Walayimuna Posted December 18, 2024 Posted December 18, 2024 This mod has a ton of things I like, a lot And a ton of things I dislike, a lot, that seem to break the game. The change to the way guns work, making AP guns more efficient against heavily armored targets is great, absolutely love that The change to diplomacy is absolutely necessary, to the point it should be ported to the main game, makes no sense to have to wait 2 months between invasions when you're fighting a nation and overwhelming them. The other change to diplomacy, where you have more agency towards negotiation, that is suck a lack luster aspect on the main game that feels like it's broken, I had instances on the main game where I was winning a war for over 300k victory points, and without me having any say in the subject, the war ended and I HAD TO PAY REPARATIONS, like? what the actual hello kitty? This change on the mod is also awesome, again, to the point it should be ported to the main game. The changes to torpedo launchers are also great, makes no sense to have them weight hundreds of tons on the base game, absolutely no sense, the US Mark 15 torpedo launchers and the Mark IV British torpedo launchers weighted 20-25 tons, not 100's like on the base game, and some Japanese torpedo launchers had 4-8 reloads. Now, what I disagree. The change to funnels and how fuel efficiency works I honestly don't like, it makes considering fuel efficiency so trivial to the point you can disregard it completely The complete removal of submarines, why? Also dislike The removal of sonars from larger ships, why? Again, dislike a lot. The increased damage to crew, and lower threshold of casualties to to surrender, from 80% to 45%, why? you even mentioned you dislike the spam of HE weapons making ships catch on fire too easily, this causes the same problem on a different way. And the big one. the change to smaller ships tonnage, to the point destroyers and torpedo boats are broken and can't be built without massive limitations, early torpedo boats have a maximum speed of 25 kn with a minimum amount of useful equipment fitted to it, which should be on the low 30's, and it gets worse as technology advances Here, haven't even put guns or torpedoes on it yet, running at 30kn on a hull that is supposed to be able to reach 37kn at base speed, and can't fit anything else! No rangefinder, no sonar, no radio, no guns or torpedoes, minimum range, standard bulkheads, again, AT 30 KNOTS and the ship is already full. https://imgur.com/pmFpphu My suggestion to improve the mod is to actually split it. I'd imagine each of those things that I mentioned should be different mods, as is, such a big mod feels like is even a pain to the developers to maintain. Diplomacy and map 1 separated mod Changes to submarines 1 separated mod Changes to mines 1 separated mod Changes to how flood/fire/casualties/structure threshold work 1 separated mod And changes to ship building and technologies should be 1 separated mod Then you can opt which ones you want, all of them, or specific ones.
Peksern Posted December 18, 2024 Posted December 18, 2024 (edited) 6 hours ago, Walayimuna said: And the big one. the change to smaller ships tonnage, to the point destroyers and torpedo boats are broken and can't be built without massive limitations, early torpedo boats have a maximum speed of 25 kn with a minimum amount of useful equipment fitted to it, which should be on the low 30's, and it gets worse as technology advances Responsible for this effect is a bug that is already told the Brother. It happens that the calculation of engine power is wrong, which causes the engines to be far heavier than they should be. Will be fixed next update, I think. Edited December 18, 2024 by Peksern 1
mrfox1918 Posted December 19, 2024 Posted December 19, 2024 (edited) On 12/18/2024 at 12:18 AM, Walayimuna said: This mod has a ton of things I like, a lot And a ton of things I dislike, a lot, that seem to break the game. The change to the way guns work, making AP guns more efficient against heavily armored targets is great, absolutely love that The change to diplomacy is absolutely necessary, to the point it should be ported to the main game, makes no sense to have to wait 2 months between invasions when you're fighting a nation and overwhelming them. The other change to diplomacy, where you have more agency towards negotiation, that is suck a lack luster aspect on the main game that feels like it's broken, I had instances on the main game where I was winning a war for over 300k victory points, and without me having any say in the subject, the war ended and I HAD TO PAY REPARATIONS, like? what the actual hello kitty? This change on the mod is also awesome, again, to the point it should be ported to the main game. The changes to torpedo launchers are also