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Post by dimovski on Mar 15, 2018 13:02:27 GMT -6
If You have any issues, do tell! No point in making an unplayable mod, after all.
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Post by dimovski on Feb 11, 2018 7:53:03 GMT -6
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Post by dimovski on Feb 7, 2018 12:35:50 GMT -6
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Post by dimovski on Feb 7, 2018 3:41:15 GMT -6
You misunderstood me, it seems. If you look at the save file, there are tension values for each nation (including the one you are playing yourself!). Now, if you'd export those into nation-specific diplomacy files and adjust these files every time there is a change in tension between 2 countries, there shouldn't be any problem in waging war with other players... Theoretically, even a free-for-all battle royale, with each nation at war with all others would be possible (if insanely improbable). In fact, the likelihood of a tension-raising event occurring with 7 players playing is 7x as high as it would be in a normal game. This might require some hex-editing magic if it turns out too troublesome, but it could possibly just make the players pick more careful choices... It's one of those things which will require play-testing for a definite conclusion. Naturally, I haven't tested this idea in practice. So far I'm finished with the Nation Picking part, and with some luck I'll be done with step 5) by tomorrow. So far, I haven't run into any major problems and I think most of the solutions for creating legacy fleets independently will be applicable to the actual turn-churning part. Only the battle and diplomacy part haven't been touched for now. EDIT: Here's the WIP file in case anyone is interested in having a look at it: www.dropbox.com/s/y6nghhznhdwt2po/NationPickerNameGiverLegacyFleetComposerNoviPoku%C5%A1aj.py?dl=0
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Post by dimovski on Feb 6, 2018 11:40:03 GMT -6
During the nation picking phase the players will be asked to enter their names (e.g. jwsmith26, dimovski...) to prevent any awkwardeness in the program calling them "Player Two/Three/whatever", with the name list being saved inside the save folder. If You enter "AI" for a given nation, the program will transfer the turn data to the mainsave of this "AI player" automatically after the player has done his turn.
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Post by dimovski on Feb 5, 2018 8:18:20 GMT -6
Yes. Just as You can be at war with multiple AIs at this point, You can be at war with multiple players.
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Post by dimovski on Feb 5, 2018 4:54:30 GMT -6
Hello everyone.
Having finished my 1st semester in Mechanical Engineering, I now have around 4 weeks of free time to spend on relaxing and refreshing my coding skills.
I have been thinking about creating a Semi-Multiplayer Mod for Rule the Waves. It would require each of it's users to have Python installed on their PCs (for now, theoretically I may implement a half-assed GUI and export everything as an .exe file at some later date) and would work as follows:
1)Player One picks his country - this determines which other countries are available to the other players (up to 6 due to the 7 nation limit in RtW). 2)Players Two to Seven pick their countries. - this can be handled by one Python file easily 3)Player One starts a game with his country of choice, assembles his Legacy Fleet and zips the whole save folder to Player Two. 4)Player Two starts a game with his country of choice, assembles his Legacy Fleet and saves the game. 5)Player Two opens a Python file, pastes the file location of his save and of the save that belongs to Player One. 6)The program then imports the coastal artillery, subs, ships and ...d files of Player Two from his save into the save file of Player One. 7)Player Two sends the main, modified save of Player One to Player Three. Players Three to Seven do the same steps as Player Two. - this can be handled by yet another Python file 8)Now Player One opens a 3rd program. This program will create a copy of the save file sent to Player One by Player Seven. 9)Player One will then play his turn and open a fourth program which will export his ships, designs, coastal artillery and subs to this copied file, export his diplomatic relations to other countries into a helper file, switch the playable country inside the copied file and rename all .d files to work with this change. Player One then sends the copied file to Player Two. - this requires 2 Python files Only when Player Seven completes his turn would the main save file "tick" into the next month.
Sea battles would be handled by one player starting the battle and instantly saving the game, opening a program which would create a main battle file, and then proceeding to fight the battle. Another program would be required which would ask the player to enter his and enemy losses into it and assemble a battle helper file. He would then send his opponent the save so that the opponent, too, can fight the battle (after running yet another program to switch sides in the battle save file). The opponent would then enter the outcome of his battle into the program, which would then go through each ship and determine it's fate by a random number generator. On "0" the ships fate would be simulated by the outcome of the 1st battle, on "1" by the outcome of the 2nd battle. Then, this program would export the outcome of the battle into the main save file.
What do You guys think about this? Would You play such a semi-multiplayer mod or is it too much of a hassle to fumble around with 5-6 Python files?
