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1,4 are out there as part of other mods. Frankly, I would not write a mod to remove subs and mines because IMO they are an important part of the game, mainly to force players to address them with a balanced fleet. No subs or mines = 40 knot DDs covered with guns, or a nothing but BB fleet. But if you want them, the mods are out there and are relatively simple mods to write if you want to do it yourself.
5 is halfway possible- you can keep hulls from going obsolete (though this will tank the performance in the ship builder), there is a mod out there that will not upgrade guns unless you actually select the guns (at which point you lose control).
You open the technologies file and make some changes. See the part that says: , flaws (99)"?
What I changed here is that I made the first three techs for hull construction also make ships have -99% chance of having flaws. Note : I did not bother adjusting the in game text. However the game is "smart" in that when you make changes it will show the -99% flaws when you hover over the tech or look at all your current buffs in a category.
You can technically add this "anywhere" but that assumes you know what you are doing. Since you probably do not you can just copy/paste these three lines. you should have no trouble finding the first line so you know what to overwrite.
# $techType_name_hull_construction,hull_construction,,,,,,,,,,,,
hull_construction_1,hull_construction,,$technology_name_hull_construction_1,1895,2,90,"hull(1), build(2.5), flaws(99)",,,$technology_desc_hull_construction_1,"New mechanisms make the fastening of metal joints more effective. *Hull weight -1%, Ship construction time -2.5%, Flaws Chance -5%*",,
hull_construction_2,hull_construction,,$technology_name_hull_construction_2,1899,2,90,"hull(1), build(2.5), flaws(99)",,,$technology_desc_hull_construction_2,"All the necessary procedures of hull stiffening are enhanced, utilizing mechanical tools of the latest technology. *Hull weight -1%, Ship construction time -2.5%, Flaws Chance -5%**",,
hull_construction_3,hull_construction,,$technology_name_hull_construction_3,1902,2,90,"hull(1), build(2.5), flaws(99)",,,$technology_desc_hull_construction_3,"Even the most complex shapes of metals are made possible by perfecting the production procedures. *Hull weight -1%, Floatability +5%, Flaws Chance -5%*",,
hull_construction_4,hull_construction,,$technology_name_hull_construction_4,1909,2,90,"hull(1), build(2.5), flaws(99)",,,$technology_desc_hull_construction_4,"Hull is measured for weight and stability utilizing the latest scientific methods. *Hull weight -1%, Ship Construction Time -2.5%, Flaws Chance -5%*",,
Restoring AI command is likely only possible in a previous build of the game.
"Remove custom gun calibers and barrel length upgrades or rebalance them. "
Go to Nexus Mods and look for DIP (dreadnought improvement project). The post for these files will explain how you can mod the game.
4. Do a search for my name and "mod" on this forum and you can find a thread or two explaining what I changed to remove mines/subs. Mines are much easier to remove but honestly I dont remove them anymore. The more fun thing to do is just add the option to add a mine sweeper to all hull types.
"Hulls and components don't become obsolete and get disabled"
- The AI breaks if it can keep using old hulls. You have to make a player mod for each faction where you go through and change say all German Hulls to never go obsolete. And you use that file when you play Germany only.
As far as I know there is no work around when you upgrade to say Mk 4 guns you cannot use Mk 3 guns anymore. I am pretty sure you could make the engines not go obsolete but what I did instead was just make the price increases not be overly punishing.
The order of magnitude costs seem very "off" for vanilla; even with my mod I can make ships that cost an absurd amount of money with massively reduced costs for engines and other main components.
You aren't allowed to make refits without making the base ship due to how the flaw system is setup.