And of course, by the nav issue i mean the fatal flaw of the super ungodly powerful NAV stacks, that seem to simply go in, sink a ship that took you 9 months to complete, and then go home unscathed. UNSCATHED I SAY.
Completely agree. Their naval attack, and naval attack in general should be reduced.
I would be interested in getting more feedback on games played with these settings. Sounds like an interesting suggestion to investigate.This can be modded in the DB/misc.txt (in whichever Mod folder being played) ; Decreasing these values will decrease damage caused by Air units against naval
# Air vs Navy - Org dmg - Increasing this will increase ORG damage naval unit takes from air units
0.75 #1.5
# Air vs. Navy - Str dmg - Increasing this will increase STR damage naval unit takes from air units
0.37 #0.75
Increasing these will increase damage caused by naval units agianst Air
# Navy vs. Air - Org dmg - Increasing this will increase ORG damage air unit takes from naval units
20.0 #5.0
# Navy vs. Air - Str dmg - Increasing this will increase STR damage air unit takes from naval units
1.0 #0.5 #5.0
Those are my current mods in a TRP game and dramatically change the odds so that carriers are now very powerful units , using this Bombers will often get wiped out by naval units and not the other way round! Recommend experimenting with the values, I find TRP does the best job in modding this
I tend to agree here.1. Regarding Ship damage to NAV: Can't CAG values be set proportionally to FTR/NAV values? so a 50-fighter CAG should do as much damage to a 100 NAV wing as a 50 FTR land wing, incremental over ship AA?
2. Regarding NAV damage to Ships: I don't think it's necessarily too high. If you send 400 bombers at an enemy fleet, you should sink a handful of ships, including capitals. The issue is that they can run sortie after sortie with minimal dmg to themselves.