CenturionsofRome Posted October 28, 2023 Posted October 28, 2023 The changes to Gas Turbines aren't present either. Issue with the mods to the techs?
o Barão Posted October 28, 2023 Author Posted October 28, 2023 4 minutes ago, CenturionsofRome said: The changes to Gas Turbines aren't present either. Issue with the mods to the techs? I forgot to upload important files in the last version. It will be ready in one minute.
o Barão Posted October 28, 2023 Author Posted October 28, 2023 BETA v1.0.9R N.A.R. changelog: Important files from the mod were missing. Fixed. Human error. 😒 2
CenturionsofRome Posted October 28, 2023 Posted October 28, 2023 Just now, o Barão said: BETA v1.0.9R N.A.R. changelog: Important files from the mod were missing. Fixed. Human error. 😒 It happens. No worries. 1
basedana Posted October 28, 2023 Posted October 28, 2023 (edited) do any of y'all have gotten a trade request from allied minors to buy mothballed ships, because I haven't seen much of those requests recently By the way, when are seaplanes unlocked? Edited October 28, 2023 by basedana
Panzergraf Posted October 28, 2023 Posted October 28, 2023 I know NAR doesn't disable submarines, and instead aims to rebalance them, but does it somehow limit how many subs the AI will build? Because in vanilla, some times you see the AI build hundreds and hundreds of submarines and zero surface ships, which doesn't do them any good (nor is it fun to fight against) and it just ends up becoming yet another way for the AI to shoot itself in the foot.
o Barão Posted October 28, 2023 Author Posted October 28, 2023 10 minutes ago, Panzergraf said: I know NAR doesn't disable submarines, and instead aims to rebalance them, but does it somehow limit how many subs the AI will build? Because in vanilla, some times you see the AI build hundreds and hundreds of submarines and zero surface ships, which doesn't do them any good (nor is it fun to fight against) and it just ends up becoming yet another way for the AI to shoot itself in the foot. The mine laying subs are disabled in NAR. It is impossible to balance them, and can be used as an exploit to win easy every game. I also added a ship building policy for every nation, so in theory you should see a more reasonable fleet composition for all nations. But if you see anything strange, take a screenshot and post here for me to see. 1 hour ago, basedana said: do any of y'all have gotten a trade request from allied minors to buy mothballed ships, because I haven't seen much of those requests recently By the way, when are seaplanes unlocked? I think it is mentioned in the mod description. Around 1920. Maybe more or less. I don't remember exactly at the moment.
MadMac392 Posted October 28, 2023 Posted October 28, 2023 Think there is a problem with the mod I tryed to make the Yamato and could not fit the 5" gun and the 4.9 if you use the modern tower 1 and the weight was over 101,000 ton, I know you could not put all the 5" guns on so I just swop the top 3 with 4.9" and she look right.
Fangoriously Posted October 29, 2023 Posted October 29, 2023 6 hours ago, basedana said: do any of y'all have gotten a trade request from allied minors to buy mothballed ships, because I haven't seen much of those requests recently By the way, when are seaplanes unlocked? I think I figured this out a while back, if the mothballed ship is on a hull you can't build new anymore, even minor nations won't want them. Stock game logic btw.
SpardaSon21 Posted October 29, 2023 Posted October 29, 2023 (edited) 12 hours ago, Pappystein said: If I find others I will report as well. Vanilla-wise, assuming @o Barão hasn't touched them, Rangefinders (towers), Gun Layout (guns and barbettes), Gun Mechanisms (guns), Torpedo Size (torpedoes, obviously), Shells (shells), and Submarine Survivability (Subs) all increase the weight of the components I put in parentheses by them. This is bad not just because they weigh more, but also because all of those things getting heavier contribute to increased pitch and roll. The only weight you can add to decrease those two factors is on the citadel armor (belt and deck, deck contributing more than belt for some odd reason!) and the engines, and both of those decrease in weight with the repeatables. Naturally you also wind up paying more for all of these upgrades, when in reality the overall trend is for simplification and ease of manufacture as technology improves, not complexity. There's an exception to be made for things like microchips, but even then the US military has largely stagnated since the 90's or even earlier since they're good enough and nobody's felt like dumping in the money to EMP harden the newer generations of microprocessors with the end of the Cold War. Edited October 29, 2023 by SpardaSon21
MadMac392 Posted October 29, 2023 Posted October 29, 2023 (edited) Think I have found the problem it the tower. I tried a fresh install of it with no mod and it still did it Edited October 29, 2023 by MadMac392 miss info
o Barão Posted October 29, 2023 Author Posted October 29, 2023 4 hours ago, SpardaSon21 said: ...but also because all of those things getting heavier contribute to increased pitch and roll. That is not an issue in NAR. I reworked the weight offset mechanics many weeks ago to a point that even the AI can build good combat ships.
