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Post by tbr on Sept 12, 2019 9:55:44 GMT -6
If you edit the design file it works for every ship in that class, the armor quality is also not updated when rebuilding, so it should keep working even then. Ship structure and floatation points are however derived from displacment and some modifiers and not directly editable in the file. Your best bet therefore is to modify armor quality.
Addtionally you could mod speed (three values, speed, design speed and original speed) and bulge a TPS4 ship, at high displacements that makes it practically invulnerable to torpedoes, edit armor thickness etc...
Beware: If you do this excessively it may hurt gameplay enjoyment. Thank you for your insight, I have actually tried pulling off the same thing, however, once the "super ships" are built, I get 'error messages' along the lines of "Illegal ship speed/displacement!" This message will pop up for about 50 times in 1 turn, which makes it incredibly annoying since I'll have to click 'OK' for 50 times every turn... OvO Does anyone have a solution or fix to this problem? Illegal speed/displacement kicks in when you have ships with a speed/displacement relation outside of the boundaries of the SpeedHPtable2.dat table (displacement in kton in the leftmost column). Beware that bulging can push a design there due to the extra 500 tons displacement even if the actual speed is lowered origninal and design speed trigger the error(this is probably a bug, but a very minor one as it mostly only applies to designs that abuse the borderrline bug). You also need to edit all three speed values (i.e. including both design speed and original speed) or you get further errors if the differences are too high.
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Post by aeson on Sept 12, 2019 10:07:48 GMT -6
Also, if I wanted to edit a SaveGame which has ended in 1955 to start right at 1920 again, what do I need to change in the RTWGame file? I tried changing the 'ScenarioInProgress' and 'War' stats but I get an error of "Cannot find scenario file! blablabla' when I try to load the SaveGame and then the game proceeds to load the save with nothing changed The lines you need to edit to change the in-game date are Year=[year number] and Month=[month number]. The line GOR=1 indicates that the game has ended; change it to GOR=0 to resume playing.
ScenarioInProgress indicates that the most current save state should be a tactical level rather than the strategic level save state; War indicates that you are at war.
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Post by Emma on Sept 12, 2019 17:38:14 GMT -6
Thank you for your insight, I have actually tried pulling off the same thing, however, once the "super ships" are built, I get 'error messages' along the lines of "Illegal ship speed/displacement!" This message will pop up for about 50 times in 1 turn, which makes it incredibly annoying since I'll have to click 'OK' for 50 times every turn... OvO Does anyone have a solution or fix to this problem? Illegal speed/displacement kicks in when you have ships with a speed/displacement relation outside of the boundaries of the SpeedHPtable2.dat table (displacement in kton in the leftmost column). Beware that bulging can push a design there due to the extra 500 tons displacement even if the actual speed is lowered origninal and design speed trigger the error(this is probably a bug, but a very minor one as it mostly only applies to designs that abuse the borderrline bug). You also need to edit all three speed values (i.e. including both design speed and original speed) or you get further errors if the differences are too high. Thank you for your reply, this is actually very amusing, I scraped all the ships which I have edited via notepad and started building ships which are completely legal (designed in game without any additional editing) and yet even after I have gotten rid of all the 'super ships', I still get this annoying "Illegal speed/displacement combination!" message. My line of thought is that if the game lets me build it, it should be legal! So why am I still getting this error message lol I did build a bunch of 90k tons BCs with a speed of 33 knots, would this be the problem?
