admiral_admirer Posted January 14, 2024 Posted January 14, 2024 Another query; how did you change Naval Invasion success chance?
brothermunro Posted January 14, 2024 Author Posted January 14, 2024 Not sure I did 😅 I reduced the required attacker tonnage a bit (I think) but I haven't found params I can change to directly affect this
brothermunro Posted January 14, 2024 Author Posted January 14, 2024 Mod has been updated for UAD 1.4.1.0 Opt 1 Mod changes v1.1.0 (from 1.0.0) Reduced smoke detection penalty significantly from 0.6 to 0.3. Accuracy penalties remain unaffected. Diesel engines have had their cost significantly increased. Changed Austria Hungary's map colour to be a little more distinct. Changed Japan's map colour to be slightly darker. Halved ship acceleration, deceleration and turning speeds. Significantly reduced reverse speed.
admiral_admirer Posted January 14, 2024 Posted January 14, 2024 Another question! I'm stuck with subs in my current vanillish campaign, what can I edit so they have absolutely no attack power and will always be detected? I thought I got rid of them by changing the tech date to 1999...
brothermunro Posted January 15, 2024 Author Posted January 15, 2024 20 hours ago, admiral_admirer said: Another question! I'm stuck with subs in my current vanillish campaign, what can I edit so they have absolutely no attack power and will always be detected? I thought I got rid of them by changing the tech date to 1999... Ah delaying the tech will not remove them just make unlocking new ones very unlikely. I also removed the bit from technologies where they actually unlock the hulls as well. If however you want to mess with them then you can change their stats in submarines (though a word of warning I saw a lot of crashes when I tried doing that!) 1
admiral_admirer Posted January 15, 2024 Posted January 15, 2024 12 minutes ago, brothermunro said: Ah delaying the tech will not remove them just make unlocking new ones very unlikely. I also removed the bit from technologies where they actually unlock the hulls as well. If however you want to mess with them then you can change their stats in submarines (though a word of warning I saw a lot of crashes when I tried doing that!) I've gone ham on them in the submarine file, I've removed attack power and set stealth to -100 AND reduced travel distance from port to 0km.
brothermunro Posted January 15, 2024 Author Posted January 15, 2024 2 minutes ago, admiral_admirer said: I've gone ham on them in the submarine file, I've removed attack power and set stealth to -100 AND reduced travel distance from port to 0km. That should do it 😂 happy hunting! 1
brothermunro Posted January 18, 2024 Author Posted January 18, 2024 Also now available on the nexus is a ship pack with over 800 shared designs built for the mod to help improve performance 1
brothermunro Posted January 21, 2024 Author Posted January 21, 2024 (edited) New update (1.2.0) out now that simply removes smoke screens entirely (just like NAR does) because I cannot work out why they are causing ships to be randomly invisible Edited January 21, 2024 by brothermunro 2
kjg000 Posted January 21, 2024 Posted January 21, 2024 On 1/15/2024 at 9:56 AM, admiral_admirer said: Another question! I'm stuck with subs in my current vanillish campaign, what can I edit so they have absolutely no attack power and will always be detected? I thought I got rid of them by changing the tech date to 1999... I think setting the expected date will only prevent the tech from being allocated in the game setup phase. I also set the difficulty to 999 (AKA a big number) in all entries; # $techType_name_submarine_hull,submarine_hull,,,,,,,,,,,, submarine_hull_1,submarine_hull,,$technology_name_submarine_hull_1,1999,,999,unlock(sub_ssc_1),,sub_ssc_1,$technology_desc_submarine_hull_1,"Latest technology allows the building of SSC class submarine up to 400 tons displacement with 2 tubes, 4 torpedoes",, ... # $techType_name_submarine_hull,submarine_hull,,,,,,,,,,,, submarine_hull_1,submarine_hull,,$technology_name_submarine_hull_1,1999,,999,unlock(sub_ssc_1),,sub_ssc_1,$technology_desc_submarine_hull_1,"Latest technology allows the building of SSC class submarine up to 400 tons displacement with 2 tubes, 4 torpedoes",, ... But # $techType_name_sub_surv,sub_surv,,,,,,,,,,,, need not be edited. You will just end up with a load of useless techs. and edit the initial save file to reduce the research rate of the sub techs for all players!. "techMods":[ {"Key":"submarine_exp","Value":1.0}, --> {"Key":"submarine_exp","Value":0.000001}, {"Key":"submarine_hull","Value":1.0}, --> {"Key":"submarine_exp","Value":0.000001}, {"Key":"sub_surv","Value":1.0}, --> {"Key":"submarine_exp","Value":0.000001}, OK, so maybe 0.01 would do! A bit of a belt and braces approach, but if you only edit the dates the techs will still be researched in game and if you only change the difficulty or the (save file) research rate, then the techs can be discovered in the setup phase. However, just editing the date and difficulty will at worst delay subs until late game when they will be very weak and removes the need to edit the save file.
