Thomadis's topic in General Discussions
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. -
>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
brothermunro replied to Nick Thomadis's topic in General Discussions
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 😇 -
>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
brothermunro replied to Nick Thomadis's topic in General Discussions
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). -
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!
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>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
brothermunro replied to Nick Thomadis's topic in General Discussions
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 -
UAD Rebalancing Mod For [v1.4.0.5 R2]
brothermunro replied to admiralsnackbar's topic in Unofficial Mods
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. -
>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
brothermunro replied to Nick Thomadis's topic in General Discussions
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) 😅 -
>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
brothermunro replied to Nick Thomadis's topic in General Discussions
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). -
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!
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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.