Hello everybody, esp. all of you great modders
So this is my first post in the modding forum but i have to share this great idea (if someone had this before....well
)
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
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
(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
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
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
o
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
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
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
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
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
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