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Post by deadmetal on Apr 17, 2020 13:14:00 GMT -6
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 Do budget modifiers change throughout the game or for example, are Japan and Austria doomed to struggle more than say UK throughout the campaign? Also, I'm not saying I don't like your budget changes, but if I wanted to have vanilla budget values, what would I need to overwrite to vanilla values?
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Post by cogsandspigots on Apr 17, 2020 13:16:36 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 Does Germany retain its missiles bonus tech and technology leader attributes. For... reasons...
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Post by seawolf on Apr 17, 2020 13:18:42 GMT -6
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 Do budget modifiers change throughout the game or for example, are Japan and Austria doomed to struggle more than say UK throughout the campaign? Also, I'm not saying I don't like your budget changes, but if I wanted to have vanilla budget values, what would I need to overwrite to vanilla values? Just like in stock saves, the US, Japan, and Austria Hungary have various growth bonuses that make their budgets grow faster
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Post by seawolf on Apr 18, 2020 15:34:11 GMT -6
I modified base resources, initial budget modifiers, corruption, and national attributes Does Germany retain its missiles bonus tech and technology leader attributes. For... reasons... Yes, I think I actually added more tech bonuses than the stock game has, but I don't remember exactly what
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w2c
Full Member
Posts: 178
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Post by w2c on Apr 26, 2020 16:14:18 GMT -6
So this is my first update and I'm not sure if I need to wait for these mods to be updated for compatibility or if I'd be fine just continuing to play as is?
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Post by seawolf on Apr 26, 2020 18:00:03 GMT -6
So this is my first update and I'm not sure if I need to wait for these mods to be updated for compatibility or if I'd be fine just continuing to play as is? Just tested it, its compatible.
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w2c
Full Member
Posts: 178
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Post by w2c on Apr 26, 2020 18:11:19 GMT -6
So this is my first update and I'm not sure if I need to wait for these mods to be updated for compatibility or if I'd be fine just continuing to play as is? Just tested it, its compatible. Thank you. I thought it would be and even loaded the game to see if the new ports and territory where in and they seemed to be. I just wanted to verify that there were no other issues that could crop up from it. I suppose the only issue would be that the save file wouldn't have a line to limit airbase sizes but I imagine you could just start a normal game, check that save file to see where it's put and copy paste into your save file and have that work properly?
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Post by seawolf on Apr 26, 2020 18:26:19 GMT -6
Just tested it, its compatible. Thank you. I thought it would be and even loaded the game to see if the new ports and territory where in and they seemed to be. I just wanted to verify that there were no other issues that could crop up from it. I suppose the only issue would be that the save file wouldn't have a line to limit airbase sizes but I imagine you could just start a normal game, check that save file to see where it's put and copy paste into your save file and have that work properly? Yeah if I remember correctly those sort of features are just excluded from older saves. I'll be porting all of the mod data to newly created 1.9 starts soon, if there's not a hotfix coming
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clark
New Member
Posts: 1
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Post by clark on May 1, 2020 19:56:58 GMT -6
Just wanted to say how much I love your work; very enjoyable to play a historical Royal Navy without having to make it myself! However, I also want to ask a question related to the older vessels added by this mod: When inspecting the ship design files directly, I notice that the listed armour value is effected by an additional value or calculation that is not especially clear to me which reduces the effective thickness as displayed in-game. Is there a similar hidden "debuff" to older guns beyond their quality level? For example: Some of the earliest British ships are equipped with a Rifled Muzzle Loader weaponry that, while still possessing penetrative power of some utility (As mentioned earlier in the thread, a 10-inch gun is still a 10-inch gun), would have a woefully slow RoF compared to a breachloader of the period. Is this something that is simply beyond the power of the game?
Nevertheless, thank you for making this!
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Post by seawolf on May 1, 2020 21:57:54 GMT -6
Just wanted to say how much I love your work; very enjoyable to play a historical Royal Navy without having to make it myself! However, I also want to ask a question related to the older vessels added by this mod: When inspecting the ship design files directly, I notice that the listed armour value is effected by an additional value or calculation that is not especially clear to me which reduces the effective thickness as displayed in-game. Is there a similar hidden "debuff" to older guns beyond their quality level? For example: Some of the earliest British ships are equipped with a Rifled Muzzle Loader weaponry that, while still possessing penetrative power of some utility (As mentioned earlier in the thread, a 10-inch gun is still a 10-inch gun), would have a woefully slow RoF compared to a breachloader of the period. Is this something that is simply beyond the power of the game? Nevertheless, thank you for making this! Thanks! Guns have no debuffs depending on their age, and new technology affects all guns. A 13(-2) gun is the same whether it was built in 1890 or 1900.
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Jack
New Member
Posts: 29
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Post by Jack on May 3, 2020 4:55:44 GMT -6
Seawolf is there a way to play your mods without modifications to economy or whatsoever? Pure vanilla with no historical resources, super-large size, and your legacy fleets.
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Post by seawolf on May 3, 2020 12:12:30 GMT -6
Seawolf is there a way to play your mods without modifications to economy or whatsoever? Pure vanilla with no historical resources, super-large size, and your legacy fleets. Without the changes to the economy you can’t afford the legacy fleets- they’re much larger than the base game
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Jack
New Member
Posts: 29
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Post by Jack on May 3, 2020 12:44:00 GMT -6
Seawolf is there a way to play your mods without modifications to economy or whatsoever? Pure vanilla with no historical resources, super-large size, and your legacy fleets. Without the changes to the economy you can’t afford the legacy fleets- they’re much larger than the base game I see, thanks for clarification
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Post by trinalgalaxy on May 3, 2020 19:00:01 GMT -6
Seawolf Just started a german campaign using this, and I noticed that the US Indiana class battleships are using the wrong guns. You have them as 12" guns when they were actually 13" guns. just wanted to point out that small inaccuracy.
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Post by seawolf on May 3, 2020 19:28:27 GMT -6
Seawolf Just started a german campaign using this, and I noticed that the US Indiana class battleships are using the wrong guns. You have them as 12" guns when they were actually 13" guns. just wanted to point out that small inaccuracy. Thanks, I'll fix that
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