mrfox1918 Posted March 20, 2023 Posted March 20, 2023 Hello admiralsnackbar! Been really loving your rebalance mod! Was also wondering if there is a way to make the funnel to boiler and engines a bit more realistic. Something more like a backwards L then and upside down T... Ships always seem super bow heavy and balancing them out always ends up having funnels super far back and the ships looking kinda goofy. Any Idea if there is a way to change it to be more prototypical? Something more like this?....
admiralsnackbar Posted March 21, 2023 Author Posted March 21, 2023 On 3/20/2023 at 12:10 PM, mrfox1918 said: Hello admiralsnackbar! Been really loving your rebalance mod! Was also wondering if there is a way to make the funnel to boiler and engines a bit more realistic. Something more like a backwards L then and upside down T... Ships always seem super bow heavy and balancing them out always ends up having funnels super far back and the ships looking kinda goofy. Any Idea if there is a way to change it to be more prototypical? Something more like this?.... No way to do this afaict
mdesanta777 Posted March 29, 2023 Posted March 29, 2023 (edited) Hello! I'm trying to mod a couple of things, and haven't found a place to discuss modding, so figured this was the best place. I'm trying to change the calculation for penetrating angled belt armor (not ricochet chance). In essence I'm trying to reduce the effects of angling on penetrating belt armor. Basically trying to make broadside-on ships less vulnerable, and bow-on ships less invincible. This is because the game registers a lot of bow-on/stern-on hits as main armor hits, when really they should have a much higher chance of hitting perpendicularly the bow/stern armor. It seems that the chances to hit different area of belt armors are the same, no matter the facing of the target. Also, even if fore/aft armor is hit, it seems that the game uses the angle for main armor to calculate the penetration for fore/aft armor. So as a compromise I'm trying to change the calculation for penetrating angled belt armor. I've already changed the ricochet chances in params-resources, but it's not enough. The second thing I'm trying to mod are the chances of over-penetration in relation to the facing of the target ship. Over-penetration chances should approach zero the more angled the target, since the shell would have more ship to go through. Any help appreciated, thanks! Edited April 1, 2023 by mdesanta777
Vine Posted April 2, 2023 Posted April 2, 2023 Hello admiralsnackbar Would it be possible for me to isolate the economy/government changes from everything else in your mod (Because I want to try and splice that into Naval Arms Race combat reword) If yes, how would I do that?
clavernever Posted April 9, 2023 Posted April 9, 2023 (@Grey from Munro's mods discord server speaking here) Question: What was your criteria for choosing your government modifiers? I see they're oddly.. specific. not very round numbers, let's just say. Was that the result of thorough fine tuning? Did you have any specific goals in mind? Hopefully me asking isn't too annoying ._.
admiralsnackbar Posted April 13, 2023 Author Posted April 13, 2023 (edited) On 4/9/2023 at 2:08 AM, clavernever said: (@Grey from Munro's mods discord server speaking here) Question: What was your criteria for choosing your government modifiers? I see they're oddly.. specific. not very round numbers, let's just say. Was that the result of thorough fine tuning? Did you have any specific goals in mind? Hopefully me asking isn't too annoying ._. the multipliers are basically 1 + [original number] where original number might be positive or negative. My multiplier is 1 + [ original number * downscale factor] which I think was something like .25 So a .6 gets to .6 by substracting .4, if we downscale .4 to .25 we get .1, so the new multiplier is .9 So the differences between countries are preserved but the magnitude is severely reduced. Edited April 13, 2023 by admiralsnackbar
Deathbringer221 Posted May 8, 2023 Posted May 8, 2023 Hello! Just dropping by to ask if this mod will be updated when 1.3.0 drops in the near future? I'm still playing on a older build with this mod and I don't see myself playing without it!
admiralsnackbar Posted May 10, 2023 Author Posted May 10, 2023 On 5/8/2023 at 2:33 AM, Deathbringer221 said: Hello! Just dropping by to ask if this mod will be updated when 1.3.0 drops in the near future? I'm still playing on a older build with this mod and I don't see myself playing without it! Done 1
Deathbringer221 Posted May 11, 2023 Posted May 11, 2023 Really loving the mod changes so far, the submarine change in particular is very VERY nice. Quick question, would you happen to know where the devs made changes to the economy to make it slower? I'm mainly asking because I've noticed that the AI just outright doesn't make ships most of the time. They have so much money in the bank but since they have mediocre income they don't want to make any navies. This makes most campaigns quite boring because you won't encounter decently sized battles at all. I wish the economy changes made by the devs could be reverted to be honest.
