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Post by Deleted on Dec 28, 2016 11:59:14 GMT -6
^it is for game AI design so will have to fit the game engine and not real life.
i have tested without AoN and in 1930s the AI will: set BE/DE to 0 and set AoN nonetheless to build the ship; the freed up weight usually ends up getting a Q turret. Not very optimized template in that case.
the pics and names are ofc cosmetics, however it helps to look good~
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Post by Airy W on Dec 28, 2016 15:22:46 GMT -6
Too bad there isn't a way to make some nations no research AoN armor.
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Post by Deleted on Dec 29, 2016 7:29:34 GMT -6
Too bad there isn't a way to make some nations no research AoN armor. hah! We should maybe make a new game;d
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Post by Deleted on Dec 29, 2016 13:29:00 GMT -6
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
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Post by Deleted on Dec 29, 2016 19:12:40 GMT -6
oookay,
found the hex address of 12in belt BC->BB class change. yay.
gonna see if it can use a bigger value..
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Post by Deleted on Jan 12, 2017 3:33:46 GMT -6
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
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Post by wolfpack on Jan 14, 2017 15:22:20 GMT -6
can you try and find the algorithms covering the take ship chance at the peace deal and increase it ?
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Post by Deleted on Jan 30, 2017 3:43:05 GMT -6
well, maybe enhanced training time?
132ab4 default 0C - 12 months
im now on 03
research percentage A9080 309EBB
default 0A - 10%
trying 0C 12%
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Post by Deleted on Mar 1, 2017 12:27:33 GMT -6
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. default modded **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
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Post by ikahime on Mar 1, 2017 13:29:04 GMT -6
Would it be possible to Mod in Atlanta style triple super-firing turrets for calibers 6inches or less?
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Post by Deleted on Mar 2, 2017 4:28:02 GMT -6
∆ not sure but will see!
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Post by diereichsfurher on Mar 7, 2017 15:23:34 GMT -6
How do you install this? I tried to use it, but it gave me a ton of error messages, and all the flages were GB and i couldn't launch a game. Am i missing something?
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Post by Deleted on Mar 7, 2017 17:09:12 GMT -6
which one did u DL?
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Post by diereichsfurher on Mar 8, 2017 21:55:41 GMT -6
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Post by Deleted on Mar 9, 2017 3:49:34 GMT -6
okie. 1. backup your entire game -> copy paste the whole game to somewhere safe 2. drop the mod into your game folder, overwrite when prompted.
if ya run it without 2. those are the errors i get as well.
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