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Post by aquelarrefox on Sept 10, 2020 17:10:02 GMT -6
theres any alternative image for the torpedo.jpg? is it the torpedo tech image?
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Post by aquelarrefox on Sept 10, 2020 16:58:34 GMT -6
Split north sea from north atlantic its much complex change, getting out of supply navies in a germany-france war seems to harsh to me. i like hurt uk, but this is too much complex and not very realiable. Blockeade uk should be by noth sides, dont work in this game now. You're right about these two things, which I hadn't considered. However, it could be solved either by splitting them so that the North Sea Zone (home zone for Germany, France, UK) extends about to the end of the Channel, with Brittany and the Western British coast included in the Atlantic, or simply having the North Sea encompass everything, and no controlled possessions at all out in the North Atlantic. I think that the first option would be better; as you say, Germany, France, and UK should all be able to fight and blockade one another, whereas Britain and France should have an advantage over Germany in the North Atlantic; conversely, Germany should not be forced to face the situation I described, where they have a fleet out in the North Atlantic, they're cut off from retreat by the British isles, and cut off from their own friendly air bases while the British or French can call on theirs at long range. In my most recent game, I had a fleet battle as Britain where Russia was put in exactly this position, which was completely unreasonable. i bealive its much a misname problem, noth atlantic its in fact north sea, vizcaya and the south access to the british isles. then the north atlantic gets into a void with no poseesions. Now, i never tested it, but if for some reason link to raiders and subs interdiction tactics add a void region got some adventages im listening becose it really mather to split it. we all discover new point of view, the idea of spliting the med doesnt looks fine to me at first but have some good points, even with the delay, but its a game issue. what i changed its the links in indic (all the sea) as shortcuts so that road is longer, im n ot sure about how its suez working i will check later becose in my last map it is not in med. i also incluided the territories form sudamerica mod, and 2 new possesion (1 argentina and 1 brazil to get a funny sudamerican arm race invading others posesion 2 brazil, 2 argentina and 3 chile) also added at leat 1 battery in every posession of the map. im only working in a 1900 map
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Post by aquelarrefox on Sept 10, 2020 16:47:58 GMT -6
aquelarrefox So what I'm planning for the map mod is going to be an entirely new mod, based off the RTWII Map rather than the RTWI Mod. So most of the overseas naval regions outside of europe will be the same, but have territories added. I like what you've done with Europe, but there will be a few differences in my mod. I don't think I'm gonna include the Black Sea, at least until I can get a Turkey mod working. And in Northern Europe I'm gonna move Denmark out of the baltic, and split Germany into two home territories, one for Northern Europe, and one for the Baltic im merging both, but im still getting a full map, later i will see one to one the posession and if it has merits i will update it from RTW2 map, In europe. I have germany in 2 sea as home, and russia has baltic and black sea as home (black was done in previus mod). But im very intertested in complete at least a few subs position for possesion in general. Black sea its interesting spot as a home no so far from the baltic, i need to nerf initial base level there. What i notice until split the mediterrean that in some moments ai try to send big fleets there, ven for one tunr and the return to north sea, mybe theres something into code becose i doesnt happens in any other region
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Post by aquelarrefox on Sept 10, 2020 12:27:36 GMT -6
I'm kind of getting on board with a separate Adriatic Sea and to a lesser extent a separate Baltic Sea. However, I'm still concerned about move times. Have you factored in how the new move times will impact gameplay? Personally I find a two-month transit time from the Med to Northern Europe and the six month transit from the Japan to Northern Europe absolutely excessive. And the Suez Canal only shortens the trip by a month. A trip from southeast Asia to the East Coast USA takes five months on this map via the Med. The Great White Fleet did that trip, with port stops, in three months. I also don't think South Pacific and Polynesia should be separate sea zones, this coming from someone who frequently fights there. Lastly, while I like the increased possessions, there are simply way too many possessions in the Black Sea. I get that you're trying to make a possession out of as many coastal territory/ neutral countries as you can, but there really doesn't need to be more than a few bases there in the first place. Move times can be shortened by adding connections between non-adjacent regions yes, yes, yes. But im not sure of employ it. For the moment i get this: The only problem i have its with sweden tag, sometime in middle og game getting neutral, very strange and only that posesion. Split north sea from north atlantic its much complex change, getting out of supply navies in a germany-france war seems to harsh to me. i like hurt uk, but this is too much complex and not very realiable. Blockeade uk should be by noth sides, dont work in this game now. i will realise it soon, its a pain theres no portugal ported rtw2 yet.
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Post by aquelarrefox on Sept 9, 2020 7:52:03 GMT -6
i edited Map v3+ black sea, adding baltic and adriatic, im testing it. the maps looks like this: i was thinking to add a north sea... but im not sure. Adding black sea let russia have a close base to asia as home. Baltic make harder block russia exept for germany (you need to move ships in a low capacity zone), some with austria, italy and the adriatic. The north sea should be acessible by the french and british could move ships from one coast ot the other in the month frame. splitting med is like dia said. But its true you get hard a egypt invasion, someting real that could be very interesting to see, thats much factible than north sea. the artic only have sense if add mursmask and north ports, but convoys theres are not quiety good for the game as is, dont seems good to me
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Post by aquelarrefox on Sept 9, 2020 7:32:03 GMT -6
3th playtrought, it doesnt stop in peace deals as in my 2 previus games as france, playing as Russia, into 1940 (around 8 peace deals), playing with mods.