admiralsnackbar Posted May 12, 2023 Author Posted May 12, 2023 (edited) 5 hours ago, Deathbringer221 said: Really loving the mod changes so far, the submarine change in particular is very VERY nice. Quick question, would you happen to know where the devs made changes to the economy to make it slower? I'm mainly asking because I've noticed that the AI just outright doesn't make ships most of the time. They have so much money in the bank but since they have mediocre income they don't want to make any navies. This makes most campaigns quite boring because you won't encounter decently sized battles at all. I wish the economy changes made by the devs could be reverted to be honest. I wasn't tracking the game much over the course of april. If it exists it's probably some value in params. ***It may have been implemented to prevent the AI from bankrupting itself. Which IIRC was an issue with prior versions*** Edited May 12, 2023 by admiralsnackbar
Deathbringer221 Posted May 12, 2023 Posted May 12, 2023 True actually, this may have been implemented to stop the AI from going bankrupt, it's just weird to see in my game started in 1900 that in 1909 Germany only has 10 ships, feel like they went overboard pretty hard
Deathbringer221 Posted May 13, 2023 Posted May 13, 2023 Hmm I don't know if the problem lies with the new update or the mod, but currently I am unable to "peace out" any of the AI factions in my game. The peace offer button is grayed out, even when the event "they ask for peace" launched it didn't go anywhere. I guess I'm stuck in limbo right now?
mrfox1918 Posted May 13, 2023 Posted May 13, 2023 Just fyi new update for live 1.3 broke your mod. UAD wont launch at all with it.
GodWentAFK Posted May 13, 2023 Posted May 13, 2023 @admiralsnackbarThe latest hotfix broke your mod, unfortunately. Hopefully it's not a lot of work for you.
Keunes Posted May 20, 2023 Posted May 20, 2023 🥺 Second update in two days if I'm not mistaken. Soooo... statistically we are in the clear for at least a week.
admiralsnackbar Posted May 20, 2023 Author Posted May 20, 2023 updated for latest patch Only difference is if you start in 1890 you can build heavy cruisers 6000 tons or less as opposed to the 4500 ton limit [IIRC]. this change existed in prior versions but did not carry over properly.
DOM JDC Posted May 24, 2023 Posted May 24, 2023 (edited) Hey, So in a new campaign I was doing in 1890, research for subs shows it as a tech in 1890 instead of 1950 Edited May 24, 2023 by DOM JDC
admiralsnackbar Posted May 25, 2023 Author Posted May 25, 2023 22 hours ago, DOM JDC said: Hey, So in a new campaign I was doing in 1890, research for subs shows it as a tech in 1890 instead of 1950 The 1950 tech thing is for the hulls.
JaM Posted May 25, 2023 Posted May 25, 2023 Game crashes when starting new campaign, still show 1.3.2 description for this mod
Deathbringer221 Posted May 25, 2023 Posted May 25, 2023 Same for me crash to desktop trying to start a new campaign. Loading any previous saves will also result in a crash. The current version is definitely not working for 1.3.3.
admiralsnackbar Posted May 25, 2023 Author Posted May 25, 2023 The good news is it looks like it was an upload issue, which explains why it was working on my end and not anyone elses. Try the new link posted and make sure you have a news message on launch that says it's for 1.3.3 in my experience the campaign load up times were a tad longer but they didn't crash. I can work on it more tomorrow if the need arises.
DOM JDC Posted May 25, 2023 Posted May 25, 2023 15 hours ago, admiralsnackbar said: The 1950 tech thing is for the hulls. Thanks for the clarification!
Dutchy Posted May 28, 2023 Posted May 28, 2023 Is there any way you can mess with the battle iniciation logic? I'm so tired of fleets passing through each other or staying on top of one another and fights not starting
Guest Posted May 28, 2023 Posted May 28, 2023 (edited) 7 hours ago, Dutchy said: Is there any way you can mess with the battle iniciation logic? I'm so tired of fleets passing through each other or staying on top of one another and fights not starting only if you sail your TF to the same spot as the enemy is (or is gonna be the same turn you are) will you get a TF vs TF engagement*. All other instances are created through a mission generator, that has set and strict rules for happening. There are min/max ship-/types in the rules though, so many times the TFs will create engagements. But yes, I also wish that if you block a port, straight or the dotted line of an enemy TF that an engagement was forced, rules be damned. It seems that the circle around the TF isn't actually being used for what it clrearly is (should be) used for. And I don't think we can do much about it unless devs actually add the parameter. *I can replicate this 100/100 times Edited May 28, 2023 by MDHansen
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now