Timmah Posted January 22, 2024 Posted January 22, 2024 23 hours ago, brothermunro said: New update (1.2.0) out now that simply removes smoke screens entirely (just like NAR does) because I cannot work out why they are causing ships to be randomly invisible Doesn't seem to have fixed it unfortunately (for me at least in an old campaign) :( They can still go invisible, even though I'm not seeing any visual smoke screen effects. The two times I've noticed so far (only been running 1.2.0 for a cpl hours) they were never visible. Will keep an eye out but so far I haven't any go invisible mid-fight.
brothermunro Posted January 22, 2024 Author Posted January 22, 2024 10 hours ago, Timmah said: Doesn't seem to have fixed it unfortunately (for me at least in an old campaign) :( They can still go invisible, even though I'm not seeing any visual smoke screen effects. The two times I've noticed so far (only been running 1.2.0 for a cpl hours) they were never visible. Will keep an eye out but so far I haven't any go invisible mid-fight. Ships can pop in and out of visibility at range, usually because they reveal themselves when they fire. Is that what you’re seeing or is it something different?
Timmah Posted January 23, 2024 Posted January 23, 2024 (edited) 14 hours ago, brothermunro said: Ships can pop in and out of visibility at range, usually because they reveal themselves when they fire. Is that what you’re seeing or is it something different? **Edit** - Haven't been able to reproduce, the closet I've seen is some ships popping in/out of sight at about 6-7k which very well may be what you described. I'm assuming I was mistaken and it's working. Edited January 23, 2024 by Timmah
brothermunro Posted January 23, 2024 Author Posted January 23, 2024 4 hours ago, Timmah said: **Edit** - Haven't been able to reproduce, the closet I've seen is some ships popping in/out of sight at about 6-7k which very well may be what you described. I'm assuming I was mistaken and it's working. Thanks for trying to reproduce it! Could happen at 7km in the very early campaign for sure. If you do spot weird behaviour though please let me know
brothermunro Posted January 24, 2024 Author Posted January 24, 2024 Mod updated for 1.4.1.1. In addition: v1.3.0 (from 1.2.0) Changed repeatable anti-torp techs to be less effective Increased minimum task force denial zone to 20km and maximum to 100km 1
RattyB Posted January 24, 2024 Posted January 24, 2024 Apologies if this questions comes under the heading 'the bleeding obvious', but can this be installed mid way through an existing campaign, and does it replace the balance mod, or run along side it? Thanks, RB
brothermunro Posted January 24, 2024 Author Posted January 24, 2024 1 hour ago, RattyB said: Apologies if this questions comes under the heading 'the bleeding obvious', but can this be installed mid way through an existing campaign, and does it replace the balance mod, or run along side it? Thanks, RB Yes you can install mid way through a campaign, you might experience some weirdness and designs will probably be overweight but it does work! This mod is very much a spiritual successor to the balance mod, you can only have one or the other though.
brothermunro Posted January 24, 2024 Author Posted January 24, 2024 Mod updated to 1.3.1 for UAD 1.4.1.1 R. Also threw in some bugfixes: Further fixes to the repeatable torpedo tech so that flooding damage reduction does not exceed 100%. Also lowered weight gains to compensate for the lower effectiveness and made the same 'weight' as the other techs in the category (90) Reversed changes in 1.4.1.1 to AI behaviour from vanilla to 1.2.0 values.
RattyB Posted January 24, 2024 Posted January 24, 2024 45 minutes ago, brothermunro said: Yes you can install mid way through a campaign, you might experience some weirdness and designs will probably be overweight but it does work! This mod is very much a spiritual successor to the balance mod, you can only have one or the other though. Thanks! Loving your work on YT. Been happily tinkering with my own fleet off the back of your advice.
admiral_admirer Posted January 24, 2024 Posted January 24, 2024 How are you changing the mod soo it works for the new version? I'm just re-importing plugins...
RattyB Posted January 24, 2024 Posted January 24, 2024 Ahhh, yes I tried installing the mod mid campaign and while it has left my campaign in tacked, it has wiped my fleet out! So it looks like I will be starting a new campaign after all.
brothermunro Posted January 24, 2024 Author Posted January 24, 2024 44 minutes ago, admiral_admirer said: How are you changing the mod soo it works for the new version? I'm just re-importing plugins... I keep a copy of all the edited text files. When a new update drops I read the patch notes and make an educated guess as to which files the devs might have changed (usually it’s just params which I’m going to have to edit anyway) and compare them with the previous vanilla version (I also keep a copy of those files). I then move over any changes I want to keep to the mod files, update the version number in params and then reapply all the mod files to the resources file. A quick check to make sure there’s no grey screen, I can load my campaign save, and that a custom battle loads and works and that’s it really. 1
Guest Posted January 24, 2024 Posted January 24, 2024 10 minutes ago, brothermunro said: make an educated guess Check the "misc" file in resources. Itll give dates as to when files was last edited
brothermunro Posted January 24, 2024 Author Posted January 24, 2024 3 hours ago, RattyB said: Ahhh, yes I tried installing the mod mid campaign and while it has left my campaign in tacked, it has wiped my fleet out! So it looks like I will be starting a new campaign after all. I think that can happen if the designs are considered invalid. I’ll add it as a warning in the mod description!
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