WillMAD Posted September 30, 2024 Posted September 30, 2024 The lack of a crew pool in the new nations is extremely annoying.
o Barão Posted September 30, 2024 Author Posted September 30, 2024 7 hours ago, JeeWeeJ said: the fact that there is no way to increase this There is and also there is another important factor. The ship design will change the crew requirements: (beam/draught/displacement/how many guns/guns caliber/towers/etc) In my Greece campaign, I had to take all this into consideration to build a minimum fleet to challenge the ottoman navy. So a small BB with 9" a few CL and some TBs. Was a nice challenge. Now, what I didn't know is when I have a ship that needs crew and there is not enough available in the pool, you get a boost in recruitment from the game until all ship's requirements are met. 7 hours ago, JeeWeeJ said: Would it be possible for colonies to also factor in when it comes to crew recruitment? That would be nice to have, and there is already a similar modifier regarding the military. @NathanKell is it possible? 1
NathanKell Posted September 30, 2024 Posted September 30, 2024 57 minutes ago, o Barão said: There is and also there is another important factor. The ship design will change the crew requirements: (beam/draught/displacement/how many guns/guns caliber/towers/etc) In my Greece campaign, I had to take all this into consideration to build a minimum fleet to challenge the ottoman navy. So a small BB with 9" a few CL and some TBs. Was a nice challenge. Now, what I didn't know is when I have a ship that needs crew and there is not enough available in the pool, you get a boost in recruitment from the game until all ship's requirements are met. That would be nice to have, and there is already a similar modifier regarding the military. @NathanKell is it possible? Sure, should be easy enough to add a param for that. If you can make an issue about that here https://github.com/NathanKell/UADRealism/issues that'll help me remember 2
JeeWeeJ Posted October 1, 2024 Posted October 1, 2024 8 hours ago, o Barão said: There is and also there is another important factor. The ship design will change the crew requirements: (beam/draught/displacement/how many guns/guns caliber/towers/etc) Oh, I've been making extensive use of that. My fleet is made up of small and efficient killing machines. But as the campaign dragged on, the +31 crew each turn just wouldn't cut it. Especially as I got involved in a really large war through alliances that just decimated my crew reserves after a few large battles. 8 hours ago, o Barão said: Now, what I didn't know is when I have a ship that needs crew and there is not enough available in the pool, you get a boost in recruitment from the game until all ship's requirements are met. Is that so? I haven't seen that myself so far. My recruitment was always stuck at +31/turn no matter how many ships I built. The only spikes I saw was when I decomissioned a ship. 🤔 (What I see is that those new ships are "stuck" at the mothballed status until the crew pool is big enough to fully crew a ship. I did not see any increase in recruitment whatsoever) Anyway, thanks for the response! 😀
MDHansen Posted October 1, 2024 Posted October 1, 2024 (edited) Ive seen this bump aswell. As Norway i noticed a 2500ish increase every so often. At the time i didnt connect it yo shipbuilding. Ill do a thorough test on this. Looks like Nathan can help us out here😁 Edited October 1, 2024 by MDHansen 1
SonicB Posted October 1, 2024 Posted October 1, 2024 Logging in for the first time in about two years, mainly to say thank you for all your hard work and continuing support on this mod! I discovered it about a month ago, and as a naval history nerd, it's made the UA:D campaign enjoyable again. I have one question - have the research mechanics been changed? As I understand it, the base game research rate is solely dictated by the percentage slider, not overall budget/GDP. I've been playing Japan for twenty years from an 1890 start on 'normal', mostly at peace, and the slider has been kept at 100% for the last 16 years with no special priorities set, yet my tech level is still behind. For what it's worth, I've been at war for the last four years, but the tech level was skipping between 'average' and 'behind' for a year or two before that. Any ideas? 1
Nope Posted October 1, 2024 Posted October 1, 2024 1. Do I need to also download the other files that aren't folders as well (i.e., accuracies.csv) and put them inside "mods" folder which is outside the melon loader folder? 2. Do I need to re-install via melon loader for the mod to apply?
