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Post by centurionsofrome on Dec 27, 2018 11:43:31 GMT -6
Found a bug!
Research areas: Synthetic fire control computer (20/21);1922;N;100;14;48;Reduces penalty for own ship turning (20/21) Double bottom (1/21);1901;Y;100;6;48;Gradual damage control improvement (1/21)
Pretty sure these two techs are supposed to have different IDs.
Also, I have never managed to research the last two techs of the first four tech categories. Even when I play to 1950 and set the research date earlier the level is still 19/21.
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Post by bcoopactual on Dec 27, 2018 11:57:49 GMT -6
Actually, a quite a few of the techs have repeated ID numbers. 999 is used a couple of times.
As far as I know the ID number is only used for giving nations bonus techs. For example, in the BNat file it states that the USA gets BTL=73 and BTL=75 which equates to Superfiring X and Superfiring B turrets in the ResearchAreas file while Germany gets BTL=72 which is Cross Deck Fire.
I'm not aware of any problems with the techs having duplicate ID numbers as long as you aren't trying to modify the BNat file to give specific nations specific bonus techs that happen to share a number with another tech.
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Post by skwabie on Dec 27, 2018 21:02:45 GMT -6
Found a bug! Research areas: Synthetic fire control computer (20/21);1922;N;100;14;48;Reduces penalty for own ship turning (20/21) Double bottom (1/21);1901;Y;100;6;48;Gradual damage control improvement (1/21) Pretty sure these two techs are supposed to have different IDs. Indeed. Without double bottom tech, a 60 deg turn gives "ship turning" penalty of -40. With it ship turning penalty is -30. Best to set double bottom ID to 999 or something. It is also in the default game -- 1)backup 2)always backup 3)don't lose the backup (note to self...) The "last research" column doesn't display past 19. Same with fire control tech in default game, advanced director is level 20 but is never displayed.
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Post by centurionsofrome on Dec 27, 2018 21:10:13 GMT -6
Actually it does, I managed to get a twenty one once, but that was due to screwing around with bonus techs on custom nations.
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Post by linneya on Dec 28, 2018 12:10:24 GMT -6
as I like a challenge, is there any way to get the AI to build 52k+ ships as well as myself. I say this because annihilating 40k ships with an 80k ship is not as fun as it sounds
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Post by oldpop2000 on Dec 28, 2018 15:03:02 GMT -6
Found a bug! Research areas: Synthetic fire control computer (20/21);1922;N;100;14;48;Reduces penalty for own ship turning (20/21) Double bottom (1/21);1901;Y;100;6;48;Gradual damage control improvement (1/21) Pretty sure these two techs are supposed to have different IDs. Indeed. Without double bottom tech, a 60 deg turn gives "ship turning" penalty of -40. With it ship turning penalty is -30. Best to set double bottom ID to 999 or something. It is also in the default game -- 1)backup 2)always backup 3)don't lose the backup (note to self...) The "last research" column doesn't display past 19. Same with fire control tech in default game, advanced director is level 20 but is never displayed. It's been a few decades since I used a hex editor and actually wrote my own Main Executive loops using assembly language, what Hex Editor do you use, if you don't mind telling me. I've also taken micro-programming for test sets. It was interesting and I want to play some more. Thanks.
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Post by skwabie on Dec 29, 2018 6:31:20 GMT -6
I do not but enjoy steamrolling the enemy:D my starting builds are about twice as large as AI ones (40k vs 20k) and just maintaining that ratio till end game. If i screw up diplomacy and fight USA early even 80k ships won't do as they just have too many of them. Theoretically you can change the AI templates to make them build above the limit, but only copy paste them in till all the AI dockyard sizes have reached above the template sizes. Just design ship and notepad will do... edit: There's also the house rule of not building above the 52k limit. The better weight savings make armor still useful end game. Probably gonna make a new gameplay about that!
oldpop: you can find many hex editors on the net just like many small software tools. I'm using something called 010editor but it is now very old (it works and i've got used to it).
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Post by skwabie on Dec 29, 2018 6:45:18 GMT -6
Mod 6 updated a bit. Accidentally deleted old account (bah) and now can't update 1st post. Oh well. Probably the last mod anyway! EDIT: just wanna get something outta me. The mod has NOTHING to do with teenage girls wearing erotic body armor!...
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Post by linneya on Dec 29, 2018 7:42:41 GMT -6
I do not but enjoy steamrolling the enemy:D my starting builds are about twice as large as AI ones (40k vs 20k) and just maintaining that ratio till end game. If i screw up diplomacy and fight USA early even 80k ships won't do as they just have too many of them. Theoretically you can change the AI templates to make them build above the limit, but only copy paste them in till all the AI dockyard sizes have reached above the template sizes. Just design ship and notepad will do... edit: There's also the house rule of not building above the 52k limit. The better weight savings make armor still useful end game. Probably gonna make a new gameplay about that! oldpop: you can find many hex editors on the net just like many small software tools. I'm using something called 010editor but it is now very old (it works and i've got used to it).
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Post by linneya on Dec 29, 2018 7:43:48 GMT -6
it is quite fun to build 110000 ton ships
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Post by centurionsofrome on Dec 29, 2018 11:38:10 GMT -6
Game keeps giving me a pair of DD in cruiser actions, completely ignoring my 20+ cruisers! It keeps expecting me to fight CAs and BCs with DDs! Argh!
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Post by dizzy on Jan 26, 2019 19:50:13 GMT -6
So does this mod allow the AI to build beyond 52k ton limit? I can click beyond 52k, but I get an Assert popup that says HP value is negative! What does that mean?
Read where light battles are tedious because of extended sight ranges? Why and has this been fixed? And night battles opening up from 4k yards to 15k yards is quite extreme and might ruin the terrifying horror of having your BB run into a torpedo DD at a range where you can't possibly dodge. Seems like a big jump. Has there been any play tester feedback on this? And if it is night and it is also raining, whats the sight range then?
This is a cool mod, thanks!
And for the NWS team, yes, I think dockyard increases happen too fast. Perhaps have a slider bar for each nation that adjusts how much private shipbuilding increases your dockyard by 250-1250 tons, similar to the Research Rate toggle when you start the game.
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Post by skwabie on Jan 27, 2019 6:12:39 GMT -6
^15k yds is the low cap. I imagine an alternate world where ships aren't so handicapped by visions. - I've played 10s of games on it and like it extremely... But ofc can't speak for others!
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Post by dizzy on Jan 27, 2019 12:37:08 GMT -6
Ok, thanks for the reply. I'm enjoying your mod so far! It's a lot of fun... Now I dont feel like the late game is all about big gun spam that no armor can stop. I'm actually enjoying checking the penetration tables and figuring out what armor I need and building my fleet differently now.
As for the range change, I'll get used to it. You can still slip away in the dark... but I think I might prefer a little shorter range... And all the surprises that come with it.
So the 52k+ still broken?
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Post by marcussmythe on Jan 28, 2019 10:30:45 GMT -6
I just wanted to thank you for this. I too enjoy exploring the far end of the design technology, and while I appreciate the increased lethality of the 12-14" era with growing fire control and armor penetration capabilities, I find the late game era where penetration capability utterly outstrips any defense to be unfun for me to play in, likely because you cannot adequately defend ships late game, and I've always been more of the German than British school when it comes to armor.
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