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Post by dougphresh on Jan 10, 2020 10:12:02 GMT -6
Absolutely outstanding! Great work.
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Post by generalvikus on Jan 12, 2020 8:00:52 GMT -6
As I understand it, the evolution of armour technology in this era was very consequential. Have different armour values yet been implemented?
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Post by seawolf on Jan 12, 2020 9:56:51 GMT -6
As I understand it, the evolution of armour technology in this era was very consequential. Have different armour values yet been implemented? Yes, the range of values from iron to krupp have been taken into account
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Post by generalvikus on Jan 12, 2020 10:59:59 GMT -6
As I understand it, the evolution of armour technology in this era was very consequential. Have different armour values yet been implemented? Yes, the range of values from iron to krupp have been taken into account How did you manage this? I assume that normally the base value for 1900 tech armour is 0; if so, has iron become the new '0' point with subsequent techs scaled up accordingly?
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Post by wlbjork on Jan 12, 2020 11:42:35 GMT -6
Either that or can run with a -x quality, as can the guns
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Post by seawolf on Jan 12, 2020 16:52:03 GMT -6
Yes, the range of values from iron to krupp have been taken into account How did you manage this? I assume that normally the base value for 1900 tech armour is 0; if so, has iron become the new '0' point with subsequent techs scaled up accordingly? Reductions in armor thickness based on the quality relative to early Krupp Steel
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Post by seawolf on Jan 12, 2020 17:22:58 GMT -6
Either that or can run with a -x quality, as can the guns Armor mod only runs positive unfortunately
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Post by seawolf on Jan 16, 2020 20:03:16 GMT -6
V1.01 Hotfix is out with minor bugfixes and a change to legacy ships that should help the AI deal with them
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Post by sealord on Jan 28, 2020 9:32:31 GMT -6
The budget for the Royal Navy is insufficient to build all the historical ships. Once again as in the 1920 NWT scenario, one of the other nations, [this time the USA] were building far more capital ships than their much smaller budget should allow. This was in 1904 to 1906 where I am now at war with France. The A.I is somehow finding a way to do this [basically cheating of sorts]. This is disappointing. Other strange A.I behaviour is with ships fighting on when they are severely damaged [A.I controlled] and going on suicidal runs into the midst of the enemy. They should instead be trying to disengage and head for home to a friendly port. I don't know if this is a problem with the general game or your mods specifically.
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Post by zardoz on Jan 28, 2020 11:44:24 GMT -6
Had yesterday a naval kamikaze move of 2 Russian BCs in the vanilla game after I put in the 1.15 patch.
BTW.:
The idea of having the historic legacy fleets is an amazing idea. Thank you very much for your input !!!
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Post by seawolf on Jan 28, 2020 13:04:41 GMT -6
The budget for the Royal Navy is insufficient to build all the historical ships. Once again as in the 1920 NWT scenario, one of the other nations, [this time the USA] were building far more capital ships than their much smaller budget should allow. This was in 1904 to 1906 where I am now at war with France. The A.I is somehow finding a way to do this [basically cheating of sorts]. This is disappointing. Other strange A.I behaviour is with ships fighting on when they are severely damaged [A.I controlled] and going on suicidal runs into the midst of the enemy. They should instead be trying to disengage and head for home to a friendly port. I don't know if this is a problem with the general game or your mods specifically. My guess is unrest ran high and your budget dropped? Play a game against AI UK and watch as they build 40 dreadnoughts+battlecruisers before 1920. The AI seems better at dealing with unrest than players and so will not have as many budget cuts.
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Post by t3rm1dor on Feb 4, 2020 12:41:16 GMT -6
Would you recommend changing the fleet sizes for a game? 7 seems to low for an historical game.
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Post by seawolf on Feb 4, 2020 23:25:43 GMT -6
Would you recommend changing the fleet sizes for a game? 7 seems to low for an historical game. Base resources are increased so its fine for now. In the future I may rework it to lower base resources and higher fleet size. Edit: Apparently it affects the battle generator so I'll work on changing it
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cteb
New Member
Posts: 20
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Post by cteb on Feb 7, 2020 17:45:23 GMT -6
I notice that a lot of ironclads and monitors (Puritan for example) have much thinner armor values than reality, I'm assuming of course this so that they have a similar effective thickness to reality given the starting techs, but did you have a basis by which you decided these changes?
Just curious as I like to replicate these ships myself in early games, thanks!