o Barão Posted October 29, 2023 Author Posted October 29, 2023 (edited) BETA v1.1.0 N.A.R. changelog: Added the quad 4"; 5" and 6" guns for the British. Added the quad 4" and 5" guns for the French. 2 models. One model for mk3 and mk4 and the other for mk5. Added the quad 13"; 14"; 15" and 16" for the French Added the Akizuki guns for the Japanese main ships to add more variety and to allow the players to design the "fantasy" wows ships in the Japanese tech tree. *I don't know how historical this can be, maybe there were designs that use them. Anyway, the variety should be interesting to see. French 5"x1 mk4 and mk5 in capital ships become a simple non turret gun to fit better in some places. British 4";5";6" quads. Note the longer barrel from the 3D model. Those quads are x/60 in barrel length in comparison with the x/50 that we see in the KGV battleship. French 4" and 5" mk 5 quads. French 4" and 5" mk 3 and mk4 quads. 13"; 14"; 15" and 16" early quads for the French. Akizuki guns. Edited October 29, 2023 by o Barão
Lucky Kadono Posted October 29, 2023 Posted October 29, 2023 4 minutes ago, o Barão said: BETA v1.1.0 N.A.R. changelog: Added the quad 4"; 5" and 6" guns for the British. Added the quad 4" and 5" guns for the French. 2 models. One model for mk3 and mk4 and the other for mk5. Added the quad 13"; 14"; 15" and 16" for the French Added the Akizuki guns for the Japanese main ships to add more variety and to allow the players to design the "fantasy" wows ships in the japanese tech tree. *I don't know how historical this can be, maybe there were designs that use them. Anyway, the variety should be interested to see. French 5" mk4 and mk5 in capital ships become a simple non turret gun to fit better in some places. British 4";5";6" quads. Note the longer barrel from the 3D model. Those quads are x/60 in barrel length in comparison with the x/50 that we see in the KGV battleship. French 4" and 5" mk 5 quads. French 4" and 5" mk 3 and mk4 quads. 13"; 14"; 15" and 16" early quads for the French. Akizuki guns. thanks for the work and thank you for the akizuki guns now i dont have to change the file evry update haha 1
o Barão Posted October 29, 2023 Author Posted October 29, 2023 Just now, Lucky Kadono said: thanks for the work and thank you for the akizuki guns now i dont have to change the file evry update haha 😁
MadMac392 Posted October 29, 2023 Posted October 29, 2023 Nice mod but need make it so we can put the right armor on ship I made most of the Japanese ship with all have armor problem as seen in the screen shot.
o Barão Posted October 29, 2023 Author Posted October 29, 2023 59 minutes ago, MadMac392 said: Nice mod but need make it so we can put the right armor on ship I made most of the Japanese ship with all have armor problem as seen in the screen shot. The design process in NAR is very different from vanilla game. In this mod, you need to make hard decisions when designing a ship. It is not about I want this, and this and this. It is more about what I really need and what I am willing to give up, so I can get what is important. More realistic, but not perfect since most are global modifiers that are being used for all ships.
Pappystein Posted October 30, 2023 Posted October 30, 2023 Looks like I found an error Thanks again for your great work! 💖this mod!
o Barão Posted October 30, 2023 Author Posted October 30, 2023 10 minutes ago, Pappystein said: Looks like I found an error Thanks again for your great work! 💖this mod! You forgot to download and apply the "English" file?
SpardaSon21 Posted October 30, 2023 Posted October 30, 2023 17 hours ago, o Barão said: That is not an issue in NAR. I reworked the weight offset mechanics many weeks ago to a point that even the AI can build good combat ships. Oh, I know. I was mostly referring to vanilla. You should still get rid of the weight increases and reduce or reverse the cost increases.
MadMac392 Posted October 30, 2023 Posted October 30, 2023 weight increases on armor is the only thing that'd doing it. Cost I'm ok with the new model of the guns same I'm ok with I like them
basedana Posted October 30, 2023 Posted October 30, 2023 tbh, considering that armor never gets lighter unless you have less, one doesn't realistically ever get anti torpedo 4 or 5 or the auto cannons unless you have standard bulkheads, but if one has standard bulkheads your ship just sinks because the game has bullshit flooding mechanics since a ship can sink without ever getting it's citadel penned, which is bullshit. 1
Hellm Posted October 30, 2023 Posted October 30, 2023 Dear author. And there is an opportunity to give the bot standard templates for ships. I like to play in the pre-dreadnought era, and built the Russian imperial navy, in accordance with historical analogues. That is, almost thoroughly observing the values of armor and weapons. As a result, not a single fleet, not a single bot, no matter how many ships it has, can harm me only if it does not launch several torpedoes. I literally turn on the fight, set the autopilot and go to drink tea) Pi eom I did not try to make unbalanced ships, on the contrary, everything is according to historical information. In vanilla, I tried to create ships for the bot myself, with different levels of components, but he did not use them even with the conditions turned on at the beginning of the battle. Peresvet, received more armor and higher speed than its historical counterpart, but similar 10-inch guns, which in theory should make it weaker, but no, he calmly single-handedly resists any opponent. Borodino class, just a good squadron battleship. and I can put two of these battleships against almost any squadron of the bot, and it will be a victory, and without my control.
o Barão Posted October 30, 2023 Author Posted October 30, 2023 (edited) 5 hours ago, Hellm said: I tried to create ships for the bot myself, with different levels of components, but he did not use them even with the conditions turned on at the beginning of the battle. Why and how are you doing? As a side note, I don't recommend designing ships using the shared designs function for the moment. Many changes to ships parts are coming in a near future to the mod. 14 hours ago, basedana said: but if one has standard bulkheads your ship just sinks because the game has bullshit flooding mechanics since a ship can sink without ever getting it's citadel penned, which is bullshit. Yeah, I hate that. Edited October 30, 2023 by o Barão 1
Panzergraf Posted October 30, 2023 Posted October 30, 2023 4 hours ago, o Barão said: As a side note, I don't recommend designing ships using the shared designs function for the moment. Many changes to ships parts are coming in a near future to the mod. To ship parts in general, or some parts on some specific hulls? Because I'm in the process of designing a lot of ships for an upcoming campaign...
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