o Barão Posted October 1, 2024 Author Posted October 1, 2024 (edited) 2 hours ago, SonicB said: I've been playing Japan for twenty years from an 1890 start on 'normal' I would guess that you were playing at higher difficulties. hmm.. Who is the leading nation in tech development in your campaign? Edited October 1, 2024 by o Barão
flaviohc16 Posted October 1, 2024 Posted October 1, 2024 I don't know if it is a problem you can solve or not, but I can't play the game right now, because it throw me some problems and exception with the ship builder, I did a clean install, the game recognizes NAR mode, I can play the new nation, but the shipbulder doesn't work. Playing with 1.6.0.6 opt4, tweak and fixes 3.11.2, melon loader 6.4 (6.5 didn't work at all). Can you tell me something more about why I can't load the shipbuilder? or rather, everything appear empty and the game freeze?
JeeWeeJ Posted October 1, 2024 Posted October 1, 2024 So I just noticed this. I don't know what the South American nations are doing...but their naval funds seems somewhat...inflated? (The Ottoman Empire has the same, Portugal and Greece don't seem to have this issue. Am playing as the Netherlands myself. Vanilla nations are fine.) I'm running 1.6.0.6 Optx3 and TaF 3.11.1 (tried updating TaF but my save won't load with the new one)
MDHansen Posted October 1, 2024 Posted October 1, 2024 (edited) 8 minutes ago, JeeWeeJ said: So I just noticed this. I don't know what the South American nations are doing...but their naval funds seems somewhat...inflated? (The Ottoman Empire has the same, Portugal and Greece don't seem to have this issue. Am playing as the Netherlands myself. Vanilla nations are fine.) I'm running 1.6.0.6 Optx3 and TaF 3.11.1 (tried updating TaF but my save won't load with the new one) there is issues with your provinces file. Look at Argentina, Chile and Brazil, (and your other new nations) they have 0 home population. Wich means you wont get crew and armies, and naval funds will skyrocket because of negative crew funds the next turn. (think a double negative here multiplied with a gazillion) @NathanKell can probably elaborate this more, and/or correct me Edited October 1, 2024 by MDHansen
JeeWeeJ Posted October 1, 2024 Posted October 1, 2024 45 minutes ago, MDHansen said: there is issues with your provinces file. Look at Argentina, Chile and Brazil, (and your other new nations) they have 0 home population. Wich means you wont get crew and armies, and naval funds will skyrocket because of negative crew funds the next turn. (think a double negative here multiplied with a gazillion) @NathanKell can probably elaborate this more, and/or correct me Wasn't the provinces file actually. I replaced it with one fresh from the mod archive file and the problem didn't go away. (generated a new campaign for it to be sure) The population values in the old file also seemed fine. Only when I reinstalled the mod completely did things go back to normal, but my save is already buggered unfortunately. I have absolutely no idea what caused this... 🤔
MDHansen Posted October 1, 2024 Posted October 1, 2024 I explained in a hurry. What I meant was the provinces file isnt used without TaF, or an issue with TaF vs UAD version. Provinces isnt used by the game without Nathan fixing it through TaF. If you are running opt4 you should probably try TaF 3.11.0. I ran that flawlessly. Im unsure if there are discrepancies between opt4 and TaF 3.11.1 and 3.11.2
o Barão Posted October 1, 2024 Author Posted October 1, 2024 23 minutes ago, JeeWeeJ said: I have absolutely no idea what caused this... 🤔 That was bug from the provinces files, fixed around 2 weeks ago. Maybe your campaign save file is from a old version?