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Post by generalvikus on Feb 16, 2020 19:10:39 GMT -6
The budget for the Royal Navy is insufficient to build all the historical ships. Once again as in the 1920 NWT scenario, one of the other nations, [this time the USA] were building far more capital ships than their much smaller budget should allow. This was in 1904 to 1906 where I am now at war with France. The A.I is somehow finding a way to do this [basically cheating of sorts]. This is disappointing. Other strange A.I behaviour is with ships fighting on when they are severely damaged [A.I controlled] and going on suicidal runs into the midst of the enemy. They should instead be trying to disengage and head for home to a friendly port. I don't know if this is a problem with the general game or your mods specifically. My guess is unrest ran high and your budget dropped? Play a game against AI UK and watch as they build 40 dreadnoughts+battlecruisers before 1920. The AI seems better at dealing with unrest than players and so will not have as many budget cuts. seawolf I think I may have realised where some of the discrepancy is between what the AI can do and what the player can do comes from; in my current game, playing as the British in 1905, some AI nations seem to have dropped to absolutely minimal readiness (little to no force active in Northern Europe, and only a few CAs and Bs in the colonies) in order to pour all of its money into construction. If the player does not match them when they do this, they will naturally have a much higher percentage of their budget devoted to construction than the player. Earlier in the game, all of the AI nations seemed to have most to all of their ships active, forcing me to maintain a very high level of readiness. While I was at this high level of readiness, and especially during my war, I was unable to keep up with a remotely historical pace of construction, despite enjoying an ever - rising budget. Thus, if the player regularly goes to war, then the others may move ahead in construction due to maintaining an unreasonably low level of peacetime readiness, whereas an AI UK which never has to fight may spend all its time with most of its ships in reserve. I'm not sure if I understand the pattern to the AI's readiness behaviour, if there is one. Russia is at tension level 8 and has most or all of its fleet deployed and concentrated in Northern Europe; France is at tension level 7 and has very little deployed, and almost nothing in Northern Europe, while six battleships are in Southeast Asia. I'm not sure if this effect is usually replicated in game, as I've only recently made a habit of regularly looking at the strength bar of each nation, to see not only which ships they have deployed where, but which are active in their home waters; but it may be that in this case, the 'tail' of old ships in this mod is longer than it usually is relative to the size of the budget, compounding the issue. Edit: Added some pictures. I'm not sure about any of what I've said, because the strength bars seem to be incoherent, or else I don't understand what they're supposed to mean. In Northern Europe, changing any type of ship from active to reserve seem to affect the strength bar and the number as you would expect. On colonial stations, ships on foreign service seem to count towards a region's strength bar. In the first picture, you can see the discrepancy between my readiness and the AI's in Northern Europe - clearly, I'm going to have to cut mine down towards parity with Russia in order to be competitive, though I'm also saving some money at present by using exclusively CLs instead of almost exclusively inefficient CAs and Bs to fill my foreign tonnage requirements, as I prefer to do in periods of low readiness. In these pictures, you can see two examples of the strength bars not making much sense. In the first case, the USA has a much larger force in the Caribbean, (even counting only CLs which are more efficient for meeting tonnage requirements; I have 2 4,500t and 1 6,100t CLs there, and they have 1 4,000, 1 2,500, 1 5,700, and 1 8,000) but a lower strength bar than mine; as I've said, it doesn't appear to be foreign service causing the issue, since as you can see in the second image, ships on foreign service count towards the strength bar. In the third image, you can see that while Germany has a larger force in the Indian Ocean than France, but Germany's strength bar doesn't appear at all; and this problem isn't solved by re-loading the game, as some UI glitches are. I have, however, inferred that there is some truth to the Northern Europe strength bars by how much they are apparently constructing; France, for example, seems to be simultaneously working on 3 Bs, 3 CAs, and 1 BB, compared to my 4 BCs and 1 BB; my rough estimate using my closest matches to the ships they have under construction is that their construction budget is at least as high as mine, though their overall budget is 43% of mine, and their fleet about half the size of mine in tonnage. EDIT: My conclusion is that a roughly historical pace of construction is probably possible, if the player consistently maintains a low portion of his fleet on active status, and doesn't interrupt that by going to war, without limiting tensions so much that his budget falls. (I presume that the AI doesn't actually have to deal with actual 'events' which force it to choose between higher tensions and lower budget or visa versa, therefore it's better at 'managing' its budget.) In order to achieve a historical pace of construction with a roughly historical level of readiness, budgets would need to be higher, and it's possible that with a higher budget, the AI would maintain a higher level of readiness before increasing its construction further, bringing things back into balance so that all nations have a realistic portion of their fleet on active status while maintaining a reasonably historical construction budget.
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