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MDHansen

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Everything posted by MDHansen

  1. sadly that calculation is done initially as the guns fire. I am pretty confident that won't be changed, sadly. It looks really bad. It's a reason I have reduced the visual of ballistics to 1/10 of their original size
  2. Houston, we have a problem. Just an FYI, TaF seems incompatible with latest 1.6.1.4 UAD
  3. Q: does the "avoid ships" actually work for anyone? ships seems to slam in to eachother mid sea during battle, or they come to a complete stop and you have to manually set their speed or manually give them a move order to break them in to funcion again. I've tried to adjust the parameter in params but if set to near 0 or a million doesnt seem to affect it. enemyShipsCollideDistanceModifier,2,Evasion Distance Modifier against Enemy Ships,,,,,,, friendlyShipsCollideDistanceModifier,1,Evasion Distance Modifier against Friendly Ships,,,,,,,
  4. yes. parameters are the same for players and ai, rules are the same
  5. That I can't answer.. hehe A released game, yes yes, I can assume is perhaps not worth the effort. For the company I mean
  6. Well, turning times do sometimes go in to several minutes. Especially when the ai is struggling to design ships. The actual lag I assume is meant in battles, and here its' a bit up to players hardware. It doesn't help that the game is single core... @HaMaT yes, Unity đŸ˜¬
  7. Is there a way we can slap someone for a stupid post? I have 2400hrs in this game and havent seen or had lag since I started playing ~2 years ago, when massive fleets (100+) was a thing. Not saying lag isn't a thing, but what is your specs? (I mean your pc) Get your shit together and make a proper post and not just wommit up something in pure stupidity
  8. @Nick Thomadis I apologize for the rude ping, if you got the time to answer it would be fantastic. Is there any way for me to edit this, through the resources/sharedassets files perhaps? also, this should perhaps be in support subforum?
  9. tr_capacity_bonus,0.3,bonus to GDP for max. TR capacity tr_capacity_cost,0.001575,percentage of GDP as max. cost of TR capacity These are atleast 2 of the modifiers. So at max capacity you get a bonus (the values above are not vanilla numbers, as I have edited most of the economy from a-z), but transports is also a cost even at max capacity, as the cost of having the transports is real. Do you have colonies around the globe? Could maybe explain the high costs? @Nick Thomadis will correct me where I am wrong, and there might be other parameters I have not taken in to account here. (Please do, as I want to understand better myself)
  10. Hello I thought I'd ask here if anyone else has details of guns in particular dissapear from a very short view distance of ships. I am zoomed all the way in, and it's fine, but as soon as I use the mousewheel 2-3 "notches" out, and barrels and the turret itself gets very distorted, and then barrels completely dissapear right after. For clarification, this was not an issue some time ago, maybe a few major patches. My rig is top shelf, and no other game has glaring issues like this (CP2077, X4 Foundations, The Witcher 3, ARK Survival Ascended, Starfield, etcetcetc). gpu front/back, cpu, mb, ram and drives are all watecooled in a double custom loop. i9-14900kf, rtx4090, ddr5 5200 (2x32gb), asus z790, samsung 990evo m.2 (c-drive;win11), samsung 990evo m.2 (d-drive;steam) pic1 zoomed all in and fine. Notice the secondaries in pic2 gets distorted. The mains gets distorted in pic3
  11. When I see something like this [19:54:25.838] [UnityExplorer] [Unity] failed to generate random ship of type 'cl', reason 'requirements', hull 'cl_4_omaha', reqs 'tower_main', parts '', try 1 I assume it struggles to place the main tower? I've looked in parts and randparts to find anything obvious, and made my own ship with the hull and techs in ship designer, and let the computer build one for me, and it works fine... You have more experience than me in this department, do you have any ideas?
  12. "Key" should mean, as you probably suspect, its a battle at the start of a turn you have to do, and you are locked out of the ui until you finish it. I also thought these missiontypes was free to skip if you want.. I have removed key from all battles and no one is obligatory to do. I have however given a vp penalty for skipping. (Im a masochist) I do this so I have access to the ui before doing the battles.
