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[Mod] The Dreadnought Improvement Project v3 BETA for UAD 1.6.1.5 Opt x4


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Posted

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.

 

Posted (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 by Peksern
  • Like 1
Posted (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.

CL thats a DD.png

not so good dd.png

Edited by mrfox1918
  • 2 weeks later...
Posted

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

Posted (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?

UADerror.jpg

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 by MDHansen
  • Like 1
Posted

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

Posted

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!

  • Like 1
  • brothermunro changed the title to [Mod] The Dreadnought Improvement Project v3 BETA for UAD 1.6.1.5 Opt x4

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