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Post by mycophobia on Sept 12, 2019 17:44:08 GMT -6
Illegal speed/displacement kicks in when you have ships with a speed/displacement relation outside of the boundaries of the SpeedHPtable2.dat table (displacement in kton in the leftmost column). Beware that bulging can push a design there due to the extra 500 tons displacement even if the actual speed is lowered origninal and design speed trigger the error(this is probably a bug, but a very minor one as it mostly only applies to designs that abuse the borderrline bug). You also need to edit all three speed values (i.e. including both design speed and original speed) or you get further errors if the differences are too high. Thank you for your reply, this is actually very amusing, I scraped all the ships which I have edited via notepad and started building ships which are completely legal (designed in game without any additional editing) and yet even after I have gotten rid of all the 'super ships', I still get this annoying "Illegal speed/displacement combination!" message. My line of thought is that if the game lets me build it, it should be legal! So why am I still getting this error message lol I did build a bunch of 90k tons BCs with a speed of 33 knots, would this be the problem? If you only deleted the ships but the design file remains, I believe their mere presence can trigger the error message since the game would still load these design. Make sure to remove all trace of their existence. (Honestly you might be better off starting a new save, but someone else may offer a more clear source of the problem.) Your 90kton, 33 knot BC should be fine, I've seen other people build similar designs normally and it didn't cause a problem.
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Post by Emma on Sept 12, 2019 22:26:32 GMT -6
Thank you for your reply, this is actually very amusing, I scraped all the ships which I have edited via notepad and started building ships which are completely legal (designed in game without any additional editing) and yet even after I have gotten rid of all the 'super ships', I still get this annoying "Illegal speed/displacement combination!" message. My line of thought is that if the game lets me build it, it should be legal! So why am I still getting this error message lol I did build a bunch of 90k tons BCs with a speed of 33 knots, would this be the problem? If you only deleted the ships but the design file remains, I believe their mere presence can trigger the error message since the game would still load these design. Make sure to remove all trace of their existence. (Honestly you might be better off starting a new save, but someone else may offer a more clear source of the problem.) Your 90kton, 33 knot BC should be fine, I've seen other people build similar designs normally and it didn't cause a problem. Thank you so much for your answer, this indeed solved my problem! However now my ships won't attack the enemy ships for some reason... I right clicked the ships to try to manually set the ships' targets but I can't do that either. Do you know what might have happened? How do I make the ships automatically fire upon the enemy?
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Post by mycophobia on Sept 13, 2019 0:48:14 GMT -6
If you only deleted the ships but the design file remains, I believe their mere presence can trigger the error message since the game would still load these design. Make sure to remove all trace of their existence. (Honestly you might be better off starting a new save, but someone else may offer a more clear source of the problem.) Your 90kton, 33 knot BC should be fine, I've seen other people build similar designs normally and it didn't cause a problem. Thank you so much for your answer, this indeed solved my problem! However now my ships won't attack the enemy ships for some reason... I right clicked the ships to try to manually set the ships' targets but I can't do that either. Do you know what might have happened? How do I make the ships automatically fire upon the enemy? Your ship should automatically pick target and fire, without requiring you to issue any commands. It will be best if you can provide a screenshot of the scenario and circumstances in which you observed the issue. Without that the only thing I can assume would be that your ships may not be firing due to uncertain identity of enemy, low ammo and low chance of scoring a hit(where they will be very reluctant to shoot).
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Post by felixg92 on Sept 13, 2019 7:57:41 GMT -6
For accuracy and rof improvemets, i have been experimenting and it seems to work, acc mod every point increases base ship to hit chance by 10%, and every point of rof and sec rof mod increase the firing rate, possible that both have top end limits, i have not really pushed it too far, as another poster accurately advised you can ruin the game with being too powerful.
Does anyone know if flotation mod works in a similar manner, it is almost always a 0, but once i had a legacy CA with a 500 in that field, if this increases flotation outisde of tonnage then there is another way to inprove the invulnerability for your ships. Again I have not done much with this particular field but illegal tonnages do not work in that regard as already discussed.
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Post by aeson on Sept 13, 2019 8:47:05 GMT -6
Does anyone know if flotation mod works in a similar manner, it is almost always a 0, but once i had a legacy CA with a 500 in that field, if this increases flotation outisde of tonnage then there is another way to inprove the invulnerability for your ships. Again I have not done much with this particular field but illegal tonnages do not work in that regard as already discussed. FlotationMod is a penalty to flotation points; it's given to ships that are overweight as designed/refitted or on trials.
