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Post by diereichsfurher on Mar 19, 2017 14:53:07 GMT -6
okie. 1. backup your entire game -> copy paste the whole game to somewhere safe 2. drop the mod into your game folder, overwrite when prompted.
if ya run it without 2. those are the errors i get as well. So do I download all versions and overwrite one by one?
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Post by Deleted on Mar 19, 2017 23:46:10 GMT -6
^nop only one~
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Post by imperialist on May 8, 2017 20:02:55 GMT -6
Is there a mod where it gets rid of the submarine spam at all? (Sorry if I necroposted!)
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Post by bcoopactual on May 8, 2017 22:20:36 GMT -6
I haven't tried this so I can't confirm it but if you are okay with eliminating submarines entirely you can try setting the date for the first submarine tech to 1925 in the ResearchAreas.DAT file. Maybe even later but I would start with 1925 since that is when the game was originally designed to end. This should prevent research points from accumulating in submarines until 1922 or abouts so you never get to coastal subs. If you do that you might as well do the same to the first ASW tech. No sense wasting RP's in ASW when there are no subs.
No idea how to prevent sub spam without eliminating subs entirely. Honestly, I haven't really had a problem with sub spam which is why I haven't tried it.
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Post by Deleted on May 9, 2017 3:20:17 GMT -6
Yeah, just disable subs. way I do it is delete all research under [submarine] and [ASW] in researchareas.dat
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Post by Deleted on Aug 14, 2017 18:34:07 GMT -6
Mod 4 Dock Size Growth: Private dock size expansion halved to 500tons (default 1000). Manual dock size build post 1910 reduced to 2000tons (default is 3000). Should impose better tonnage limits on slow research games. Weight saving: Engine/Hull/Armor weight saving per research slightly increased. Should allow for properly protected BBs against end game AP penetrations. Gunnery at night/in rain: Apparently the game has a range cap of 4000 when shooting in bad visibility, if range > 4000 then the game sayz "shoot very poorly" and results in 0.x% hit rate. The cap is changed to 15000 and night time gunnery duels become doable and deadly. (sigh of relief to self, finally somewhat improved the North Sea weather problem!) Decline battle VP penalty: Penalty increased by ~ 5 times for random battles (battletype=x in MapData.dat). Capital ship batteries: Secondaries count limit up to 32. Tertiary count limit up to 48. AI .tdf ship design templates for late game capital ships are redone, due to increased weight savings. All have armor > 18" now, while within the 52k tonnage limit. Also in the (very) off chance someone else wanna play with the values, included all the hex addresses I'd found so far in hex addies.txt. RTW Mod 4
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Post by mmmfriedrice on Aug 15, 2017 12:06:57 GMT -6
This all looks pretty amazing, skwabie.
Just to be absolutely clear, does Mod #4 retain the previous changes to DD tonnage, sighting range, and victory points, or is the hex address guide supposed to be used to bring those things in if we so desire? I took a look through the zip file and it seems that the researchareas.dat file has a sizeable jump in DD tonnage, as well as a rearranged path, rather than the linear progression in either Mod #3 or the base game.
I take it if I want to change it, I look up the addresses and then dig through the hex until I get something matching the listed tonnage?
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Post by Deleted on Aug 15, 2017 14:46:48 GMT -6
Just to be absolutely clear, does Mod #4 retain the previous changes to DD tonnage, sighting range, and victory points, or is the hex address guide supposed to be used to bring those things in if we so desire? I took a look through the zip file and it seems that the researchareas.dat file has a sizeable jump in DD tonnage, as well as a rearranged path, rather than the linear progression in either Mod #3 or the base game. eh can't believe you bothered bah:D I didn't list it because wanted to make the list short... Yeh I reverted back to default tonnage except the last research, because the way in mod 3 would make DD "OP" compared to other ship classes in early/mid game. Same for torpedo tube research. So now it's everything as default except the last research item. Affirm. IMHO that would be best! The hex addies was mostly notes for myself so they may not be very clear.. but I'll be around for more info if one wanna play with them. Example, DD displacement tonnage addresses (as listed in hex addies) for 600 ton DD is 13fa74 With a hexeditor, go to address 13fa74 and the hex is BC 02 00 00. Translated to integer - most hex editor should have a translator built in - it is 700. Similarly the address for a 1100t DD is 13F9DF, hex B0 04 00 00, translated to 1200 integer. So if one wants to change the 1100t limit to say 2100t, just edit B0 04 00 00 to 98 08 00 00. (2200 integer)
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Post by mmmfriedrice on Aug 15, 2017 18:55:34 GMT -6
Those instructions sound comprehensive enough for me to go off and goof around on my own. Seems like HxD doesn't have an integer display, only character. Pity. Would make editing that much easier.
