Post by Deleted on Dec 8, 2016 22:27:39 GMT -6
edit 4
RTW mod 5
-Fire control changes:
Advanced director gives +30 hit mod @18000yds+, +20 hit mod below. (Default game +20 @12000+, +10 below);
Adds one level of fire control research, "Lightweight director" which enables DDs to equip best directors;
As a result of 1 more research level, end game "tech level" is 30 instead of 20. Which makes gunnery even more deadly.
-Reworked BB/BC distinction a bit. Default game distinction: before 1912, BC is speed 24kts+, or speed 22kts+ and belt 6in-. At 1912+ it is speed 25kts+. At 1916+ it is speed 31kts+, or speed 27kts+ and belt 12in-. Last distinction changed to at 1925+, and belt 18in-. (18in roughly end game 16" pen at 18000yds)
-CL has no displacement limit or belt thickness limit. CA has no belt thickness limit. CL-CA-BC distinction depends only on main gun caliber.
-Hull/Engine/Armor weight saving and damage control research added 2 more levels to 21 levels.
-Last torpedo tech is 7000yds@40kts/14000yds@30kts (default game 5000@38/18000@27)
-A ship designed in 1900 will weigh the same in 1925 if no new weight saving tech is researched.
-Secondary ammo changed to 200 RPG (default game 150)
-Bad sea state ship speed limit increased by 10 to 12 kts.
-Design ship sec/ter max gun count upped to 100
-Fixed "Scouting force" research tied to "Advanced signalling" research by giving it a separate ID 1311.
-Sight range changes tidied up, same as the SAI mod ranges in bad weather and night will stay constant at 15000yds.
-Design ship 500ton increment button works above 69500ton.
-Dock size manual build changed to 2000ton pre-1925, and 500ton post 1925.
-Land invasion message "trying to capture XXX from Nation" changed to "for Nation" to clear my confusion.
-AI ship design templates overhauled, added a few late game CA and heavy CL designs, fixed the gangut model.
edit - 2018/02/26 Allows rebuilding CLs using quad turrets to whatever gun caliber
RTW Mod 5
Per request allows building 8" CLs and 11" CAs. AI ship design templates are adjusted to up CL gun caliber to 8", with 5"/6"/7" mixed in. No 11" CA templates for AI but player can build it.
RTW_Mod_5_8inCL_11inCA
_______________________
edit 3
Dock Size Growth:
Private dock size expansion halved to 500tons (default 1000). Manual dock size build post 1910 reduced to 2000tons (default is 3000). Should impose better tonnage limits on slow research games.
Weight saving:
Engine/Hull/Armor weight saving per research slightly increased. Should allow for properly protected BBs against end game AP penetrations.
Gunnery at night/in rain:
Apparently the game has a range cap of 4000 when shooting in bad visibility, if range > 4000 then the game sayz "shoot very poorly" and results in 0.x% hit rate. The cap is changed to 15000 and night time gunnery duels become doable and deadly. (sigh of relief to self, finally somewhat improved the North Sea weather problem!)
Decline battle VP penalty:
Penalty increased by ~ 5 times for random battles (battletype=x in MapData.dat).
Capital ship batteries:
Secondaries count limit up to 32. Tertiary count limit up to 48.
AI .tdf ship design templates for late game capital ships are redone, due to increased weight savings. All have armor > 18" now, while within the 52k tonnage limit.
Also in the (very) off chance someone else wanna play with the values, included all the hex addresses I'd found so far in hex addies.txt.
RTW Mod 4
___________________________
edit 2:
some fumbling with light forces.
CL:
Allows quadruple turrets.
Max tonnage raised to 18000t.
Allows 7 centerline mounts.
DD:
Allows triple turrets.
Max tonnage raised to 3000t.
Allows sextuple torpedo mount. (Research follows double->quadruple->sextuple)
6inch gun usable at 2100t with mount penalty, 2500t without.
Allows 7 centerline mounts starting from 1600t.
**must use the modded speedHPtable.dat and Researcharea.dat. I deleted motor torpedo boat research from researcharea, 9 outta 10 times MTB throws errors in combat and couldn't be bothered.
some other stuff, bit of experimenting:
max allowed research percentage raised to 12%
enhanced training time set to 3 months.
government collapse victory points set to 60, considerable victory baseresource bump set to 2000000.
max ship displacement upped to 100k ton.
RTW Mod 3
_____________________
edit1:
Allows taking 40 points of possessions as government collapse total victory, plus all prev edits, the algorithm explained here.
