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Post by Deleted on Sept 1, 2017 9:54:19 GMT -6
Hi, I can avoid doing ships between 52 and 62k tons but I'm worried AI would use them. Yep 53000t to 61900t is the error zone. (Exception: 27kt and below, 31kt up to 56900t, 32kt up to 61900t. IIRC.) Usually if I'm in a playful mood I build some ships in the error zone with 27/31/32kts, they're very cheap. If I'm in a serious mood I build 52.9k ships while expand docks until the size reaches above 61.9k. The AI design ships using the .tdf templates so it doesn't go above the 52k limit. If some templates are bad, they could go over the limit. So you can just tune down the specs in the .tdf (less speed/armor etc. and reduce tonnage accordingly).
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Post by enkril on Sept 2, 2017 1:06:54 GMT -6
thanks for the info !
Starting B seems to have much more space than usual ! Did you also reduced starting weight of armor/hull/engine in update 4 ?
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Post by Deleted on Sept 3, 2017 9:34:22 GMT -6
thanks for the info ! Starting B seems to have much more space than usual ! Did you also reduced starting weight of armor/hull/engine in update 4 ? Nope, seems to be a side effect.
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Post by wolfpack on Sept 26, 2017 6:17:10 GMT -6
hey have you tried making any changes to the coastal forts skwabie ?, cuz in my most recent games ive been trying out 5in gun coastal fort spam and its been interesting not good just interesting
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Post by czert1938 on Sept 29, 2017 8:49:07 GMT -6
i need some help. if i add some new techs to techtable (researchareas.dat) will they run without problems ? im thinking about adding more techs to machinery savings.
can someone explain me what means what ?
Improved surface condenser (1/19);1900;N;100;3;1;1% weight saving on machinery (1/19) Cockburn safety valve (2/19);1901;Y;100;4;2;1% weight saving on machinery (2/19) Side drums (3/19);1902;Y;100;6;3;1% weight saving on machinery (3/19) Preheater (4/19);1903;N;100;6;4;1% weight saving on machinery (4/19) Steam Turbines (5/19);1904;Y;100;8;5;1% weight saving on machinery (5/19) Small tube boilers I (6/19);1905;N;80;8;6;1% weight saving on machinery (6/19) Oil firing (7/19);1905;Y;80;8;126;Enables oil firing if access to oil (7/19) Economizer (8/19);1906;Y;100;5;7;1% weight saving on machinery (8/19) Small tube boilers II (9/19);1908;N;80;8;8;1% weight saving on machinery (9/19) Superheater (10/19);1912;N;100;10;9;1% weight saving on machinery (10/19) Circulation augmenter (11/19);1914;N;100;10;10;1% weight saving on machinery (11/19) Reduction gears (12/19);1916;N;80;10;129;Increases endurance (12/19) Water wall furnace (13/19);1918;N;100;10;11;1% weight saving on machinery (13/19) Advanced superheater (14/19);1920;N;80;10;11;1% weight saving on machinery (14/19) Double reduction gears (15/19);1922;N;80;14;129;1% weight saving on machinery (15/19) Forced circulation (16/19);1924;N;100;10;12;1% weight saving on machinery (16/19) Turbo electric drive (17/19);1926;N;100;12;12;1% weight saving on machinery (17/19) Improved oil burners (18/19);1928;N;100;10;12;1% weight saving on machinery (18/19*) High pressure boilers (19/19);1930;N;100;10;13;1% weight saving on machinery (19/19 Mod)
number in () is self explainatory, name too, year too, but what Y/N means ? same with other numbers. and any ideas for names ?
and do i have to dowloand all previous 1,2,3 mods or mod 4 include all ?
and help with this
Cal Cat Weight Cost TF1 TF2 TF3 TFC SW 2 S 1 5 3 4 5 3 4 3 S 2 10 6 8 10 5 10 4 S 3 15 8 10 15 7 25 ....
what means TF1/2/3/C ? SW ?