For now, I have coded the nation-picking part [Steps 1-2], and I've already managed to create a little program to switch nations around in the .bcs save file. The next step would be to go through each ship design file and rename its extension to fit the new number given to the switched nation, aswell as to rename the "BuildingNation=X" of each design file accordingly.
N.B. I used the term "program" quite liberally here, many of these "programs" would be Python files with ~20 lines or so.
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Post by dimovski on Jan 27, 2018 14:20:09 GMT -6
I'd just like to apply for a seat in the front row with no authority or responsibility, if you don't mind
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Post by dimovski on Jan 12, 2018 15:52:56 GMT -6
Well, the "Mighty" Hood is... *the* example for it.
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Post by dimovski on Jan 12, 2018 13:43:24 GMT -6
I'd look forward to it, but on a more basic scale. Prevent the PoF from being mothballed or put into reserve, no instant prestige gain on picking one, no complex mechanics in picking it, no restrictions on your handling of it (If it's your PoF, it has to be active and is most likely the most powerful vessel you own - why would you disregard fire control on your most important ship? Or let it get the dreaded [O]?).
Getting prestige for every major victory with your PoF involved might inflate the prestige gain a tad too much. I'd prefer a 2 prestige gain on sinking the enemy PoF, and a 5 point penalty for losing your own.
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Post by dimovski on Dec 28, 2017 3:45:46 GMT -6
Here's my Soviet Union list - all imperial names have been... purged *ba-dumm-tss* As I just realized that bcoopactual made a file with Soviet names, I had a quick scan through it and added some of "Stalin's Republics" (spelling errors fixed - female republics now have female adjective endings). Included are 44 new BB names [Soviet republics, revolutions and just about anything to which "red" could be added], 23 new BC names [named after early Soviet submarine classes (revolutionary theme), cities and famous battles], 45 new CA names [revolutionaries and Stalin prize winners for arts] and ~20-ish new CL names [winds, jewels, birds]. www.dropbox.com/s/xybfo1mfpexcig4/RussiaShipNames.dat?dl=0
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Post by dimovski on Dec 26, 2017 14:49:01 GMT -6
You click on RTW mod 4 on the 1st page,
a mediafire page opens. You click download(1.36mb). You then open the file with a file manager (I use 7zip), and unpack the "Data" folder and the .exe file into your Rule the Waves install dir, replacing files when asked (although you'd be best off creating a separate install directory by copying the Rule the Waves folder and renaming it "Rule the Waves - modded" for modded playthroughs). For me, it's C/NWS/Rule the Waves. As the author used some hex editing to make his mod fully usable, you need to run the game from the .exe he provided.
Hope this helps.
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Post by dimovski on Dec 24, 2017 4:01:04 GMT -6
Crew quality can affect battles significantly. Do have a look at that in the after-battle briefing, in case you have an autosave of the battle.
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Post by dimovski on Dec 20, 2017 1:27:53 GMT -6
aesonTwo, in fact. (I'm a tad inept at times...)
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Post by dimovski on Dec 19, 2017 16:53:45 GMT -6
Name: Kirov-class Armored Cruiser Ships in class: 6 completed ( Kirov, Frunze, Kamenev, Blyukher, Kalinin, Voroshilov), 2 building ( Dzerzhinsky, Sergeyev) Reason for design: The immensely successful Dekabrist-class (a floating arsenal of 4x13in, 24x6in and 24x3in guns, later 2x17in, 18x6in and 24x3 in) was starting to show its age in the late twenties (even after replacing the twin 13in with single 17in guns and upgrading the machinery to attain a top speed of 28 knots) and the Supreme Soviet gave the Navy a blank cheque to build a worthy successor. The result was the Kirov-class. Short summary of service life: Frunze was completed 1st in 1930, Kirov in 1931. Both participated in the war against Germany, and it is very likely that Frunze landed the devastating 17in hit which caused the German battlecruiser Posen to blow up. The whole class participated in yet another war against Germany (which started in June 1941, I kid you not), and was absolutely instrumental in disabling the German battleships of the Ostfriesland-class in multiple engagements, each leading to an immobile Ostfriesland getting finished off by torpedoes. In the war against France and Austria Hungary (started 1947), Kamenev, Blyukher and Kirov managed to destroy the French battlecruiser Dupleix, heavily damaging another 3 and almost sinking yet another battlecruiser. In addition, they are responsible for the elimination of just about any 17000t CAs left in the French, Austro-Hungarian and German navies. They have also enjoyed good success in actions against enemy light cruisers and raiders, aided my capital ships on multiple occassions and overall turned out to be surprisingly effective.
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