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Post by aquelarrefox on Sept 5, 2020 20:32:50 GMT -6
sooo cool +10
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Post by aquelarrefox on Sept 5, 2020 17:58:30 GMT -6
If you checkmark "magazine box" you get full thickness of belt (B) and deck (D) armour around magazines and half of thickness of belt (B) and deck (D) armour elsewhere, but it has no effect on extended belt (BE) or extended deck (DE). In your case you will have thickness: 16" - around magazines 14" - BE 8" - rest of adminship except magazines (practically mainly machinery) The armour scheme has no effect on this as it is how narrow belt is or how deck armour is used: sloped deck (standard belt with sloped deck going down to belt armour) flat deck (deck has no slope and joint belt on top) Theres any post where the diferences of armour scheme works becose i read a cople of times but i still dont understand it in the manual of game
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Post by aquelarrefox on Sept 5, 2020 14:58:25 GMT -6
Over the last few months I have been slowly going over the nation files necessary to create these three nations, all based loosely on data created by u/parrot for RTW1 in 2017, but have extensively reworked much of the files. All the needed files are in a .7z compressed file, which can be opened with 7zip if you are unfamiliar with the file type. Just unzip the files and add them to the Data folder and away you should go!
I now present you all with Argentina, Brazil, and Chile, which should all be working, though I haven't had much chance to play test it myself as of yet. Their enemies are each other, Britain, the USA, Germany, and France. I do know that for some reason, part of the warinfo files for Chile isn't reading Patrolwaypoints3 data for the position data properly, and I haven't yet figured out why, but aside from that I don't anticipate many issues. If there are issues, please let me know and I will try to get them fixed, and if anyone has a fix for the issue I'm having with Chile, please let me know. I haven't created legacy fleets for any of the nations, but didn't want to withhold potential new games for people while I slowly get around to that. I hope you all enjoy, and again, please let me know of any issues.
Also, at some point I plan to create an alt-history nation out of Gran Colombia to compete with probably the USA, CSA, Britain, France, Spain, and someone else I haven't decided. It may be a while before that comes out, but it'll be there eventually.
Added flag files and other forgotten files, sorry for previous mistake.
i made a compilation of mods, i incluide it, i have permision to upload it? thanks
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Post by aquelarrefox on Sept 5, 2020 14:58:11 GMT -6
Hello! I present the Nation of Sweden as a Custom nation based on the RtW mod by skjold and most of the credit for this mod goes to him/her! The nation itself has a budget comparable to the one of Italy There are certainly are some bugs and the balance is off too, I still think it is decent time playing it! What's left to do: - Test and figure out the War info file - Rebalance and add tech advantages according to history Feel free to leave suggestions for ship names i made a compilation of mods, i incluide it, i have permision to upload it? thanks
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Post by aquelarrefox on Sept 5, 2020 14:57:53 GMT -6
So, a User on Discord was very into Southern "Heritage" so I thought I would make this mod in their "Honor" put simply this mod is an Alternate US Start, you lose Gitmo Bay, Southeast USA, and Gulf Coast, as bases. Italy is replaced by Rebel Forces, the "Confederate States of America". Slightly increased budget because wars would be more frequent or something, and a new names list omitting rebel states from the Battleships name list and adding some Battlecruiser and Aircraft Carrier names. Instructions for Use: 1. Download Zip File 2. Insert the Three Text Files contained within the Zip File into your Rule The Waves 2/Data folder 3. Start a new 1900 Game 4. Click the Drop down Menu in the lower middle of the Nation Selection Screen and select "USA2" 5. Rule the Waves. i made a compilation of mods, i incluide it, i have permision to upload it? thanks
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Post by aquelarrefox on Sept 5, 2020 14:57:19 GMT -6
i made a compilation of mods, i incluide it, i have permision to upload it? thanks
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Post by aquelarrefox on Sept 5, 2020 14:57:05 GMT -6
i made a compilation of mods, i incluide it, i have permision to upload it? thanks
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Post by aquelarrefox on Sept 5, 2020 14:56:22 GMT -6
This is the thread for RWT2's Canada Custom Nation mod. Updated v1.4: There are 2 versions to choose from: Realistic is basically same Canada from a previous version. Only changes: starting budget increased, so you can get more starting ships and early game is not so painful (only affects starting money, base resources kept same) Slightly nerfed later game growth There are issues with this version however: You only share areas with US and GB, and because of how the game works, you cannot choose other nations in tension increasing events. Also, realistic is not very fun to play because most of the time you are waiting to catch up with economic growth Therefore: In the new version, Canada will gain New Providence (to simulate Canada being interested in Turks and Caicos Islands), which adds France as a potential enemy as well as Eastern Aleutians (Purchased some island from the US or something) which adds Russia to potential opponents. Economic growth will be removed (Although you will retain a higher growth modifier early game, same as Japan) Base resources slightly increased up to parity with Japan Only having two of the strongest countries to fight as the weakest one is not fun. You can still play realistic if you preferred the old version or are uncomfortable with Canada having posessions. Special thanks to mycophobia for his contributions to the mod! i made a compilation of mods, i incluide it, i have permision to upload it? thanks
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Post by aquelarrefox on Sept 5, 2020 14:54:57 GMT -6
This is a mod to change most HP requirements for ships over 32 knots using physics calculations and to fix bugs related to the end of speed curves. This will allow you to make fast destroyers and cruisers that were possible in real life but not in game. The mod will not increase weight requirements for any design, so all of your old designs are compatible with the mod, and some may have extra weight available. This goes up to 17000 tons and 39 knots Remember to back up your data folder before installing so that you can update to the next game version Simply drop the new file into your data folder after extracting to enable the mod. Here's an example of what the mod changes Please post any bugs or suggestions in this thread i made a compilation of mods, i incluide it, i have permision to upload it? thanks
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