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Post by bcoopactual on Sept 29, 2017 9:43:32 GMT -6
i need some help. if i add some new techs to techtable (researchareas.dat) will they run without problems ? im thinking about adding more techs to machinery savings. can someone explain me what means what ? Improved surface condenser (1/19);1900;N;100;3;1;1% weight saving on machinery (1/19) Cockburn safety valve (2/19);1901;Y;100;4;2;1% weight saving on machinery (2/19) Side drums (3/19);1902;Y;100;6;3;1% weight saving on machinery (3/19) Preheater (4/19);1903;N;100;6;4;1% weight saving on machinery (4/19) Steam Turbines (5/19);1904;Y;100;8;5;1% weight saving on machinery (5/19) Small tube boilers I (6/19);1905;N;80;8;6;1% weight saving on machinery (6/19) Oil firing (7/19);1905;Y;80;8;126;Enables oil firing if access to oil (7/19) Economizer (8/19);1906;Y;100;5;7;1% weight saving on machinery (8/19) Small tube boilers II (9/19);1908;N;80;8;8;1% weight saving on machinery (9/19) Superheater (10/19);1912;N;100;10;9;1% weight saving on machinery (10/19) Circulation augmenter (11/19);1914;N;100;10;10;1% weight saving on machinery (11/19) Reduction gears (12/19);1916;N;80;10;129;Increases endurance (12/19) Water wall furnace (13/19);1918;N;100;10;11;1% weight saving on machinery (13/19) Advanced superheater (14/19);1920;N;80;10;11;1% weight saving on machinery (14/19) Double reduction gears (15/19);1922;N;80;14;129;1% weight saving on machinery (15/19) Forced circulation (16/19);1924;N;100;10;12;1% weight saving on machinery (16/19) Turbo electric drive (17/19);1926;N;100;12;12;1% weight saving on machinery (17/19) Improved oil burners (18/19);1928;N;100;10;12;1% weight saving on machinery (18/19*) High pressure boilers (19/19);1930;N;100;10;13;1% weight saving on machinery (19/19 Mod) number in () is self explainatory, name too, year too, but what Y/N means ? same with other numbers. and any ideas for names ? and do i have to dowloand all previous 1,2,3 mods or mod 4 include all ? and help with this Cal Cat Weight Cost TF1 TF2 TF3 TFC SW 2 S 1 5 3 4 5 3 4 3 S 2 10 6 8 10 5 10 4 S 3 15 8 10 15 7 25 .... what means TF1/2/3/C ? SW ? Some of this is guesswork and some ddg and I figured out by observation during a test game. I'll use this tech as an example, Forced circulation (16/19);1924;N;100;10;12;1% weight saving on machinery The year is the nominal year that the tech was or should be invented. Research begun before this year is usually penalized and if it's too far in advance (i.e. the first ASW tech which is a 1907 tech) then no progress [RP's accumulated] will be made until you get closer to the year listed. I believe that's a game balance mechanism to prevent larger, richer nations from running away in the tech progress race. Y/N I can only guess at but I think it might be whether a tech can be "re-rolled" if you skipped it the first time. Again, that's a guess but it seems to fit anecdotally with what I've observed. 100 is also an educated guess but I think that's the chance that a tech will be successfully researched when the previous tech is completed or skipped. So 100 means it always gets researched, 90 means 90% chance, etc. I mainly base that on the test game I did a long time ago with ddg where none of the 100 techs were skipped during the game. 10 is the number of research points * 20K needed to complete the research. So 10 means you need 200,000 RP's to finish researching the tech, 15 means 300,000, etc. 12 is the tech ID number. That's used in the BNat file to assign bonus techs to nations. If I recall for example, the USA has BTL=73 and BTL=75 listed in the BNat file and that corresponds to superfiring X and B turrets which is their bonus techs. Some of the techs have the same ID number though so be careful if you try to mod the BNat file to add bonus techs. The last part is a generic description of what the tech does but some techs have more effect than others and it's just a rough outline. Can't really help with the last part of your post.
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Post by ddg on Sept 29, 2017 16:55:00 GMT -6
'SW' is shell weight, probably in pounds. 'TF#' may have something to do with turrets ('C' then being casemate), but that's just a guess.
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Post by czert1938 on Sept 29, 2017 17:18:50 GMT -6
so, when i want to add tech i need to add it to bnat.file ? very interesing to know. edit - hmmm, looked at bnat.dat and did nowhere find place to put new tech, and actualy didnt find anywhere where are old tech stored, so mayby they are stored in different file. and if i use same tech id multipletimes, do thier effect stacks ? look at reduction gears and double reduction gears, booth use same id 129. and i did have absolutely no idea that you can miss some tech by not researching it, i allways asumed that you will allways research all techs, it is just matter of time. and with Y/N re-roll comes one problem, sometimes you have Y with 100 "chance" to reserach, so it will make no sense.
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Post by ddg on Sept 29, 2017 18:26:53 GMT -6
Use BNat if you want to give a nation bonus techs, the way superimposed turrets are a bonus for USA or cross-deck firing for Germany. The techs must be previously defined elsewhere.
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Post by bcoopactual on Sept 29, 2017 18:28:54 GMT -6
No, The BNat file is for Country specific data. The techs are in a file called Research Areas. The BNat file is only if you want to mod the bonus techs for one of the original nations.
I don't know why some of the techs have the same ID number. It was probably an oversight either when they were putting the techs together or in moving the files from Steam and Iron where many of the pieces of the game come from. It's not important unless someone wants to make those duplicated tech numbers a bonus tech for a specific nation. No idea what would happen if that were to occur. As far as I know, the tech ID numbers have no other function so so having duplicates have no effect on the game. I don't know that for sure of course, just don't have any evidence otherwise.
