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Post by alpha2518 on May 16, 2021 12:48:03 GMT -6
So awhile back there was I thread I asked for help modding historical resources. I was told to mod line 5 in the BCS file of the game to be a value of 12 and this would be approximate to historical resources. But even so, ships of historical tonnage still seem too expensive which leads to my next question. Where are the values for these maintenance costs that can be modded and what would be appropriate to modify them to to have something more approxiamating some of the vast historical fleets that we actually saw without breaking the bank.
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Post by wlbjork on May 16, 2021 15:16:14 GMT -6
If you want to run a historical fleet, Seawolf has several mods which will allow you to start with the actual ships that existed at that point in time. It certainly saves the effort of building every one of the actual ships that existed at the time.
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Post by alpha2518 on May 16, 2021 16:15:52 GMT -6
If you want to run a historical fleet, Seawolf has several mods which will allow you to start with the actual ships that existed at that point in time. It certainly saves the effort of building every one of the actual ships that existed at the time. I'm not looking to rebuild every single ship that actually existed at the start. What I want to be able to do if to be able to build as many ships that could actually exist, but can't because build costs are too expensive, maintenance costs for ships are too expensive, and maintenance costs are aircraft are too expensive. The last one making no sense since a fleet of aircraft doesn't seem it should cost as much as it takes to build one of my battleships in a month as one of the entire points was "Yeah 1 lost 100 bombers to get your battleship. But my aircraft are cheaper to replace than your ship."
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Post by palpatine on May 17, 2021 1:09:29 GMT -6
I think the team should add a maintenance/cost rate choice in the options, the same as research rate, in the next extension.
I also find it very hard to reach part of the historical fleets even on the larger settings. Especially since costs skyrocket when BBs and BCs arrive.
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Post by christian on May 17, 2021 1:38:06 GMT -6
If you want to run a historical fleet, Seawolf has several mods which will allow you to start with the actual ships that existed at that point in time. It certainly saves the effort of building every one of the actual ships that existed at the time. I'm not looking to rebuild every single ship that actually existed at the start. What I want to be able to do if to be able to build as many ships that could actually exist, but can't because build costs are too expensive, maintenance costs for ships are too expensive, and maintenance costs are aircraft are too expensive. The last one making no sense since a fleet of aircraft doesn't seem it should cost as much as it takes to build one of my battleships in a month as one of the entire points was "Yeah 1 lost 100 bombers to get your battleship. But my aircraft are cheaper to replace than your ship." main problem is that ship prices arent balanced properly battleships and destroyers are disproportionally far more expensive than carriers and cruisers compared to real life an iowa is more than 2x as expensive in game as irl an essex carrier is like 80-90% as expensive as irl a destroyer is almost 2x as expensive a cruiser is around 1.2 times as expensive aircraft are INFINITELY more expensive in maintenance too
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Post by alpha2518 on May 17, 2021 7:42:54 GMT -6
I'm not looking to rebuild every single ship that actually existed at the start. What I want to be able to do if to be able to build as many ships that could actually exist, but can't because build costs are too expensive, maintenance costs for ships are too expensive, and maintenance costs are aircraft are too expensive. The last one making no sense since a fleet of aircraft doesn't seem it should cost as much as it takes to build one of my battleships in a month as one of the entire points was "Yeah 1 lost 100 bombers to get your battleship. But my aircraft are cheaper to replace than your ship." main problem is that ship prices arent balanced properly battleships and destroyers are disproportionally far more expensive than carriers and cruisers compared to real life an iowa is more than 2x as expensive in game as irl an essex carrier is like 80-90% as expensive as irl a destroyer is almost 2x as expensive a cruiser is around 1.2 times as expensive aircraft are INFINITELY more expensive in maintenance too This man gets it. What am I looking for in the files to try and make sure I mod it properly?
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Post by oldpop2000 on May 17, 2021 11:04:08 GMT -6
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Post by Deleted on May 17, 2021 11:11:23 GMT -6
Meanwhile in Dreadnought "built 2x+ ingame speed"
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Post by christian on May 17, 2021 12:11:31 GMT -6
main problem is that ship prices arent balanced properly battleships and destroyers are disproportionally far more expensive than carriers and cruisers compared to real life an iowa is more than 2x as expensive in game as irl an essex carrier is like 80-90% as expensive as irl a destroyer is almost 2x as expensive a cruiser is around 1.2 times as expensive aircraft are INFINITELY more expensive in maintenance too This man gets it. What am I looking for in the files to try and make sure I mod it properly? 1 Im unsure if you can even modify prices of ships outside of going into the ship design file and changing price manually for every single ship 2 If you can i dont know how to
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Post by alpha2518 on May 17, 2021 17:57:03 GMT -6
Well with all the mods here someone must know the right file to look at.
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Post by christian on May 18, 2021 6:12:04 GMT -6
Well with all the mods here someone must know the right file to look at. Just because there are alot of mods does not mean we can actually mod alot we can mod possessions nations and a few general things with ships alot of the functions of this game are hardcoded or confusing/impossible to understand and even if you do understand it it could be an irrelevant unused file from one of the previous games and its no longer used and thus does NOTHING other files have certain parts do something while other parts do nothing VPEN file if you change the penetration it changes in game but changing shell weight does absolutely NOTHING nobody knows what the torpedo data file does if it even does anything
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Post by seawolf on May 18, 2021 17:30:51 GMT -6
Well with all the mods here someone must know the right file to look at. There's a way to do this if you know how to code- but you can't just change a single file and be done. You can go in and automatically change the cost of each component by editing the ship files before ships are constructed, as that's where costs are saved. You just need a small script running in the background
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Post by christian on May 19, 2021 1:03:10 GMT -6
Yep the only way you can do this is by running a script to manually change the cost
if you want to reduce the cost of aircraft maintenance the only way to do that is to increase the fleet size dramatically but have a script that scales ship cost with fleet size so no matter the fleet size the effective ship price remains the same (as in costs 20% of the nations monthly construction budget no matter the fleet size) but aircraft maintenance is comparatively speaking much cheaper than before
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Post by alpha2518 on May 19, 2021 13:25:44 GMT -6
Well with all the mods here someone must know the right file to look at. There's a way to do this if you know how to code- but you can't just change a single file and be done. You can go in and automatically change the cost of each component by editing the ship files before ships are constructed, as that's where costs are saved. You just need a small script running in the background Well that depends. Is it something simple like Paradox has for their games or is it more along the lines of something more complex like c++?
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Post by seawolf on May 19, 2021 15:06:54 GMT -6
There's a way to do this if you know how to code- but you can't just change a single file and be done. You can go in and automatically change the cost of each component by editing the ship files before ships are constructed, as that's where costs are saved. You just need a small script running in the background Well that depends. Is it something simple like Paradox has for their games or is it more along the lines of something more complex like c++? You'd likely have to write your own automatic text editor, there's nothing built into the game
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