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unmerged(48204)

Second Lieutenant
Sep 2, 2005
161
0
Hello everybody, esp. all of you great modders :D So this is my first post in the modding forum but i have to share this great idea (if someone had this before....well :eek:)

I think i have discovered an easy way to make ships more unique, meaning simulating the diversity between a bismarck and a king of wales e.g., but i need your ideas and your input.

after buying a new computer, i was forced to make all the crappy modifications again, which i use to make the game more enjoyable for me. one major point is changing the values of naval brigades to make them something realistic. im too modding the availability of landbrigades to different division types and adding the possibility of adding escorts to cas......dooing this i had the idea, to combine both actions into one, and allowing the small_ship brigades to the capital ships, just to try.
and guess what, it actually works! so if you start the construction of a new bb, lets you choose 5 of now 11! available attachments. for an bc 4 of 11 and so on.
in the stock game, the values of cap and screen attachments are basicly the same. so now, you have only 5+1 (asw) + (1 cag) attachments.

a quick test showed, that it is possible to make additionally attachments available to carriers too, which means that there could be two different types of cag's if needed. unfortunatly no attachments for subs :(

so that means, you can allow any attachment available to any ship, but you cannot change the number of attachments available (so you can build a carrier with improved hull, but then theres no place left for the cag :rofl: ).

there are two possible modifications i have in mind.

1. make every attachment unique, and available to everything

i need the ideas and values for 11 poss. attachments.

to start the discussion, my ideas:
- in brackets=values to change
- (im pretty sure, it's possible to make range/speed/org/morale changes to, allthough not used in the stock game)
- values added to sea attack are added to convoi attack and shore bombardement too
- and techs which will trigger new models

0. CAG (as it's now)
1. radar (++detection (air/sea/sub) ++firing range +air defence +sea attack +org -visibility (avaiding )....radar techs
2. fire control (+firing range +sea attack)....computer techs
3. asw (++subdetection ++subatack).....radar techs
4. improved hull (++defence (all) --speed ++oil --range +moral (well sitting on an unsinkable ship ;) )....construction techs
5. improved engines (+speed ++oil --range).....ship building techs
6. improved oilbunker/tross-ship (+++range +visib -defence (all))....energy converting techs
7. anti air (+++air defence/attack)....anti aircraft techs
8. catapult aircraft (+++detection (all) +air defence/attack -seadefence)....cag techs
9. flagship (+++org +++morale +defence +attack)......bc/bb only.......naval doctrine techs
10. additional torpedo tubes (+++sea attack).....ship building techs

11. surface raider.....hmmm, this will be a very special attachment, so it needs a short explenation
if you want to simulate ships like the graf spee, sailing in far far away waters, you have the problem that there's no screening vessel in the early game, having this range. this means, even if you increase the range of your ca/bc, it has to fight without screens with zero effectivity. so i want to model surface raiders with cl's including attachment number 11 :D
this attachment will bring the cl to ca/bc values, with an additional increase in range and convoi attack. as escorts fight with 100% effectivity, all problems are solved, besides the probability of a lost ship :p (use it at your own danger).

so, here is it, your "build your own ship" kit ;)

Of course, every attachment should have multiple upgrades, more than now. Esp. radar should have at least 5 models to make the research more usefull.

Only problem for me, which attachments will build the ai?? an typical ai-file:

cag = 100.000
escort = 100.0000

naval_asw = 20.0000
naval_anti_air_s = 20.0000
naval_radar_s = 20.0000
naval_fire_controll_s = 20.0000
naval_improved_hull_s = 10.0000
naval_torpedoes_s = 10.0000
naval_anti_air_l = 0.0000
naval_radar_l = 0.0000
naval_fire_controll_l = 0.0000
naval_improved_hull_l = 0.0000
naval_torpedoes_l = 0.0000

now, brigades of screens make 100%, for capitals = zero :rofl:
anybody knows what will happen in the long run, if the sum is higher than 100? or if i increase every single value to 100%, will the ai build the maximum of attachments possible for this ship type? then 100% would be the way to go. or i am spammed with gost fleets doing this way?
or are the values ment for evry single attachment slot, meaning the ai will build the percentages given in the ai file per slot. i only see 100% attached screening vessels, so this could be a possibility
there i need the advice of an experienced ai-file modder, who can tell my exactly how this values are used :confused:

all in all, this could be much improving the naval combat, esp. if you want to role play a little bit instead of bulding the most effective fleet possible to sink the ai-fleets as fast as you can (read too much cruizer fleet threads).
imaging two british bb's, with improved hull and very heavy aa (and one of these is even your valuable flagship), getting sunk by japanese aircraft somewhere north of singapure :cool:

going on night shift this week, i may have some time to think about it, but i need your input. if anyone has further ideas, please tell me. any thoughts are appreciated.




