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Posted
On 10/15/2024 at 7:38 AM, visitor223 said:

Opened an old save, and this is what I saw. I clicked both options repeatedly and it did not stop.....

Screenshot (970).png

Screenshot (972).png

Having the same problem 

Posted
On 10/13/2024 at 5:21 PM, o Barão said:

         ---Mod status update---

 

"The good"

  • Hundreds of towers and funnels stats are being edited, mostly related to modern cruisers era, to fix the issue where it is possible to see a tower in a cruiser with a weight of thousands tons, totally unrealistic. Now, everything related to cruisers towers should be in hundreds tons scale. Some towers were removed and others added to improve the design language for some ships. Some tower's size changed to look more realistic. W.I.P.
  • Torpedo boats realism improvements: Torpedo size limit to 21", a tonnage increased in 1935 to 1300 tons.
  • Destroyers double turrets will be unlocked now in 1926.
  • Since I can now limit the AI guns per hull, thanks to Taf mod, I can order the AI to always use big guns when possible. No more BBs with 9" guns in theory. *Needs more testing.
  • Hidden bonus research value for all AI nations set to a generic value to prevent cheating. *Needs testing.
  • Research bonus to the AI nations in higher difficulties removed from the mod, now the AI will only get an income buff.
  • VP from sinking transports rebalanced to prevent easy wins.
  • The tension modifier from our allies in relation with our enemies disabled in the mod. With the new Taf changes to how alliances work, this modifier should be irrelevant now.
  • The ship batch generator from Nathan Kell is amazing. I manage to create around 6800 ships from 1890-1910 for testing purposes in one night, however there is a big problem. *More below.

e5n9LZZ.jpeg

  • I created a ship design style for the AI to follow so it can make a design for the american Experimental Dreadnought I hull (impossible in the current public mod version). However I still don't discover how to prevent the AI to use main guns on the sides, that is why I am forcing the AI to use a negative beam value in this hull, but I hope to learn more about how the AI designs ships so it can improve the design language in the future.

 

"The bad"

  • I am failing to find a way to make Britain to start the campaign with more ships.

 

"The ugly"

  • Where the Taf ship generator is amazing to create thousands of ships to speed up the campaign/turn loading times, I am still seeing this bug in some ships.

LRueuen.jpeg

This is an old bug from my experience in using the shared designs mechanic in the past. At this point, I don't know if it is something related to the mod that is causing a conflict or if is a bug from vanilla game. I will need to run more tests to find more about this and to see if it is possible to fix it.

 

If not possible to fix it well, fast campaign loading times with the mod will only be a dream.:(

Hi there, I can't install your mod. I commented before that I was doing it correctly based on the install instructions but it does not load correctly even with melonloader installed. Is there an installation tutorial video? What am I doing wrong? Thanks. 

Posted

Ok, now this is getting ridiculous. Installed the latest TaF file, hoping that I could access my Argentina campaign again, but nah.. it didn't work. So, I started a new campaign, and not even into the 1900s, I got this "White Peace" notification that put me in a soft lock. 

This "missingparams" thing is getting out of hand. I hope this gets fixed soon... 

Screenshot (977).png

Posted (edited)
1 hour ago, visitor223 said:

This "missingparams" thing is getting out of hand. I hope this gets fixed soon... 

Works fine for me.
Open the params file with a text editor, you might have a space before the first comma. This can happen when editing the file in a csv program.
e.g
peace_min_vp_difference ,15000,minimum VP difference from enemy to trigger Peace Negotiations Event,15000,,,,,,

Edited by MDHansen
Posted (edited)
1 hour ago, MDHansen said:

there is also a new TaF up on github. 3.16.1, that fixes the peace bug

thats the version im currently running and it is still an occurring issue even with a new campaign. 

Edited by Fyredrake
Posted (edited)

hm... it fixed itself in my current save, with 3.16.1.

Also, I appeared to have adopted back the "peace_min_vp_difference"  I fixed previously (my issue was a space before a comma). So could be completely unrelated to my comma-error...

😝

Edited by MDHansen
Posted

---Mod status update---

7799fBn.jpeg

  • I finally found the modifier responsible to prevent small secondaries to come too close to the main guns or torpedoes along the Z line. This change should make it impossible to see AI designs where the main gun's firing arcs are being blocked by secondaries placed in the deck. (secondaries mounted in the towers are ignored)
  • This is applied to both the AI and the player.
  • Like 7
Posted

Guys (especially o Barão), I'm sorry for being insistent, but is there a command line in a file that I could modify on my own to temporarily reduce (or even reset) the score for attacks on transport? I know there are a lot of things to adjust and, therefore, the update will take a while. But I'm dying to continue my campaign! If there is anything I can do temporarily, please let me know. Thank you very much and, again, sorry for the insistence.

Posted
9 hours ago, MDHansen said:

hm... it fixed itself in my current save, with 3.16.1.

Also, I appeared to have adopted back the "peace_min_vp_difference"  I fixed previously (my issue was a space before a comma). So could be completely unrelated to my comma-error...

😝

I think I need to take a break from the game because the constant updates are really frustrating me to an extent xD, id like for it to just work and me not have to fight with mod versions and game updates constantly occurring.  

Posted
9 hours ago, Smitt132 said:

Guys (especially o Barão), I'm sorry for being insistent, but is there a command line in a file that I could modify on my own to temporarily reduce (or even reset) the score for attacks on transport? I know there are a lot of things to adjust and, therefore, the update will take a while. But I'm dying to continue my campaign! If there is anything I can do temporarily, please let me know. Thank you very much and, again, sorry for the insistence.

open "params" file inside the "Mods" folder

tr_combat_vp_modifier,0.05,"modifier for vp on TR that are lost in combat (without it, the VP is too small)",,,,,,,
tr_combat_vp_modifier_actual,0.125,"modifier for vp on TR that are lost in combat (without it, the VP is too small)",,,,,,,

 

Those are the vanilla values and what will come live in the next update.