Also bit of an experiment but having fun with this atm, sight range mod. Day time non-rain sight range extended by 20000 yds so usually 38k - 45k yards sight range, night time sight range 10k - 15k yards depending on weather. AKA what-if there's something else other than ship-board mk1 eyeballs to spot them targets and dreadnoughts aren't blind as phuck at night.
RTW Mod 2
_____________________
edit:
Allows building CL up to 12000 tons and DD up to 2000 tons.
allows CL to have max Belt armor of 6in.
allows secondary director for all ships after research.
ammo count increase/decrease by 1 per click (use up down arrow keys for large amount changes)
plus the previous armor 18+ mod
RTW_Mod1
_____________________
The mod enables armor higher than 18 inches to be used when designing ships. Intention is to improve 1930+ games where high gun penetration makes armor protection within 18inches quite ineffective.
The mod is done by hex editing, nothing dark magic since the armor thickness texts for design ship are readable in the exe hex. It exchanges byte addresses of BE, D, DE, TT and SEC armor for B, T, and CT armor. As a result max available armor thickness are:
Belt: 28
Belt extended: 12
Deck: 8
Deck extended: 6
Conning tower: 28
Turrets: 29
Turret top: 10
Secondaries: 12
mediafire link
For 1.33 and 1.34b1
Basically with this player designed ships can use 18+ armor levels without problems.
coupled with ResearchAreas.dat edits to further weight saving research 9x16/26kts/20"B/4"D BB can be designed. No answer for a properly protected BC just with this however.
Step 2. AI ship design templates
AI needs to be guided by the .tdf files so made some extra templates for late game builds. They are:
BBs
B4X0: reduced BB->BC crossover
B4X1: the original B4X1 is basically same as B4X0 except gun calibre and tonnage so changed it. based on the colorado. 8x16" A/B/X/Y.
B4X2: a re-purposed BC4B0. BC4B0 is supposed to be built by Britain only however in my numerous 1950 play-thrus this template was never seen used by AI. Also this looks like a Nelson class. changed to general (X) BB template, 9x16" A/B/L.
B4X3: based on the N3 class. 9x18" A/B/Q.
B4X4: based on Nevada class standard type. 10x14" A/B/X/Y.
B4X5: based on the South Dakota class. 12x16" A/B/X/Y.
B4X6: based on the L20a class. 8x17" A/B/V/Y.
B4X7: based on the Kii class. 8x18" A/B/X/Y.
AI would be seen using 18+ armor on some of them.
BCs
due to late game BC 31kt/12"belt rule, and no speed greater than 32kt for capital ship rule, the original ship stats are changed a lot to fit this, so only the line drawings look like originals now.
BC4X0: reduced BC->BB crossover.
BC4X1: based on the G3 class. 9x16" A/B/Q.
BC4X2: reduced BC->BB crossover, increased gun tubes count to 12x16".
BC4X3: based on the Lexington class. 8x18" A/B/X/Y.
BC4X4: based on the Bismarck class. 8x17" A/B/X/Y.
BC4X5: based on the KGV class. 10x16" A/B/Y.
link
AI ship templates
OK. Alternate Step 2. the setting for the Ultimate Battlewagons, the Juggernauts, the Death Stars, the Ships of Doom, the,,, the Ultra-super dreadnoughts. Ones that can not only dish it out with extreme vengeance, but also shrug it off with ease. aehm... anyway..
To achieve it we need a lotta tonnage. The idea is shrunk weight off of 17" and 18" gun armament weights.
ordnance.dat copy-paste:
so the 17 and 18" armament (including gun, turret, shell all 3) weight has been cut in half. This saves huge amounts of tonnage. The freed up tonnage can be used for... armor +++.
Below is the best i can get on a 52k ton, 9x18" setup using default ordnance.dat weights. (tis already with researchareas.dat mod to further weight reduction research). 26knots, 16B/16CT/17T/4D/5.5TT/2SEC. Against late game 16in +1 guns it is not immune at ANY range, especially belt penetrations are very easy.
With ordnance.dat weight cut in half however good protection can be done. same 9x18" 52k ton setup, it can do 27knots, with 22B/22CT/24T/4.5D/6TT/2SEC. Against 16in +1 guns it has an immunity zone from 13000-21000 yards.