NathanKell Posted October 1, 2024 Posted October 1, 2024 3 hours ago, flaviohc16 said: I don't know if it is a problem you can solve or not, but I can't play the game right now, because it throw me some problems and exception with the ship builder, I did a clean install, the game recognizes NAR mode, I can play the new nation, but the shipbulder doesn't work. Playing with 1.6.0.6 opt4, tweak and fixes 3.11.2, melon loader 6.4 (6.5 didn't work at all). 3.11.2 is for Opt5. You need 3.11.1 for Opt4 (or just upgrade to Opt5, NAR should be fine on it with TAF 3.11.2) 2 hours ago, JeeWeeJ said: Wasn't the provinces file actually. I replaced it with one fresh from the mod archive file and the problem didn't go away. (generated a new campaign for it to be sure) The population values in the old file also seemed fine. Only when I reinstalled the mod completely did things go back to normal, but my save is already buggered unfortunately. I have absolutely no idea what caused this... 🤔 1 hour ago, MDHansen said: I explained in a hurry. What I meant was the provinces file isnt used without TaF, or an issue with TaF vs UAD version. Provinces isnt used by the game without Nathan fixing it through TaF. If you are running opt4 you should probably try TaF 3.11.0. I ran that flawlessly. Im unsure if there are discrepancies between opt4 and TaF 3.11.1 and 3.11.2 Yeah, some internal names changed Opt4 -> Opt5 which meant I had to change things in TAF so you have to use the right TAF for the right version of 1.6.0.6. 1 hour ago, o Barão said: That was bug from the provinces files, fixed around 2 weeks ago. Maybe your campaign save file is from a old version? Yeah, when a campaign starts all values from provinces.csv are loaded and then stored with the campaign save. So if you start a save with a busted file, it will always be busted (unless you export the save to json and manually fix everything). 1
JeeWeeJ Posted October 1, 2024 Posted October 1, 2024 Right, spend some time trying to get things to work properly (for now at least!). I had the latest version of the mod installed, but had it running on Opt3 (which was mentioned in the description at the time) but I think the mod was already expecting Opt4 (and I see that that has been corrected in the installation guide). Then I had to relearn my Github-fu how to download older version of TAF...but it SHOULD be good now. Running on Opt4 Latest version of the mod Version 3.11.0 of TAF Here's hoping I'm not going to annoy you guys with false bugs again. 😅 2
SonicB Posted October 1, 2024 Posted October 1, 2024 (edited) 8 hours ago, o Barão said: I would guess that you were playing at higher difficulties. hmm.. Who is the leading nation in tech development in your campaign? It's Britain, at Very Advanced. Spain is Very Behind and the others are Average. Weirdly, I played a couple more years into 1912, made peace (well, eradicated China), and got back up to oscillating between Average and Behind in tech... but that still makes very little sense given that I haven't moved the tech slider off 100% since 1897. Edit: if it helps, I'm playing without the new nations to shorten loading times, by deleting the two files you recommended from the mod folder. Edited October 1, 2024 by SonicB 1
Alkalineholic Posted October 2, 2024 Posted October 2, 2024 Hey guys, Linux user here. I've been trying to install NAR by following the installation instructions, but have not found the mod to load. Primarily, Melonloader is not loading in and therefore the mod isn't. I've tried a few things, including: - Put all the UA files in a Windows environment, got Windows Melonloader to load with the mods in Windows, and then put UA with NAR back into Linux. - Ran other versions of UA. - Tried Installing the Windows release and Linux versions of Melonloader. - Checked to see if different wine prefixes might get it to load. - Unloaded the mod into UA data, expecting the .csv files to somehow be readable by the Unity Engine. So far, I can only get other mods (such as DIP, the optional New Horizons III, Reblance mod, etc) which overwrite or add to the game resources to work, but after looking through this thread I had found that @clavernever had serialized the mod files into the game's data in order for the mod to work on Linux. Thus, I think this is the solution I'm looking for. I've been scratching my head with UABEA trying to do something similar, but until then, I'm wondering: Has anyone else here got this mod to work on Linux? If so, would you be kind to share what you did?