so i nearly forgotten, i mentioned a second way to use this "feature":

the second idea is really short one, allthough there would be much more work to do.
there the attachments should be used to model differences between differnt approaches of shipbuilding. so every country has some techs to choose between different opportunities, like speed vs. range, guns vs. defence .... (seen something like this in other mods, but they need this f.....cking "annex someones country" event to make the new values count. this way you could simply switch between the attachments. like two kinds of cag and so on.
or starting with 100% attachments, first models will have zero values, and will be upgraded....this way you would have completly upgradeable ships but
this is to complicated for me to think about :eek:o
 

HMS Enterprize

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I like the idea of what you are trying to do but the way you write is not that clear to me and is confusing me as to what you are actually proposing in terms of game mechanics.

Id be interested to hear again your ideas for more ship brigade options.
 

unmerged(56754)

Rule Britannia
May 7, 2006
3.409
3
Seems very very interesting, I would also like to hear the exact features you plan to use.

(Also Its Prince of Wales, which along with a battlecruiser was sunk north of Singapore by landbased aircraft, along with the fact that neither of these ships were the flagship of any real fleet.)
 

unmerged(48204)

Second Lieutenant
Sep 2, 2005
161
0
Gigalocus said:
Seems very very interesting, I would also like to hear the exact features you plan to use.

(Also Its Prince of Wales, which along with a battlecruiser was sunk north of Singapore by landbased aircraft, along with the fact that neither of these ships were the flagship of any real fleet.)

Your of curse right concerning Prince of Wales, i wanted only to express the possibility about beeing a flagship ;)

Instead of waiting for some answer, i made the first modifications by myself, and it works :eek:

First screens, maybe then everybody understands what i want to achieve, and i'm guessing now, that this will become my first selfmade mod :wacko:
I went with all the attachment types i mentioned in the first thread.

here the construction of a new iowa class flag-ship, including improved oil bunkers and some other features.

http://img229.imageshack.us/my.php?image=building1944lr0.jpg

the stats are experimental, but be aware that range/speed/org/moral&visibility can be changed by attachments, visibility is not shown in the construction view, but the new values are active after construction (maybe due to negative values??).

i changed the ai building preferences for naval brigades, look what the german ai did in 1936 (building time drastically reduced for test issues)

http://img337.imageshack.us/my.php?image=aibuilding1936bc4.jpg

you can see, all available attachments are used in different numbers :D
here the experimental data i used in the ai-files:

naval_asw = 10.0000
naval_anti_air_s = 10.0000
naval_radar_s = 10.0000
naval_fire_controll_s = 10.0000
naval_improved_hull_s = 10.0000
naval_torpedoes_s = 10.0000
naval_anti_air_l = 10.0000
naval_radar_l = 10.0000
naval_fire_controll_l = 10.0000
naval_improved_hull_l = 5.0000
naval_torpedoes_l = 5.0000

the ai building not fully brigaded ships, is maybe because not all are available at the early war. so if the random calculator chooses naval_improved_hull_l (now flag ship), but this attachment is not available at this point, the ship will have one attachment less (only theory).

the head of the division files looks like this now (her for a destroyer)

allowed_brigades = naval_asw
allowed_brigades = naval_anti_air_s
allowed_brigades = naval_radar_s
allowed_brigades = naval_fire_controll_s
allowed_brigades = naval_improved_hull_s
allowed_brigades = naval_torpedoes_s
allowed_brigades = naval_anti_air_l #improved engine
allowed_brigades = naval_radar_l #improved bunker
# allowed_brigades = naval_fire_controll_l #catapult aircraft
# allowed_brigades = naval_improved_hull_l #flagship
# allowed_brigades = naval_torpedoes_l #surface raider

one of all brigades are possible, besides catapult aircraft(no place), flagship and surface raider (only for cl's).
since the ai has unlimited range, surface raider equipment will have an zero value in the ai files. flagship will be 1 to 2 percent, others relative equal.

most experimental are the new values for the new and old brigade types.
Two examples:

