Sapphire Posted September 24, 2022 Posted September 24, 2022 So, after releasing my Mega mod. Which turned out to be a big success. I'm looking for ideas for what I should include in the next update of the mega mod. Do remember the AI gets access to the changes. Any really meme-like will be considered for the meme mod Current ideas are: Larger caliber guns on CL and CAs Super heavy shells doing more damage, pen and longer reload with less of a HE fire chance Light shells doing less damage overall but having a quick reload Gun accuracy fixes (Most likely not going to happen until after the upcoming update) AI changes in terms of countering the player (I really need help with players testing it as I don't have the time to do campaigns non-stop to test it) 1
Mundus_Dog Posted September 24, 2022 Posted September 24, 2022 (edited) If this interests you maybe some mods that boost research by 200% normally and if you are behind by 700%, or maybe make upgrades to the shipyard bigger, cost less and take less time (i know you already did this but i'm talking even bigger cheaper and shorter), another idea would be the ability to make all ships bigger than normal and heavier than normal. My last thought was making the modifications that go on your ship cheaper and lighter (not all of them but the heaviest ones if you know how to do that). Those are just some of my ideas. ill probably have more later but this is just what a few hours of thinking gets me. I love the mods in your mega pack by the way they have made the game interesting to me again. I can also help with the ai thing i dont have anything else to do Edited September 24, 2022 by Mundus_Dog
Sapphire Posted September 25, 2022 Author Posted September 25, 2022 14 hours ago, Mundus_Dog said: If this interests you maybe some mods that boost research by 200% normally and if you are behind by 700%, or maybe make upgrades to the shipyard bigger, cost less and take less time (i know you already did this but i'm talking even bigger cheaper and shorter), another idea would be the ability to make all ships bigger than normal and heavier than normal. My last thought was making the modifications that go on your ship cheaper and lighter (not all of them but the heaviest ones if you know how to do that). Those are just some of my ideas. ill probably have more later but this is just what a few hours of thinking gets me. I love the mods in your mega pack by the way they have made the game interesting to me again. I can also help with the ai thing i dont have anything else to do Hello, thanks for the idea. Changing all ships to be larger would require editing atleast 100 different lines which will take some time. I've already gotten a list of features together which hopefully will make the mod even better. As for the tech boost, that's going to be buffed a bit also.
Cptbarney Posted September 25, 2022 Posted September 25, 2022 I wonder if changing sounds could be a thing. Or shells doing some very strange things like tiny 51mms being nukes and ridiculous speed levels. For memes anyways (former can be more realistic if its possible (as in getting custom sounds in)).
Sapphire Posted September 25, 2022 Author Posted September 25, 2022 Just now, Cptbarney said: I wonder if changing sounds could be a thing. Or shells doing some very strange things like tiny 51mms being nukes and ridiculous speed levels. For memes anyways (former can be more realistic if its possible (as in getting custom sounds in)). Maybe I haven't really messed with the sound files yet
Hussarball_PL Posted September 25, 2022 Posted September 25, 2022 Is there a way to add absolutely bonkers modules? For example: -Atomic Engine as Engine -Railgun as propellant -Krupp 2000 as armor -Rocket propulsion as Torpedo propulsion -and other wacky stuff
Candle_86 Posted September 26, 2022 Posted September 26, 2022 10 hours ago, Hussarball_PL said: Is there a way to add absolutely bonkers modules? For example: -Atomic Engine as Engine -Railgun as propellant -Krupp 2000 as armor -Rocket propulsion as Torpedo propulsion -and other wacky stuff so on the last one unless its been fixed back when we could edit the save file, torpedo's stop working above 90knots period the end, they no longer hit anything because they move to fast for the game to detect the impact, and it's unreliable above 70knots
Hussarball_PL Posted September 26, 2022 Posted September 26, 2022 26 minutes ago, Candle_86 said: so on the last one unless its been fixed back when we could edit the save file, torpedo's stop working above 90knots period the end, they no longer hit anything because they move to fast for the game to detect the impact, and it's unreliable above 70knots Oooh, I didn't know that. Interesting, thanks for info
