Deleted
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Post by Deleted on Aug 23, 2018 9:03:07 GMT -6
Hi there, I use your mod for more than 6 months, but it still seems than it makes gun research slower. I put 20% of my funds into research. I use 20% global research rate. I always give high preference to gun research, but in 1924 my ships have 16in armor, AoN scheme, ABXY turrets, I may even use quads, but my biggest guns are 13in and some nations dont have 13 at all. Is this caused by your mod?
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Deleted
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Post by Deleted on Aug 23, 2018 10:30:24 GMT -6
Didn't change that. Gun research always appears slow especially in low research rates. Probably there're no accidental discoveries in naval gun manufacture.
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Deleted
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Post by Deleted on Aug 23, 2018 11:06:00 GMT -6
Ok, so it is probably caused by the global research rate. But anyway, I havent seen anything bigger than 15in for a few months
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Deleted
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Post by Deleted on Aug 23, 2018 12:55:36 GMT -6
Well I've a somewhat complex system of resetting the game date and usually reset it 2 or 3 times. So by the end it's all 18"... But the tech flattening out at about 15" guns does make the game less exciting further on. An easy way is to up the starting gun cals by 1" from bnat.dat. I've done it but haven't played thru a game with it yet...
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demol
New Member
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Post by demol on Nov 25, 2018 6:05:42 GMT -6
Thank you for the "game supporting" Bro! New game begins About gamedate resetting. Can you write out this procedure again? I read it one or two years ago and forgot how to do that.)
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Deleted
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Post by Deleted on Dec 7, 2018 8:17:13 GMT -6
About gamedate resetting. Can you write out this procedure again? I read it one or two years ago and forgot how to do that.) Open ur gamesave (rtwgameX.bcs) with notepad, the dates are just at the top. \save\gameX\RTWGameX.bcs
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Post by centurionsofrome on Dec 8, 2018 13:29:41 GMT -6
Hey dexter, I'm trying to increase the possession points you get upon winning a war. Given that you've already modified them for when the government collapses, can you tell me how to do it please?
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Deleted
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Post by Deleted on Dec 8, 2018 19:01:43 GMT -6
Hey dexter, I'm trying to increase the possession points you get upon winning a war. Given that you've already modified them for when the government collapses, can you tell me how to do it please? It requires hex editing the .exe (very tedious), if you're really bothered (I was...) I'll shoot u a pm.
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Post by centurionsofrome on Dec 8, 2018 19:14:59 GMT -6
That's... annoying. What the hell, I'll give it a go. Do I need a specific hex editor?
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fort
New Member
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Post by fort on Dec 23, 2018 8:42:16 GMT -6
How do I install the mod?
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Post by centurionsofrome on Dec 23, 2018 11:56:24 GMT -6
Copy, paste, and overwrite, though you should create a back-up folder incase you want to uninstall the mod. Also, all files except the exe can be read and edited by Notepad++.
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Post by skwabie on Dec 26, 2018 3:54:57 GMT -6
RTW Mod 6_1Scenario time length increased: Medium/small: 500->1600 (not raider) Large: 800->2000 Coastal: 1000->2400 Day sight range = Range in default game + 10000. Range to positive ID ships bumped. (Experimented 50k yds range proper ala PID and 18” scoring good hits at 40k, but light ship battles have become too tedious…) Convoy/coastal mission maxship type increased. Convoys at least CLs, coastal raids at least CAs. More chance for BBs to show up. No more 2 DDs attacking a convoy. Mines load can be adjusted by 1. RPG can be set to 0. Sec/ter battery count cap to 60 (error at 60+). Gun range in gundata.dat: range for guns increased (40% for small/med cal guns). i.e. 6” end game is ~21k, 8” 25k, 10" 30k. Some more adjustments to ship design templates: BB speed reduced to prevent AI building them into BCs; changed a few more late game CL to historical configs (Kuma torpedo cruiser, La Galissonnière, Abruzzi) update: BC rule set to max 14.5" belt below 30kts at 1923 or later. Was using 12" and AI ends up building all BB fleet. Changed double bottom tech research ID to 999 (duplicate vs synthetic fire control computer).
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Post by cwemyss on Dec 26, 2018 7:35:39 GMT -6
Apologies if this is covered elsewhere: Are your mods sequential, or independent? IE, does Mod 6 contain everything in Mods 1-5, plus the notes above?
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Post by skwabie on Dec 26, 2018 9:40:07 GMT -6
Apologies if this is covered elsewhere: Are your mods sequential, or independent? IE, does Mod 6 contain everything in Mods 1-5, plus the notes above? Everything from before.
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Deleted
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Post by Deleted on Dec 26, 2018 19:50:12 GMT -6
Superb, you deserves all the thumbs up and even more... Gonna test it, but I really look forward for long range combat, that would make late game belt armor useful again.
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