|
Post by jeeweej on Jul 4, 2023 1:09:01 GMT -6
Where would you like bugs reported jeeweej , here or by DM? (nothing huge, just ... well, its my job lol) You can report them here. I do not intend to keep my modding incompetence a secret.
|
|
|
Post by garrisonchisholm on Jul 4, 2023 8:12:53 GMT -6
LOL obie-kaybee! (my kids say that, not sure where its from)
Firstly, this issue may only be with minelaying subs, but they do not take multiple names. I commissioned 12 coastal subs after this screen-shot and they were named normally, O-2 to O-13.
Secondly, a lot of winning with a small nation is being somewhat adroit in your decisions to run away. Unfortunately the ports are extremely difficult to trigger entry on. Could we move the detection zones a bit further out?
|
|
|
Post by jeeweej on Jul 4, 2023 9:54:35 GMT -6
LOL obie-kaybee! (my kids say that, not sure where its from)
Firstly, this issue may only be with minelaying subs, but they do not take multiple names. I commissioned 12 coastal subs after this screen-shot and they were named normally, O-2 to O-13.
Secondly, a lot of winning with a small nation is being somewhat adroit in your decisions to run away. Unfortunately the ports are extremely difficult to trigger entry on. Could we move the detection zones a bit further out?
Oh wow, that sub naming one is weird! Currently sub names are configured like this: [SSPrefix]
O- Do minelayer subs need a different prefix? And to check, has this ever happened with non-modded nations? (I never really used minelaying subs, will also dive in to this. (pun intended)) Will edit the detection zones for the ports in the next version! Thanks for reporting.
|
|
|
Post by garrisonchisholm on Jul 4, 2023 11:16:48 GMT -6
LOL obie-kaybee! (my kids say that, not sure where its from)
Firstly, this issue may only be with minelaying subs, but they do not take multiple names. I commissioned 12 coastal subs after this screen-shot and they were named normally, O-2 to O-13.
Secondly, a lot of winning with a small nation is being somewhat adroit in your decisions to run away. Unfortunately the ports are extremely difficult to trigger entry on. Could we move the detection zones a bit further out?
Oh wow, that sub naming one is weird! Currently sub names are configured like this: [SSPrefix]
O- Do minelayer subs need a different prefix? And to check, has this ever happened with non-modded nations? (I never really used minelaying subs, will also dive in to this. (pun intended)) Will edit the detection zones for the ports in the next version! Thanks for reporting. So this is puzzling us both now. Naming minelaying subs is now acting normally. So the only thing I can think of is that this happened because Minelaying subs were the very first subs I laid down, so this is probably a game bug rather than a mod bug. I will continue investigating.
I found another bug that I already think might be a larger issue but I'll advise on that once I figure out what its cause is.
|
|
|
Post by bthom37 on Jul 10, 2023 10:32:01 GMT -6
Should the installation process be the same for Steam as a traditional download?
Back up DATA, extract RAR into RTW 3 folder?
It's not overwriting anything when I do that.
EDIT: I'm an idiot. For anyone who finds this in the future, you have to manually copy the contents of the downloaded .rar in to the data folder. Not just paste the entire folder!
Same thing for the Flags!
Thanks for the mod!
I loved the RTW2 mod for the Netherlands, excited to try this one out!
|
|
|
Post by jeeweej on Jul 11, 2023 11:55:48 GMT -6
Should the installation process be the same for Steam as a traditional download? Back up DATA, extract RAR into RTW 3 folder?
It's not overwriting anything when I do that.EDIT: I'm an idiot. For anyone who finds this in the future, you have to manually copy the contents of the downloaded .rar in to the data folder. Not just paste the entire folder! Same thing for the Flags! Thanks for the mod! I loved the RTW2 mod for the Netherlands, excited to try this one out! Hope you'll like it! If there is anything I shoud edit or clarify in the OP let me know! Just uploaded a new version which SHOULD fix the port entry issue garrisonchisholm ran into. (I hope... ) and replaced the Italians with the Chinese as potential enemies. (having Italy as a potential enemy made no sense as the Dutch have no strategic interests there) I also uploaded a V04.5 which includes said fix for those who do not want to start a new game just yet.
|
|
murb
New Member
Posts: 1
|
Post by murb on Jul 18, 2023 22:34:49 GMT -6
Hi! New to the franchise. I still suck. Which version do I download? Latest one? And I’m just copy pasting the files into their respective folders, yeah?
|
|
|
Post by jeeweej on Jul 19, 2023 7:41:13 GMT -6
Hi! New to the franchise. I still suck. Which version do I download? Latest one? And I’m just copy pasting the files into their respective folders, yeah? Yes, I'd recommend the last one (V05). And, yes, then depending if you want a 1890 start or 1900 copy the contents of that folder (the Data and Flags folders) into your RtW3 folder. (which should add files to the already existing data and flags folders) The Netherlands should then show up in the little dropdown box in the nation select screen! Step by step: - Make a backup of your DATA folder! I cannot stress this enough!