Pancho Posted October 3, 2024 Posted October 3, 2024 Can't get this to run for some reason, i start the game and it's just vanilla, i followed the instructions about installing melon loader and the .dll, moved the NAR files to the mod folder and launched the game. Do i need to do anything else? i'm not seeing any Resources file in the drive folder anymore
NathanKell Posted October 3, 2024 Posted October 3, 2024 On 9/30/2024 at 2:34 PM, o Barão said: There is and also there is another important factor. The ship design will change the crew requirements: (beam/draught/displacement/how many guns/guns caliber/towers/etc) In my Greece campaign, I had to take all this into consideration to build a minimum fleet to challenge the ottoman navy. So a small BB with 9" a few CL and some TBs. Was a nice challenge. Now, what I didn't know is when I have a ship that needs crew and there is not enough available in the pool, you get a boost in recruitment from the game until all ship's requirements are met. That would be nice to have, and there is already a similar modifier regarding the military. @NathanKell is it possible? Done in the 1607 branch. 1
IvanSto Posted October 3, 2024 Posted October 3, 2024 Hi, having issues in my Greece campaign related to naval funds...game keeps giving me tons of money! (I know...boohoo too much money is such a...first world problem...but still, feels like I turned on cheats...and part of the reason I am now playing Greece is for the dificulty...to have to watch every penny ) So for example in September 1890 I already have 65 M with an income of 2 M It seems that the income is calculated correctly at first, when i click the Next turn But then at the beginning of next turn...big pile of cash is dumped in Greece, in front of admiralty's door and they just had to carry it inside so not to make a mess in the street...oh and the Portuguese warned their admiral, bla, bla... Anyone experience anything similar? (Was playing Austria before this and there it seemed to work fine) Got latest NAR (from page 1) and the latest TuF 1.6.0.6 Opt x5 The game itself may have went to 1.6.0.6 Opt x6 (when i wasnt looking) but not sure how to set it back to previous Opt
MiklosHorthy Posted October 3, 2024 Posted October 3, 2024 (edited) @o Barão In the next update, could you change the balance of Great Britain in relation to the rest (weaken it a bit)? Legendary dif. Edited October 3, 2024 by MiklosHorthy
Pappystein Posted October 3, 2024 Posted October 3, 2024 8 hours ago, IvanSto said: Anyone experience anything similar? (Was playing Austria before this and there it seemed to work fine) Got latest NAR (from page 1) The game itself may have went to 1.6.0.6 Opt x6 (when i wasnt looking) but not sure how to set it back to previous Opt 1) No, I have played 3 small countries (Netherlands, Portugal and Chile.) All with no issues. You DO get quite a bit of cash from the start and you have zero ships in service with only 6 torpedo boats being built so I would say you are doing JUST RIGHT. 2) Do NOT use Steam to launch UAD. Create a shortcut of the UAD executable (rightclick on the file and drag it to the desktop and select CREATE SHORTUCT.) Use the Shortcut to UAD.exe to launch the game... The above is from MY desktop. Steam FORCES you to play the most resent version of the game. Thankfully some vendors like GAme-Labs allow you to use the BETA process to go back to a previous version. Unfortunately 1.6.0.4 or 5 is not one of the options... SO Thanks to THIS post: We all have a way to revert: Thanks to MDHansen for posting this! 1
visitor223 Posted October 4, 2024 Posted October 4, 2024 Is there some file that modifies the shipbuilding capacity depending on the number and type of an owned home province? I have taken the entirety of Japan playing as Argentina, hoping it would give me their shipbuilding capacity. But it seems like there was no effect.
Lamb Chop Posted October 4, 2024 Posted October 4, 2024 1 hour ago, visitor223 said: Is there some file that modifies the shipbuilding capacity depending on the number and type of an owned home province? I have taken the entirety of Japan playing as Argentina, hoping it would give me their shipbuilding capacity. But it seems like there was no effect. Hey, "params" controls max shipyard build time, size. It also contains modifier to rach shipbuilding cap from Max Shipyard, not 100% sure on the later. Nations contains starting shipyard size, I think. Save Game editing is the best choice on an ongoing campaign
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