w2c
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Posts: 178
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Post by w2c on Apr 5, 2020 0:07:01 GMT -6
Oh I don't expect you to. Only figured I'd point it out for anyone that's considering doing it. The extra crimp in your starting resources could require halting some ships and generally delay how quickly your own designs start making it into your fleets. Just something they should be aware of is all.
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w2c
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Posts: 178
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Post by w2c on Apr 5, 2020 15:07:28 GMT -6
The only thing I currently wish this mod had was accurate years listed for ships in service at game start. They all say 1899 which makes it difficult to tell at a glance which designs were oldest.
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Post by seawolf on Apr 5, 2020 15:59:09 GMT -6
The only thing I currently wish this mod had was accurate years listed for ships in service at game start. They all say 1899 which makes it difficult to tell at a glance which designs were oldest. They're in order from oldest to newest, initially I had all of the build dates correct but the game seems to not be able to understand years before 1899 so I had to change them all to match the stock legacy fleets. Its the same in my later starts, where I had to set all of the 1936 build dates to 1930 to get the AI to process how to use them correctly One option, of course, is to make the build dates correct for the player only I'll consider that for a later update
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w2c
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Posts: 178
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Post by w2c on Apr 5, 2020 16:25:34 GMT -6
Ah, I wasn't aware of that limitation. Annoying but understandable then. I'd give a +1 to making it for the player though when you get time because it's nice to be able to tell. I have a decent knowledge of the ships from this era but I still have to spend time looking them up manually and having the date available would just be a big help. I imagine it takes a decent amount of work to update everything though so it's not the biggest deal in the world.
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Post by seawolf on Apr 7, 2020 17:47:04 GMT -6
Ah, I wasn't aware of that limitation. Annoying but understandable then. I'd give a +1 to making it for the player though when you get time because it's nice to be able to tell. I have a decent knowledge of the ships from this era but I still have to spend time looking them up manually and having the date available would just be a big help. I imagine it takes a decent amount of work to update everything though so it's not the biggest deal in the world. I forgot but I actually did leave the years in by class. So at least before you refit, the year built will be shown when you click on the ship
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w2c
Full Member
Posts: 178
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Post by w2c on Apr 7, 2020 18:09:33 GMT -6
Ah, I wasn't aware of that limitation. Annoying but understandable then. I'd give a +1 to making it for the player though when you get time because it's nice to be able to tell. I have a decent knowledge of the ships from this era but I still have to spend time looking them up manually and having the date available would just be a big help. I imagine it takes a decent amount of work to update everything though so it's not the biggest deal in the world. I forgot but I actually did leave the years in by class. So at least before you refit, the year built will be shown when you click on the ship Yeah I noticed this later. Not as convenient as having it all shown on the ship list so you can quickly compare how old all your battleships are at a glance as you have to click on each one individually to bring that display up but it's better than nothing. I also found that if you go into the build ship menu and allow it to show older designs and then sort by class to make it easier to navigate that you can see the dates that way too.
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Post by deadmetal on Apr 17, 2020 3:28:57 GMT -6
RTWGame file generated by 1.18 version differs in some lines from the one in this mod. Does it mean likely conflicts and / or missing features? To be safe, I've overwritten the lines in the mod file with vanilla file lines, down to the ShipCount line. Will this new hybrid file not mess up your mod?
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Post by deadmetal on Apr 17, 2020 6:18:37 GMT -6
Also, seawolf, you've mentioned in changelog that you've done a full economy rework - but how exactly? Did you just increase the starting yearly budget, or have you made more extensive changes to the economy. If latter, can you tell me what are those changes exactly? Alternatively, does it mean that it's easier to maintain a higher budget with this mod? I hope that's not the case.
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Post by cogsandspigots on Apr 17, 2020 6:49:24 GMT -6
I feel bad rolling over tiny crappy ironclads with my modern semi-dreadnoughts...
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Post by seawolf on Apr 17, 2020 12:39:02 GMT -6
I feel bad rolling over tiny crappy ironclads with my modern semi-dreadnoughts... Just wait till you lose a modern armored cruiser to a flashfire after she's hit by a 1870s broadside ironclad As Blucher found out in 1940, a ten inch gun is still a ten inch gun
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Post by seawolf on Apr 17, 2020 12:49:12 GMT -6
RTWGame file generated by 1.18 version differs in some lines from the one in this mod. Does it mean likely conflicts and / or missing features? To be safe, I've overwritten the lines in the mod file with vanilla file lines, down to the ShipCount line. Will this new hybrid file not mess up your mod? Ya I saw this too. Honestly don't know if its a problem but the devs said saves shouldn't be broken. Haven't seen bugs or reports of them so I would assume its fine. Just in case when 1.19 comes out I'm going to update all of my mods with newly generated save files
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Post by seawolf on Apr 17, 2020 12:51:03 GMT -6
Also, seawolf, you've mentioned in changelog that you've done a full economy rework - but how exactly? Did you just increase the starting yearly budget, or have you made more extensive changes to the economy. If latter, can you tell me what are those changes exactly? Alternatively, does it mean that it's easier to maintain a higher budget with this mod? I hope that's not the case. I modified base resources, initial budget modifiers, corruption, and national attributes
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Post by deadmetal on Apr 17, 2020 12:54:09 GMT -6
Also, seawolf, you've mentioned in changelog that you've done a full economy rework - but how exactly? Did you just increase the starting yearly budget, or have you made more extensive changes to the economy. If latter, can you tell me what are those changes exactly? Alternatively, does it mean that it's easier to maintain a higher budget with this mod? I hope that's not the case. I modified base resources, initial budget modifiers, corruption, and national attributes Can you be more specific? How does it translate to how much money a player and other nations are getting?
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Post by seawolf on Apr 17, 2020 13:01:43 GMT -6
I modified base resources, initial budget modifiers, corruption, and national attributes Can you be more specific? How does it translate to how much money a player and other nations are getting? Germany 24000 18 310380 US 23000 18 303520 Austria 12000 16 UK 40000 22 708260 France 20000 22 328090 Italy 16000 18 208600 Russia 18000 18 237,370 Japan 15000 16 170940 Spanish 10000 18 Nation-BaseResources-Budget Modifer-Budget There were other edits made but I didn't document them like this
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w2c
Full Member
Posts: 178
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Post by w2c on Apr 17, 2020 13:09:56 GMT -6
Each nation has considerably more money available than you would if you just chose to start a new game with the normal max fleet size. Easily enough to maintain the large starting fleets and continue production, though I've found I often have to halt and stagger those construction projections to maintain a healthy budget in the first few years. I typically have all of England's starting projects resumed within the first 18 months or so and new constructions added somewhere around my 2nd year. Granted I bumped my fleet size from the mods default 7 up to 8 so it gave me a little more funds to play with.
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