- Open the .rar file with your file compression tool of choice (WinRAR, WinZIP etc)
- In the .rar file, open the subfolder of the version you want to use (1890 or 1900)
- Copy the DATA and FLAGS folders from the .rar file to your RTW3 folder
- Open RTW3 and start a new game
- The Netherlands should be selectable in the dropdown menu on the country select screen
- You are good to go to spread high-explosive Gouda cheese and heat seeking clogs all over the world!
|
|
|
Post by garrisonchisholm on Aug 19, 2023 3:52:31 GMT -6
Good morning Jeeweej. I enjoyed this to a point but porting ships in Holland is still witchcraft it seems. You might have to put the detection zones a couple miles out and forego the navigation of that very interesting coastline. If I ever have the bandwidth to get back to AARs this one is definitely one I'll play.
|
|
|
Post by jeeweej on Aug 19, 2023 4:36:28 GMT -6
What are these foul magicks? Will have to look into that again. Sorry for the inconvenience!
|
|
|
Post by jeeweej on Aug 21, 2023 12:13:23 GMT -6
New version released which should, hopefully, burn out all port-related witchcraft.
|
|
|
Post by jeeweej on Aug 31, 2023 7:26:00 GMT -6
Version V07This version adds design templates for the Netherlands for the auto-designer to use. It is a mix from various nations, given the Dutch used the shipbuilding expertise from various nations when building their warships. (except for the CVs, thats just personal preference. ) Bs: UK templates BBs: German templates BCs: German templates DDs: German templates CVs: Austrian templates All other classes still use the Generic templates. Guns: all templates have been modified to use the German turret style. This is to represent the Dutch navy's preference for Krupp weaponry. (Given that Bofors, the other main supplier, isn't really represented ingame...) KNOWN ISSUES- When you use the ship design generator it will automatically select the Generic turret style. I think that might be something hardcoded as I have not yet found a setting that forces a certain style. (Both in the Nation file and ship templates turret style has been set to German) If you manually load a "Dutch" template (identified by the N in the name, like CV4N1) it will use the correct turret style.
If someone knows a fix to this, please let me know! - Some designs have guns not available to the Dutch at the start (like the 13" -2Q gun). Will need to go through all early game designs to fix that. At this point just roleplay those ships were built in a foreign yard.
|
|
|
Post by garrisonchisholm on Jan 13, 2024 9:42:46 GMT -6
I am finally posting this feel-good image jeeweej ! I had a lot of fun with this mod, and after we get 1 new feature ironed out I will get it re-installed in my current test game for more Dutch fun.
Are you still available to work on it, have you made any more changes or improvements?
|
|
|
Post by jeeweej on Jan 15, 2024 4:22:58 GMT -6
I am finally posting this feel-good image jeeweej ! I had a lot of fun with this mod, and after we get 1 new feature ironed out I will get it re-installed in my current test game for more Dutch fun.
Are you still available to work on it, have you made any more changes or improvements?
Great to hear you having fun! I haven't worked on the mod in a while dure to real life priorities, but am open/available for improvements/fixes! And I see you keep the time-honored tradition intact of "the spice must flow" in Asia.
|
|
|
Post by oldpop2000 on Jan 15, 2024 13:26:15 GMT -6
I noticed that the ships assigned to the Caribbean and Southeast Asia do not have colonial service checked. I think that this should be changed for the ships the AI assigns to overseas station. I've scrapped the ships under construction and replaced them with one armoured cruiser with colonial service checked and one light cruiser checked. I did notice that the KE in those two overseas locations do have their colonial service checked.
Here are two of my designs for colonial service:
Due to budgetary restrictions, I can't build them immediately but I will eventually. Not perfect, but they will do the job.
|
|