But MORE IMPORTANTLY!!!! The late-game battlecruiser dilemma can finally be solved. Using a 9x17" setup this BC can go 31kts and still have very very good protection. Against 16in +1 guns it has a narrow immunity zone of about 17000-20000 yards.
So... all of it is pretty neat but how to balance this, as it would make 17 and 18 gunned ships very much overpowered. And thus the performance comes with a heavy cost. While their weight is reduced by 1/2, their cost is multiplied by 9 fold. This ends up meaning a 52k ton 9x18" BB will cost twice as much as a 52k 9x16" one, 12mil+ construction costs a month, vs 6mil. So the question is, a 9x18 heavily armed and armored ship is good, but is it as good as 2 9x16" ones?
This question I honestly dunno myself, but I have been choosing a high-low match-up late game, kind of like the USAF F-15/F-16 pair up, where the 16 inchers form the numbers while 17/18 inchers provide the bigger punch. But the prohibitive cost means I can only start building them 1935+.
Next is for AI to use this large weight reduction - need to be guided by templates. The templates are mostly the same as ones in previous "normal" Step 2, which provides a mix of 15, 16, 17 and 18" caliber ships with 16" being most common, as AI will auto + caliber below 16" while doesn't change caliber at 17 and 18 inches. But the armor levels on the 17" and 18" gunned ships are drastically increased. 22-25inches of vertical armor is common. The exception is yet again battlecruisers, i didn't up their belt thickness to more than 12 inches as 12+ Belt would very often ends up classified as BB.. when the AI wants to build a BC, it should get a BC, i reckon. Instead, the BC templates have very heavy turret armor, as well as thickened deck/TT. This makes the AI BCs very firepower centric.
link
AI ship templates - heavy
In case anyone wanna use this: Backup folder \Data\. (Just to be safe.) Backup: RTW.exe and delete the original;
Move the 2 modded exe into the RTW folder and rename one of them to RTW.exe;
Copy paste the modded contents of \Data\Ordnance.dat;
then drop the AI ship templates .tdf files into place.
should be it.
Oook.
RTW mod 5
-Fire control changes:
Advanced director gives +30 hit mod @18000yds+, +20 hit mod below. (Default game +20 @12000+, +10 below);
Adds one level of fire control research, "Lightweight director" which enables DDs to equip best directors;
As a result of 1 more research level, end game "tech level" is 30 instead of 20. Which makes gunnery even more deadly.
-Reworked BB/BC distinction a bit. Default game distinction: before 1912, BC is speed 24kts+, or speed 22kts+ and belt 6in-. At 1912+ it is speed 25kts+. At 1916+ it is speed 31kts+, or speed 27kts+ and belt 12in-. Last distinction changed to at 1925+, and belt 18in-. (18in roughly end game 16" pen at 18000yds)
-CL has no displacement limit or belt thickness limit. CA has no belt thickness limit. CL-CA-BC distinction depends only on main gun caliber.
-Hull/Engine/Armor weight saving and damage control research added 2 more levels to 21 levels.
-Last torpedo tech is 7000yds@40kts/14000yds@30kts (default game 5000@38/18000@27)
-A ship designed in 1900 will weigh the same in 1925 if no new weight saving tech is researched.
-Secondary ammo changed to 200 RPG (default game 150)
-Bad sea state ship speed limit increased by 10 to 12 kts.
-Design ship sec/ter max gun count upped to 100
-Fixed "Scouting force" research tied to "Advanced signalling" research by giving it a separate ID 1311.
-Sight range changes tidied up, same as the SAI mod ranges in bad weather and night will stay constant at 15000yds.
-Design ship 500ton increment button works above 69500ton.
-Dock size manual build changed to 2000ton pre-1925, and 500ton post 1925.
-Land invasion message "trying to capture XXX from Nation" changed to "for Nation" to clear my confusion.
-AI ship design templates overhauled, added a few late game CA and heavy CL designs, fixed the gangut model.
edit - 2018/02/26 Allows rebuilding CLs using quad turrets to whatever gun caliber
RTW Mod 5
Per request allows building 8" CLs and 11" CAs. AI ship design templates are adjusted to up CL gun caliber to 8", with 5"/6"/7" mixed in. No 11" CA templates for AI but player can build it.
RTW_Mod_5_8inCL_11inCA
_______________________
edit 3
Dock Size Growth:
Private dock size expansion halved to 500tons (default 1000). Manual dock size build post 1910 reduced to 2000tons (default is 3000). Should impose better tonnage limits on slow research games.
