About that: reducing the 'damage_modifiers' for naval combat does help a lot!
Good, and I want that in vanilla! Or else battles will be as dull as before.
About that: reducing the 'damage_modifiers' for naval combat does help a lot!
About that: reducing the 'damage_modifiers' for naval combat does help a lot!
No, but that should be looked into.
However, we have done more than just improve the AI. Naval combat has been rebalanced, mainly to address the issue with huge super fleets. Players are now ill advised to stack 10 battleships into a single fleet and sailing around swatting everything, all due to the reworked stacking penalty system. Fleets now get a positioning malus for every point of hull size above a certain limit, mitigated by commander skill. Unreasonably huge fleets suffer a crippling penalty, meaning their targeting becomes very poor, and they are also liable to take more damage.
1. What about AI's unlimited naval range? Are you removing it or only hiding via this new island hopping AI?
2. Can I block off the Med owning Gibraltar and Suez?
Now, as a little bonus, I can reveal that we are working on some changes to the supply system. Specifically, it will be possible to set up convoys between points in your home area, thus injecting supplies directly into distant ports, even if there is a land connection to your capital. The example convoy in the screenshot between Los Angeles and San Francisco is of course pointless, but you get the principle; say that Italy holds the entire Mediterranean coast down to Alexandria. In that case, a convoy between Taranto and Alexandria should be quite helpful. Same thing with a German convoy from Kiel to a conquered Archangelsk, etc.
I dont like such system absolutely. Jutland like battles are out of model. This is stupid. Read several books about navy then model it.
So far, we've never been able to reproduce the bug with enemy fleets passing through blocked straits, though it is a priority to get it fixed. AI naval range is not supposed to be unlimited. It's also on the todo list.
I guess they'll need a savegame of a fleet before they're passing a blocked straight. Once the fleet is in the Med, there's nothing they can do to reproduce the buggy effect of it going through the straight.Come on, we have provided countless examples. I will try to provide some more if necessary.
It is indeed our debug mode. It won't be in Semper Fi.
Do you have a suggestion for these values?
NAVAL_COMBAT_ORG_DICE_SIZE = 8,
NAVAL_COMBAT_STR_DICE_SIZE = 3,
NAVAL_COMBAT_CRITICAL_HIT_DAMAGE_MUL = 10,
NAVAL_COMBAT_CRITICAL_HIT_DAMAGE_CHANCE = 10,
NAVAL_COMBAT_ORG_DAMAGE_MODIFIER = 1,
NAVAL_COMBAT_STR_DAMAGE_MODIFIER = 1,
NAVAL_COMBAT_ORG_DAMAGE_MODIFIER = 0.2,
NAVAL_COMBAT_STR_DAMAGE_MODIFIER = 0.1,