Sapphire Posted September 26, 2022 Author Posted September 26, 2022 21 hours ago, Hussarball_PL said: Is there a way to add absolutely bonkers modules? For example: -Atomic Engine as Engine -Railgun as propellant -Krupp 2000 as armor -Rocket propulsion as Torpedo propulsion -and other wacky stuff Wouldn't be able to have custom modules but I could always rename them I believe. I've gotten torps past 100kn and they work most of the time, rail guns are quite easy to do if you want the shells to do more damage (The game doesn't like it when you mess with shell damage as a result muzzle velocity goes insane) as for the propellant I'll look into it. 1
Hussarball_PL Posted October 1, 2022 Posted October 1, 2022 Hello I would like to suggest a new wacky mod idea: "the 10x" - Every modules feature (negative and positive) is multiplied by 10
Candle_86 Posted October 6, 2022 Posted October 6, 2022 can you give us a +20 on the 20in guns, i just wanna see what a 40in gun would do
Plazma Posted October 7, 2022 Posted October 7, 2022 On 9/24/2022 at 5:01 PM, Sapphire said: Gun accuracy fixes (Most likely not going to happen until after the upcoming update) AI changes in terms of countering the player (I really need help with players testing it as I don't have the time to do campaigns non-stop to test it) disable feature for adjust barrels length and diameter and I can test it as much as you want, also balancing accuracy for all calibers (now 8" and 12" are OP for no reasons) will be awesome! I guess import/export ships as string etc. is too much for single simply mod? Maybe control AI for testing purpose? Counting the dmg (received and done) per caliber of gun and per ammo type (AP/HE) for single ship? Maybe little different formula for armor: Also maybe little different formula for Engine/speed as right now is too much? Or manually making a point of the weight of the ship, to manipulate offset better? The ability to start war each turn? Example as event and you can start war?
Sapphire Posted October 8, 2022 Author Posted October 8, 2022 On 10/6/2022 at 4:37 PM, Candle_86 said: can you give us a +20 on the 20in guns, i just wanna see what a 40in gun would do not possible unless I fully redo the gun accuracy file
Mundus_Dog Posted October 8, 2022 Posted October 8, 2022 8 hours ago, Sapphire said: not possible unless I fully redo the gun accuracy file can you give us a tutorial on how to mod the files ourselves? 1
Sapphire Posted October 15, 2022 Author Posted October 15, 2022 On 10/8/2022 at 7:58 AM, Mundus_Dog said: can you give us a tutorial on how to mod the files ourselves? I'll be creating a modding guide once this 1.9 update comes to the main branch and is out of beta. 2
Mundus_Dog Posted October 16, 2022 Posted October 16, 2022 On 10/15/2022 at 5:51 AM, Sapphire said: I'll be creating a modding guide once this 1.9 update comes to the main branch and is out of beta. Ok fantastic thank you
Lastreaumont Posted October 19, 2022 Posted October 19, 2022 Mod ideas to add with the others: - No flaws option. - All flaws correction refit.
thejimyyy Posted January 11, 2023 Posted January 11, 2023 can we have a option to create 800 mm gun ? like the gustav gun . also almost no limit for the hull size . i want to build a h35 battleship so bad
Suribachi Posted January 11, 2023 Posted January 11, 2023 7 hours ago, thejimyyy said: can we have a option to create 800 mm gun ? like the gustav gun . also almost no limit for the hull size . i want to build a h35 battleship so bad What cursed image did you use as a reference here? Using the Akagi class aircraft carrier as USS Arizona?!?!
Lastreaumont Posted January 12, 2023 Posted January 12, 2023 15 hours ago, Suribachi said: What cursed image did you use as a reference here? Using the Akagi class aircraft carrier as USS Arizona?!?! On the same way, the Bismarck shown looks like a Nagato.
kagami777 Posted February 2, 2023 Posted February 2, 2023 Could you make a mod to fix the fact that a bunch of the repeatable tech actually makes the equipment heavier instead of lighter? Like the gun machinery and towers get heavier while the entire hull and engines get lighter. The same for ammo, it gets heavier with the repeating tech even though the weight of ammo shouldn't really change significantly as its refined unless you up the size or caliber of your weapons. Another one would be the torpedo size tech which makes sense when your actually increasing the size of your torpedoes but once you hit the repeatable tech it makes no sense that the weight of the torpedoes would continue to increase as they are refined.
kagami777 Posted February 2, 2023 Posted February 2, 2023 On 1/10/2023 at 11:44 PM, thejimyyy said: can we have a option to create 800 mm gun ? like the gustav gun . also almost no limit for the hull size . i want to build a h35 battleship so bad Jesus that things guns must be the size of a small cruiser! It must be shooting at least 40" cannons. That thing would never float...
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