No, there is some randomization built into the tech tree. It's really one of the best tech progression models I've ever seen in a game, even a little better in my opinion than the system that was used in the Sword of the Stars series which I thought was the best up to that point.
As far as techs that have Y and 100, well it could be a coincidence or I could be wrong with what the Y/N means and the 100/90/80, etc means. I did clarify they were educated guesses based on observations but the developers prefer to keep some of the inner workings secret so they have never confirmed or explained what the terms mean. It's their work and their right to protect their intellectual property so if they want to keep some inner workings a secret I'm 100% okay with that, I'll just make my best guess and move on.
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Post by czert1938 on Oct 1, 2017 19:18:34 GMT -6
when doing some time wasting on web, i discovered very interesing thing, and that is , in history, i failed to find any ship with bigger that 18 inch BELT, yes they did have more armored turrets, with deck up to 9,5, but thats all. they were not so extremly armored monsters like this mod allows us, and modder created few models. and yes, this 18 belt was deemed hard to penetrate by 16 guns. thats why yamato with 18 guns was so big game changer, yet he still deployed "overcomed" 18 armor, well it was asumed that he will face only 16 gun armed us ships. and even his planned succesor "A 150" still did have "weak" belt armor, with his 19 guns, even when was thought he will face 18 armed american ships.
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Post by bcoopactual on Oct 6, 2017 7:06:56 GMT -6
when doing some time wasting on web, i discovered very interesing thing, and that is , in history, i failed to find any ship with bigger that 18 inch BELT, yes they did have more armored turrets, with deck up to 9,5, but thats all. they were not so extremly armored monsters like this mod allows us, and modder created few models. and yes, this 18 belt was deemed hard to penetrate by 16 guns. thats why yamato with 18 guns was so big game changer, yet he still deployed "overcomed" 18 armor, well it was asumed that he will face only 16 gun armed us ships. and even his planned succesor "A 150" still did have "weak" belt armor, with his 19 guns, even when was thought he will face 18 armed american ships. That's probably a consequence of the increasing ranges that designers expected battleships to fight at. That and the increasing threat from aircraft made horizontal protection more important and vertical protection less important. Except for Germany. They, to my understanding continued to design battleships specifically for the short range North Sea environment.
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Post by tbr on Oct 6, 2017 17:47:59 GMT -6
Keep in mind that "RTW armor inches" are abstracts that represent an "equivalence", they are not meant to represent the actual armor thickness of the RTW ships. They represent the effective thickness in some arbitrarily chosen point of technological progress. Early in the game, with no armor technology progress a "RTW armor inch" might well represent 2-3 inches in relative primitive armor. Late game, with full armor technology, it might well represent 0.5-0.75 inches of sophisticated hardened armor... We only see this in the weight of the armor, which goes down per "RTW armor inch" with progress in technology.
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Post by Fredrik W on Oct 8, 2017 13:12:25 GMT -6
Y/N I can only guess at but I think it might be whether a tech can be "re-rolled" if you skipped it the first time. Again, that's a guess but it seems to fit anecdotally with what I've observed. 100 is also an educated guess but I think that's the chance that a tech will be successfully researched when the previous tech is completed or skipped. So 100 means it always gets researched, 90 means 90% chance, etc. I mainly base that on the test game I did a long time ago with ddg where none of the 100 techs were skipped during the game.
Y/N denotes if a tech will be substantially easier to develop once someone else has developed it. For example, triple turrets are pretty obvious once used by somebody. Other, more internal and less visible techs are only slightly easier to develop once someone else has invented them.
The 100 is indeed the chance a tech will be skipped. But there is a chance it will be invented each time that tech area starts on a new tech.
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Post by bcoopactual on Oct 8, 2017 15:18:51 GMT -6
Y/N I can only guess at but I think it might be whether a tech can be "re-rolled" if you skipped it the first time. Again, that's a guess but it seems to fit anecdotally with what I've observed. 100 is also an educated guess but I think that's the chance that a tech will be successfully researched when the previous tech is completed or skipped. So 100 means it always gets researched, 90 means 90% chance, etc. I mainly base that on the test game I did a long time ago with ddg where none of the 100 techs were skipped during the game.
Y/N denotes if a tech will be substantially easier to develop once someone else has developed it. For example, triple turrets are pretty obvious once used by somebody. Other, more internal and less visible techs are only slightly easier to develop once someone else has invented them.
The 100 is indeed the chance a tech will be skipped. But there is a chance it will be invented each time that tech area starts on a new tech.
Thank you for correcting and clarifying that.
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