I did a quick look at fits-and-starts nature of historical destroyer tonnage growth, and it seems to be a result of real life treaties--unlike those in the game--had class restrictions as well as national tonnage limits. If treaties do remain in RTW2, my hope is for a more granular set of restrictions (a minigame for treaty negotiations might be ridiculous--what's next, hex-based movement, animated portraits of foreign naval ministers and bribing them with luxury goods trading contracts?) Of course, that's all up to Fredrik.
One last thing. The information on research seems to indicate 1% changes for all modded improvement research. Is it only possible to change the rate of improvement for all research, or each technology? It's unclear in your change notes.
One compliment that I hope isn't lost on the crowd here, but in terms of hex editing the hell out of a game, skwabie:John Lumpkin as Rule the Waves:XCOM
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Post by Deleted on Aug 16, 2017 5:32:54 GMT -6
LOL I did try hex modding for Xcom1/2, 'twas a lot easier and capable due to them community tools.
All, far as I can find... IIRC the last research on [turret and gun mountings] does have its own value for turret weight saving, but ofc that's only one.
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Post by mmmfriedrice on Aug 17, 2017 7:37:50 GMT -6
Interesting. One entirely different value for just one tech.
Thanks for fielding all these questions. I'm probably gonna keep coming back here. Being hex/floatingpoint illiterate, what's the difference between the stock saving value of 00 00 c8 42 (float 100) and modded 00 00 F0 42 (float 120)? Is it 1.2% now, or is it 20% savings per tech?
Seems your modded game produces very lightweight ships, and I can only imagine this is part of it.
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Post by Deleted on Aug 17, 2017 13:57:46 GMT -6
Thanks for fielding all these questions. I'm probably gonna keep coming back here. Being hex/floatingpoint illiterate, what's the difference between the stock saving value of 00 00 c8 42 (float 100) and modded 00 00 F0 42 (float 120)? Is it 1.2% now, or is it 20% savings per tech? It seems the stock value is 1% weight save as the research description notes, and 120 just saves 20% more (like 1.2% save) per research. But I didn't do it extremely methodically like, but just trial and error. I just made a 9x16" 27kt 52k ton BB, gave it a sizable immunity zone against 16" guns and saved it. I change the weight saving factor to a value and open this saved BB in ship design, and see if it's overweight. Once it's not and the empty weight is small enough, I judge it good enough. And the end result of weight saving factor is float 120.
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Post by wolfpack on Aug 17, 2017 14:39:32 GMT -6
hey skwabie do you think you could edit the chance for a ship to become a memorial ship ?, im tired of loosing my hero ships (twenty plus kills on raiders cruisers bb's that just wouldnt die etc) when they should be made a museum
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Post by archelaos on Aug 18, 2017 12:37:37 GMT -6
hey skwabie do you think you could edit the chance for a ship to become a memorial ship ?, im tired of loosing my hero ships (twenty plus kills on raiders cruisers bb's that just wouldnt die etc) when they should be made a museum I simply keep such ships in permanent mothball. It cost the same, and I have full control Bdw, is it possible to have more than one museum ship through event?
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Post by enkril on Sept 1, 2017 9:29:48 GMT -6
Hi,
It's seems not to be working properly for me. I tried version 3 & 4 with the same results. When designing a ship between 52 et 60k tons, I got very weird values for the engine size (like smaller than a 52k ship, or even 0/negative values depending of the tech used and designed speed). From 62k tons and above, the engine weight is the same as for a 52k tons ship, but with a slightly increased price dunno if this normal. I can avoid doing ships between 52 and 62k tons but I'm worried AI would use them.
I do use the modified SpeedHPTable.dat. Any hints of what I'm doing wrong ?
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