Weight saving:
Engine/Hull/Armor weight saving per research slightly increased. Should allow for properly protected BBs against end game AP penetrations.
Gunnery at night/in rain:
Apparently the game has a range cap of 4000 when shooting in bad visibility, if range > 4000 then the game sayz "shoot very poorly" and results in 0.x% hit rate. The cap is changed to 15000 and night time gunnery duels become doable and deadly. (sigh of relief to self, finally somewhat improved the North Sea weather problem!)
Decline battle VP penalty:
Penalty increased by ~ 5 times for random battles (battletype=x in MapData.dat).
Capital ship batteries:
Secondaries count limit up to 32. Tertiary count limit up to 48.
AI .tdf ship design templates for late game capital ships are redone, due to increased weight savings. All have armor > 18" now, while within the 52k tonnage limit.
Also in the (very) off chance someone else wanna play with the values, included all the hex addresses I'd found so far in hex addies.txt.
RTW Mod 4
___________________________
edit 2:
some fumbling with light forces.
CL:
Allows quadruple turrets.
Max tonnage raised to 18000t.
Allows 7 centerline mounts.
DD:
Allows triple turrets.
Max tonnage raised to 3000t.
Allows sextuple torpedo mount. (Research follows double->quadruple->sextuple)
6inch gun usable at 2100t with mount penalty, 2500t without.
Allows 7 centerline mounts starting from 1600t.
**must use the modded speedHPtable.dat and Researcharea.dat. I deleted motor torpedo boat research from researcharea, 9 outta 10 times MTB throws errors in combat and couldn't be bothered.
some other stuff, bit of experimenting:
max allowed research percentage raised to 12%
enhanced training time set to 3 months.
government collapse victory points set to 60, considerable victory baseresource bump set to 2000000.
max ship displacement upped to 100k ton.
RTW Mod 3
_____________________
edit1:
Allows taking 40 points of possessions as government collapse total victory, plus all prev edits, the algorithm explained here.
Also bit of an experiment but having fun with this atm, sight range mod. Day time non-rain sight range extended by 20000 yds so usually 38k - 45k yards sight range, night time sight range 10k - 15k yards depending on weather. AKA what-if there's something else other than ship-board mk1 eyeballs to spot them targets and dreadnoughts aren't blind as phuck at night.
RTW Mod 2
_____________________
edit:
Allows building CL up to 12000 tons and DD up to 2000 tons.
allows CL to have max Belt armor of 6in.
allows secondary director for all ships after research.
ammo count increase/decrease by 1 per click (use up down arrow keys for large amount changes)
plus the previous armor 18+ mod
RTW_Mod1
_____________________
The mod enables armor higher than 18 inches to be used when designing ships. Intention is to improve 1930+ games where high gun penetration makes armor protection within 18inches quite ineffective.
The mod is done by hex editing, nothing dark magic since the armor thickness texts for design ship are readable in the exe hex. It exchanges byte addresses of BE, D, DE, TT and SEC armor for B, T, and CT armor. As a result max available armor thickness are:
Belt: 28
Belt extended: 12
Deck: 8
Deck extended: 6
Conning tower: 28
Turrets: 29
Turret top: 10
Secondaries: 12
mediafire link
For 1.33 and 1.34b1
Basically with this player designed ships can use 18+ armor levels without problems.
coupled with ResearchAreas.dat edits to further weight saving research 9x16/26kts/20"B/4"D BB can be designed. No answer for a properly protected BC just with this however.
Step 2. AI ship design templates
AI needs to be guided by the .tdf files so made some extra templates for late game builds. They are:
BBs
B4X0: reduced BB->BC crossover
B4X1: the original B4X1 is basically same as B4X0 except gun calibre and tonnage so changed it. based on the colorado. 8x16" A/B/X/Y.
B4X2: a re-purposed BC4B0. BC4B0 is supposed to be built by Britain only however in my numerous 1950 play-thrus this template was never seen used by AI. Also this looks like a Nelson class. changed to general (X) BB template, 9x16" A/B/L.
B4X3: based on the N3 class. 9x18" A/B/Q.
B4X4: based on Nevada class standard type. 10x14" A/B/X/Y.
B4X5: based on the South Dakota class. 12x16" A/B/X/Y.
B4X6: based on the L20a class. 8x17" A/B/V/Y.
B4X7: based on the Kii class. 8x18" A/B/X/Y.
AI would be seen using 18+ armor on some of them.