Posted

For my personal peace... 

penetration data from params.csv (NAR) tell me: First layer has a pen coefficent  of 0.6. Second layer has 0.3 and third layer has 0.125.

Therefore, first inner layer with 15 cm would have 25 cm effective thickness (15/0.6).

The second layer with 12.5 cm would be at effective 41,6cm (12.5/0.3)

The third layer with 6 cm would have an effective thickness of 48 cm (6/0.125) 

So this would mean, that a ship with a 30cm main belt (with max 15cm 1st inner belt) could reach a effective armor thickness of 48cm (at least behind the main belt, not in the extensions of course)

 

Is that math correct?

 

Posted
4 hours ago, Peksern said:

For my personal peace... 

penetration data from params.csv (NAR) tell me: First layer has a pen coefficent  of 0.6. Second layer has 0.3 and third layer has 0.125.

Therefore, first inner layer with 15 cm would have 25 cm effective thickness (15/0.6).

The second layer with 12.5 cm would be at effective 41,6cm (12.5/0.3)

The third layer with 6 cm would have an effective thickness of 48 cm (6/0.125) 

So this would mean, that a ship with a 30cm main belt (with max 15cm 1st inner belt) could reach a effective armor thickness of 48cm (at least behind the main belt, not in the extensions of course)

 

Is that math correct?

 

Absolutely not,

Penetration and consecutively damage calculations in UAD or NAR are based on a very complicated formula.

("The Number of crew on the target ship" * "How hard they pray, simulated") / "Color of the 7th RGB LED on a system fan connected to header 3"

If no RGB, you lose

 

Posted
1 hour ago, Maximus Tyberius said:

 Question:  which file do I have to edit to add ship names to the New factions?

"shipNames.csv" inside the Mods folder

Posted
11 hours ago, Lamb Chop said:

Absolutely not,

Penetration and consecutively damage calculations in UAD or NAR are based on a very complicated formula.

Can you tell me more? I'm just thinking about how to protect a ship against grenades with 60 cm or more pen, that can never be reached by main Belt, even when angled

Posted
1 hour ago, Peksern said:

Can you tell me more? I'm just thinking about how to protect a ship against grenades with 60 cm or more pen, that can never be reached by main Belt, even when angled

It was a joke Peksern.

I think the Author is the best one to answer that, I have not looked into numbers in detail.

  • Like 1
Posted (edited)
On 10/18/2024 at 8:02 PM, o Barão said:

"shipNames.csv" inside the Mods folder

Do I have to Re-order the numbers if I insert new names?

 

6907,,Fresia,chile,tb,,,,,,
6908,,Quidora,chile,tb,,,,,,
6909,,Tegualda,chile,tb,,,,,,
6910,,Guacolda,chile,tb,,,,,,

or I can add them to the end of the list?
Edited by Maximus Tyberius
Posted
On 10/18/2024 at 5:00 PM, Maximus Tyberius said:

Man, this ship doesn't deserve to exist... I don't care if it is convenient for you to have these "fire sectors" It's a spawn from battleship hell...

 

Posted (edited)
3 hours ago, Maximus Tyberius said:

Do I have to Re-order the numbers if I insert new names?

 

6907,,Fresia,chile,tb,,,,,,
6908,,Quidora,chile,tb,,,,,,
6909,,Tegualda,chile,tb,,,,,,
6910,,Guacolda,chile,tb,,,,,,

or I can add them to the end of the list?

It should be possible to add them to the end of the list without any issues.

But as a tip, it is very easy to reorder the numbers if you are using excel/libre calc

 

Edited by o Barão
Posted (edited)

---mod status update---

  • Added new AI sec lines for DDs. Didn't exist because there are no sec on DDs in vanilla. Now, if there is room, the AI can use those empty spaces for small guns if they are not near main guns or torpedoes. Also, it should be very rare if not almost impossible to see the AI using barbettes close to the bow or stern in DDs.
  • Many small changes/improvements for some AI styles, as an example: to force the use of torpedoes only in the middle, a new barbette AI choice logic being used in late era light cruisers to promote the use of more guns.
  • Most cruiser towers weight were already rebalanced. I am checking all the hulls to see if the AI can design them without any issues, and how to improve the design process to make it better ships.
  • Some hulls and components were changed to improve the design language.

 

Some examples (AI designs).

XqLOeoZ.jpeg

China new torpedo battleship, now with torpedoes only in the middle to prevent spamming .

 

P6fPORu.jpeg

New design language for the traditional modern japanese heavy cruisers hull. No barbettes, main tower forward and torpedoes only in the middle. Unfortunately, I still didn't find a way to implement torpedoes in the below the deck hull mounts. I know the AI can do it with the 2" guns, so there is probably a solution somewhere.

Edited by o Barão
  • Like 7
Posted (edited)
20 hours ago, o Barão said:

It should be possible to add them to the end of the list without any issues.

But as a tip, it is very easy to reorder the numbers if you are using excel/libre calc

 

Thanks, the problem is that CSV uses only the first column so the numbers and the rest of the text share a single box...

nvm... I learned how to transform commas into cells 

why diereses show like this?: República
Instead of this?: República

Added more than 100 real Chilean ship names already

Edited by Maximus Tyberius

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