great, makes no sense to have them weight hundreds of tons on the base game, absolutely no sense, the US Mark 15 torpedo launchers and the Mark IV British torpedo launchers weighted 20-25 tons, not 100's like on the base game, and some Japanese torpedo launchers had 4-8 reloads. Now, what I disagree. The change to funnels and how fuel efficiency works I honestly don't like, it makes considering fuel efficiency so trivial to the point you can disregard it completely The complete removal of submarines, why? Also dislike The removal of sonars from larger ships, why? Again, dislike a lot. The increased damage to crew, and lower threshold of casualties to to surrender, from 80% to 45%, why? you even mentioned you dislike the spam of HE weapons making ships catch on fire too easily, this causes the same problem on a different way. And the big one. the change to smaller ships tonnage, to the point destroyers and torpedo boats are broken and can't be built without massive limitations, early torpedo boats have a maximum speed of 25 kn with a minimum amount of useful equipment fitted to it, which should be on the low 30's, and it gets worse as technology advances Here, haven't even put guns or torpedoes on it yet, running at 30kn on a hull that is supposed to be able to reach 37kn at base speed, and can't fit anything else! No rangefinder, no sonar, no radio, no guns or torpedoes, minimum range, standard bulkheads, again, AT 30 KNOTS and the ship is already full. https://imgur.com/pmFpphu My suggestion to improve the mod is to actually split it. I'd imagine each of those things that I mentioned should be different mods, as is, such a big mod feels like is even a pain to the developers to maintain. Diplomacy and map 1 separated mod Changes to submarines 1 separated mod Changes to mines 1 separated mod Changes to how flood/fire/casualties/structure threshold work 1 separated mod And changes to ship building and technologies should be 1 separated mod Then you can opt which ones you want, all of them, or specific ones. If you like this mod but wants subs and mines I would recommend just waiting for NAR to figure itself out. Or going through the process to get NAR working as it is so far. Having 5 different mod versions is a LOT to deal with especially with the game constantly getting small patches that break everything. Yeah the DD and Tb situation is hopefully being worked on I agree with you the mod has broken them and are kind of useless. I can build CLs that are 1/2 the price, just as fast, and WAY more then double the fire power so DIP needs to rework its DD and TB stuffs for sure. From my DIPv3 G.G Chinese camp... its 1916... Have Advanced Tech level. Edited December 19, 2024 by mrfox1918
brothermunro Posted December 29, 2024 Author Posted December 29, 2024 Yeah the small ships needed too much horsepower, things are better in the version under testing. The AI can struggle still, but this seems to just limit it spamming DD’s early. 4
Walayimuna Posted December 30, 2024 Posted December 30, 2024 But that's how it was back in the day, during WW1 Britain had about 7.3 destroyers for each battleship Germany had about 4.1 to 1, France about 6.8 to 1, US had 9.4 to 1, Italy had 7.6 to 1, Japan had a whopping 12.1 to 1 The only two powers that didn't have that many destroyers were Austria-Hungary and the Ottoman Empire
RattyB Posted December 31, 2024 Posted December 31, 2024 Hi all, I'm getting this error after installing the DIP Version 3 - verifying the files doesnt fix it. Ideas?
MDHansen Posted December 31, 2024 Posted December 31, 2024 (edited) 1 hour ago, RattyB said: Hi all, I'm getting this error after installing the DIP Version 3 - verifying the files doesnt fix it. Ideas? Hint; Make sure you have installed Net 6.0 runtime, it's right there on the can. Some times it needs to be installed again when using ML and mods, even if you had the runtime allready Edited December 31, 2024 by MDHansen 1
Morningstar Posted January 1 Posted January 1 If I've updated to 1.7 on the base game is there any hope of me reinstalling 1.6.1.4 to use this mod?
brothermunro Posted January 2 Author Posted January 2 I’ll be back to DIP development next week, I’ll get V2 and V3 updated for the 1.6 version you can get via the steam rollback to previous stable version feature. After that I’ll begin on getting V3 updated for 1.7
brothermunro Posted Monday at 02:15 PM Author Posted Monday at 02:15 PM Version 2, V3 and the Great Game have all been updated for 1.6.1.5 Opt x4 which can be rolled back to via Steam if you go to the 'betas' menu. In addition I have made some changes to engines and horsepower calculations which should help with destroyer construction, and I have also made Gas Turbines cheaper. 1.7 support will take a while! 1
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