BCs
due to late game BC 31kt/12"belt rule, and no speed greater than 32kt for capital ship rule, the original ship stats are changed a lot to fit this, so only the line drawings look like originals now.
BC4X0: reduced BC->BB crossover.
BC4X1: based on the G3 class. 9x16" A/B/Q.
BC4X2: reduced BC->BB crossover, increased gun tubes count to 12x16".
BC4X3: based on the Lexington class. 8x18" A/B/X/Y.
BC4X4: based on the Bismarck class. 8x17" A/B/X/Y.
BC4X5: based on the KGV class. 10x16" A/B/Y.
link
AI ship templates
OK. Alternate Step 2. the setting for the Ultimate Battlewagons, the Juggernauts, the Death Stars, the Ships of Doom, the,,, the Ultra-super dreadnoughts. Ones that can not only dish it out with extreme vengeance, but also shrug it off with ease. aehm... anyway..
To achieve it we need a lotta tonnage. The idea is shrunk weight off of 17" and 18" gun armament weights.
ordnance.dat copy-paste:
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
5 S 6 20 12 18 24 9 50
6 S 8 30 18 25 30 14 60
7 M 14 50 20 28 35 17 90
8 M 18 80 22 30 40 19 145
9 M 28 100 25 35 60 23 180
10 M 35 120 30 40 66 x 220
11 H 44 160 35 56 82 x 400
12 H 67 190 40 56 85 x 530
13 H 80 230 44 66 92 x 670
14 H 85 260 48 78 98 x 870
15 H 101 290 52 82 105 x 1100
16 H 108 340 56 85 112 x 1320
17 H 62 3330 33 49 62 x 750
18 H 74 3600 41 53 69 x 900
so the 17 and 18" armament (including gun, turret, shell all 3) weight has been cut in half. This saves huge amounts of tonnage. The freed up tonnage can be used for... armor +++.
Below is the best i can get on a 52k ton, 9x18" setup using default ordnance.dat weights. (tis already with researchareas.dat mod to further weight reduction research). 26knots, 16B/16CT/17T/4D/5.5TT/2SEC. Against late game 16in +1 guns it is not immune at ANY range, especially belt penetrations are very easy.
With ordnance.dat weight cut in half however good protection can be done. same 9x18" 52k ton setup, it can do 27knots, with 22B/22CT/24T/4.5D/6TT/2SEC. Against 16in +1 guns it has an immunity zone from 13000-21000 yards.
But MORE IMPORTANTLY!!!! The late-game battlecruiser dilemma can finally be solved. Using a 9x17" setup this BC can go 31kts and still have very very good protection. Against 16in +1 guns it has a narrow immunity zone of about 17000-20000 yards.
So... all of it is pretty neat but how to balance this, as it would make 17 and 18 gunned ships very much overpowered. And thus the performance comes with a heavy cost. While their weight is reduced by 1/2, their cost is multiplied by 9 fold. This ends up meaning a 52k ton 9x18" BB will cost twice as much as a 52k 9x16" one, 12mil+ construction costs a month, vs 6mil. So the question is, a 9x18 heavily armed and armored ship is good, but is it as good as 2 9x16" ones?
This question I honestly dunno myself, but I have been choosing a high-low match-up late game, kind of like the USAF F-15/F-16 pair up, where the 16 inchers form the numbers while 17/18 inchers provide the bigger punch. But the prohibitive cost means I can only start building them 1935+.
Next is for AI to use this large weight reduction - need to be guided by templates. The templates are mostly the same as ones in previous "normal" Step 2, which provides a mix of 15, 16, 17 and 18" caliber ships with 16" being most common, as AI will auto + caliber below 16" while doesn't change caliber at 17 and 18 inches. But the armor levels on the 17" and 18" gunned ships are drastically increased. 22-25inches of vertical armor is common. The exception is yet again battlecruisers, i didn't up their belt thickness to more than 12 inches as 12+ Belt would very often ends up classified as BB.. when the AI wants to build a BC, it should get a BC, i reckon. Instead, the BC templates have very heavy turret armor, as well as thickened deck/TT. This makes the AI BCs very firepower centric.
link
AI ship templates - heavy
In case anyone wanna use this: Backup folder \Data\. (Just to be safe.) Backup: RTW.exe and delete the original;
Move the 2 modded exe into the RTW folder and rename one of them to RTW.exe;
Copy paste the modded contents of \Data\Ordnance.dat;
then drop the AI ship templates .tdf files into place.
should be it.
Oook.