# 0 - Flagship
model = {
cost = 2
buildtime = 190
manpower = 0.2
defaultorganisation = 20
morale = 30
maxspeed = 0
surfacedetectioncapability = 1
airdetectioncapability = 1
subdetectioncapability = 1
airdefence = 1
seaattack = 1
convoyattack = 1
subattack = 0
airattack = 1
shorebombardment = 1
distance = 0
supplyconsumption = 0.2
fuelconsumption = 0.0
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0
}

########################################


# 0 - Early Search Radar
model = {
cost = 2
buildtime = 190
manpower = 0.2
surfacedetectioncapability = 3
airdetectioncapability = 3
subdetectioncapability = 3
airdefence = 2
seaattack = 2
convoyattack = 2
visibility = -10
subattack = 0
airattack = 1
shorebombardment = 2
distance = 0.1
supplyconsumption = 0.1
fuelconsumption = 0
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0
}

After finishing a playable version, i need many testers who will give feedback about this modification dooing in the long run.

Work to do:

1. critical......editing all ai-files :mad:
maybe someone knows a tool (kind of editor), which will automatically exchange the brigade building values in all ai-files, otherwise 2 hours of copy and paste :D since i'm using daim, i will modify the daim ai files.

after this, this mod would be playable

2. must to have: editing the tech trea, to have new attachments available after right tech is discovered.

3. very nice to have: (will be done in combination with 2)
new and much more models especially for radar, catapult air, aa......

After this is done, there will be a first release i will make (since the weather is really nice, i guess it will in 2-4 weeks, depends on how much time i have to spend at the beach :D .

4. nice to have: new icons (there are still the old brigade icons, should be somthing better recognizeable (but there i need help, since art's are not my personal strenght :rofl: )

5. not needed, but a cool addition: nation specific model_names (catapult air, radar types.....) if someone is interested and has the historical background.

6. testing, testing, testing........i need volunteers (more kind of roleplayers and not the "most effective fleet junkies" :wacko: ), which will test the balance in case of battles and ai-building probability.

in the first stage, all ai-files will have the same, but when enough data is available, it should be possible to make them nation specific, to make it less random.

so, if someone is interested, i need ideas for new models and regarding tech's, or even other attachments that are better than my ideas.
or ideas regarding values, cost's etc.
everything constructive is welcome.
and someone who's willing (and able :eek: ) to make 5 new brigade icons.

so, i'm off to the beach before i went to work, have a nice day
 

Hagar

East vs West developer<br>CORE Minister of Propaga
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Well as you're interested in more model diversity, I might be able to recommend the upcoming release of CORE... We will have fixed sets of attachments per unit type, but do have nation specific modifiers for the most important seafaring nations (by activating the non-researchable corresponding tech). The current release already has a more diverse land division/brigade setup, and the land doctrines do support something of nation-specific stats (as not all techs might be researchable for a specific nation). :)
 

unmerged(48204)

Second Lieutenant
Sep 2, 2005
161
0
Hagar said:
Well as you're interested in more model diversity, I might be able to recommend the upcoming release of CORE... We will have fixed sets of attachments per unit type, but do have nation specific modifiers for the most important seafaring nations (by activating the non-researchable corresponding tech). The current release already has a more diverse land division/brigade setup, and the land doctrines do support something of nation-specific stats (as not all techs might be researchable for a specific nation). :)

when core will be available, i will test it for sure.
but until then, i will play my own mod.
for everybody interested, the first version is ready

http://forum.paradoxplaza.com/forum/showthread.php?p=8739378#post8739378

have fun
 

Alex_brunius

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I did try to mod something like this myself but gave up when I couldn't seem to add more than two techlevels per naval brigade.

Is there something special, not intuitive you gotta do to solve this? Or how did you do?
 

unmerged(48204)

Second Lieutenant
Sep 2, 2005
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Alex_brunius said:
I did try to mod something like this myself but gave up when I couldn't seem to add more than two techlevels per naval brigade.

Is there something special, not intuitive you gotta do to solve this? Or how did you do?

It's really simple. first you have to add a new model in the corresponding brigade file. after that you have to change the the tech file of choice, to make the model available. i think up to 9 or 10 models per unit/brigade are possible.

and i tell you: there's nothing intuitive special in modding i've done. simply adding and changing numbers :rofl:
 

Alex_brunius

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Wierd... I did both those already but still couldn't get the brigade to show up in my building list or get existing brigades to upgrade into it :(
I did however get the techtree to display it correctly.
 

Kaoru Nagisa

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This is a very neat idea that I would hate to see sink to the bottom of the forum, so here's a courtesy bump!

...Now, back to editing my Destroyer ASW into catapult aircraft. Muahahahahaha.