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Post by felixg92 on Sept 13, 2019 9:05:45 GMT -6
Ah thanks Aeson, i suspected the impact of that field would be negative.
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Post by Emma on Sept 13, 2019 12:15:58 GMT -6
Thank you so much for your answer, this indeed solved my problem! However now my ships won't attack the enemy ships for some reason... I right clicked the ships to try to manually set the ships' targets but I can't do that either. Do you know what might have happened? How do I make the ships automatically fire upon the enemy? Your ship should automatically pick target and fire, without requiring you to issue any commands. It will be best if you can provide a screenshot of the scenario and circumstances in which you observed the issue. Without that the only thing I can assume would be that your ships may not be firing due to uncertain identity of enemy, low ammo and low chance of scoring a hit(where they will be very reluctant to shoot). It is really strange because the ammo count is 100% and the enemy ships are all identified, I even sailed the ships point blank to the enemy ships and even make them collide and yet still nothing, my ships simply won't shoot, and all of my ships do this in every fight scenario. I notice in my ship design files that their rof and acc mod are all set to 0, would this be the problem that's causing all this? Or are these values suppose to be 0 to begin with?
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Post by mycophobia on Sept 13, 2019 12:19:50 GMT -6
Your ship should automatically pick target and fire, without requiring you to issue any commands. It will be best if you can provide a screenshot of the scenario and circumstances in which you observed the issue. Without that the only thing I can assume would be that your ships may not be firing due to uncertain identity of enemy, low ammo and low chance of scoring a hit(where they will be very reluctant to shoot). It is really strange because the ammo count is 100% and the enemy ships are all identified, I even sailed the ships point blank to the enemy ships and even make them collide and yet still nothing, my ships simply won't shoot, and all of my ships do this in every fight scenario. Try to right click a ship to bring up its data card, examine the details under accuracy and rof to see if there is any strange factors influencing it. If you edited accuracy or gun quality related stars on the ships it might have broke those weapons as well. Also try start a fresh game and start an exercise to see if the ships shoot as normal.
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Post by aeson on Sept 13, 2019 12:31:38 GMT -6
Your ship should automatically pick target and fire, without requiring you to issue any commands. It will be best if you can provide a screenshot of the scenario and circumstances in which you observed the issue. Without that the only thing I can assume would be that your ships may not be firing due to uncertain identity of enemy, low ammo and low chance of scoring a hit(where they will be very reluctant to shoot). It is really strange because the ammo count is 100% and the enemy ships are all identified, I even sailed the ships point blank to the enemy ships and even make them collide and yet still nothing, my ships simply won't shoot, and all of my ships do this in every fight scenario. Have you modded the gun quality to something higher than 1? Anything higher than 1 doesn't work, as far as I am aware.
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Post by felixg92 on Sept 13, 2019 13:19:38 GMT -6
Rof mod and accmod are normally 0, yes.
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Post by Emma on Sept 13, 2019 19:55:48 GMT -6
It is really strange because the ammo count is 100% and the enemy ships are all identified, I even sailed the ships point blank to the enemy ships and even make them collide and yet still nothing, my ships simply won't shoot, and all of my ships do this in every fight scenario. Have you modded the gun quality to something higher than 1? Anything higher than 1 doesn't work, as far as I am aware. This could be the problem, the majority of my gun have a quality of 2, where should I go and change them back to 1?
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Post by aeson on Sept 13, 2019 21:18:38 GMT -6
Have you modded the gun quality to something higher than 1? Anything higher than 1 doesn't work, as far as I am aware. This could be the problem, the majority of my gun have a quality of 2, where should I go and change them back to 1? The ship class files - look for MQ (main battery quality), SQ (secondary battery quality), and TQ (tertiary battery quality).
Also change the gun qualities in the *.bcs file so that future designs don't have this problem.
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