  13. @Nick Thomadis I have questions. 1. Will a land invasion to the same region as a naval invasion help eachother, or are they two completely seperate battles with no influence of one another? 2.1. Is it possible to give nations a point-based preferance to where they, and who they, wage wars against? Say A-H might not be that interested, in general, to wage a war against China or Japan, so once the tension gets high enough, there would be a set multiplier to their choice to actually start a war against beforementioned countries 2.2. Once certain nations share ports in same regions, the multiplier could be ignored. I think this, or something similar, potentially, could decrease the snowball effect one gets through the game
  14. I believe I have seen this once or twice before. But I think with the recent changes they did in provinces, something must've gone wrong. It's easy to do tbh. I can't even count the times I've made a comma too much, forget to close a line etc etc But I agree though, why now... I'll have a look for Ukraine aswell, but I didn't see any obvious mistakes myself earlier
  15. @o BarĂ£o Hey mate. I haven't changed neighours in my Province file, and I just discovered that northern_colombia has northern_colombia as neighbour. It should, clearly, be southern_colombia. I just got the province error (moving ships) now. I have now changed it, and will update this post if the error ever comes back. It might get an issue ingame if an invasion starts, or maybe Colombia moves ships from north to south colombia, or vice versa. Dunno... Update: So that worked! Ideally, you would want to start a new game because the province file is changed. However; after fixing the provinces.csv file northern_colombia,Northern Colombia,caribbean,colombia,colombia,colombia,colombia,colombia,colombia,colombia,colombia,0,country,10,22000,-1,1916,5,700,400,7,0.0125000002,2,"panama, venezuela, northern_colombia" <-change this to "southern". Load the savegame, hit end turn. You will most likely get the same error, and northern colombia is governed by neutral/ungov. Now, go in to your savegame and find "northern_colombia" (it has 2 entries) {"Id":northern_colombia","Controller":"neutral","ClaimPlayer":"colombia","ControllerPlayer":"neutral","IncomeGrowth":0.0,"PopulationGrowth":3743.69678,"PopulationLosses":67457.84,"Population":0.0,"isOilDiscovery":false,"isRebellion":false,"RevoltCooldown":0,"Ports":["barranquilla","santa_marta","cartagena"],"ArmyLosses":0.0} change it back to colombia where it says neutral, save. Load the savegame and hit end turn. This should have fixed it. This fix is only for the mid turn error "moving vessels" and the "[20:24:09.506] [UnityExplorer] [Unity] ArgumentException: An item with the same key has already been added. Key: Northern Colombia (Province)" error in ML logs
  16. the peacechecks are off unless specified on in the params file. Nathan needs to do a proper check, since weird war/peace situations was reporteedn. taf_peace_check,1,,,,,,,, taf_war_max_months_for_low_vp_war,6,,,,,,,, taf_war_low_vp_threshold,20000,,,,,,,, taf_war_min_months_for_econ_collapse_peace,12,,,,,,,,
  17. he locked it. There are some issues that breaks the game/mod. Will stay locked until he can figure it out. Info on page 115
  18. I just, by chance, ran the game without modded files, but still TaF loaded. I get the TaF report of it not corresponding to the newest UAD version. I did not get that message with all my modded files loaded. So this might just be TaF version misbehaving Frack! I am not having a good day am I. I removed the TAFData folder.... lol No discrepancies. All is fine. Well, at least no TaF version error
  19. @o BarĂ£o check your provinces file. There might be some "neighbours" missing or some that isn't actually neighbours. I even found North_Colombia neighours itself đŸ¤” (I haven't checked yours, not at my pc atm, and the errors I found was vanilla (granted, I am not totally sure how devs have all this connected in the core files)) This fixed a few of my own issues earlier, with regards to Southern_Colombia and Peru in particular -also, check if Southern_Colombia has 2 entries in the first column (@name) Don't mind me. I messed up.
  20. 1. Maybe Shipyard size could simply enough be tied to the largest ship you can build per research, and increase as you unlock larger hulls. Nothing more advanced than that, since, what's the point of having tech for a 100k BB, but the shipyards can only build a 89k sized ship. 2. Ports could be able to be upgraded, individually/per region, to a ceiling, maybe depending on a regions population/gross income/development (I guess all are related anyway). Therefore e.g. Timor won't be able to support a 500k port.
  21. @o BarĂ£o have you checked the location file? there was a few strings added and tweaked lately regards to info in the invasion popups. Perhaps worth a look if you haven't updated it allready
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