Atlantic Fleet

Atlantic Fleet

skwabie Feb 11, 2018 @ 2:51pm
Surface fleet mod
Here is my current "surface fleet" mod. It is quite functional but I'm constantly tuning it and will likely update again. Meanwhile I hope it is a chance to get more ppl into modding this game!


List of changes:
- expanded what-if ship names, listed at 1st post here
- Turret arcs and elevation angles edited on all warships when necessary iaw navweaps.com
- ships' healthpoints floatpoints redone based on displacement. BB/BC is disp/1000, CV/CVE is disp/500, CA/CL is disp/400, DD is disp/135, SS is disp/120. Result value is close to game default but more variations and generally tougher ships. CV points is significantly higher, intention is to add some "tank" to the "glass cannon" and still able to launch planes after taking hits.
- All ships AAA strength x4. Result is AI heavy bombers about 3/4 chance of success, medium bombers 2/4 chance, attack planes 1/4 chance, vs 1 BB 1 CL 1 DD group. Rough about.
- Air strike coverage x 0.1. If a seazone had air strike coverage 1, it is changed to 0.1, in order to reduce abstract air strike events and reduce chance of heavy "one shot one kill" bombers.
- All ships have sonar and can detect and get targeting info on subs. BB main gun becomes no.1 sub killer.
- Sub torpedo salvo reduced, Type VII/IX max 2 torp salvo, Triton 3 torp salvo (AI can still fire 5 or 6), Type XXI 4 torp salvo. (Wanted to set XXI to 3 torp salvo as well but it locks up the AI action turn.)
- All ships purchasable from week 0 except Type XXI sub which is week 1 Dec 1941 when merchant tonnage bar raised to 700k.
- DDs torpedo loadout doubled as to have some spare after sub hunting.
- Experimental H-41 class BB changed from H-39, 68800ton, 16.5" guns, increased muzzle V, 6 planes, heavy flak. Way too strong, but meanwhile is fun to see working and a data points reference.

Credit to tj666 for the uncensored KM flag on warship 3D models. At least a part of the uncensoring is done!


To use the mod: backup the folder "AtlanticFleet_Data" in the game directory. Extract mod contents and overwrite.

https://drive.google.com/open?id=173zIFvSvi39y-a89rX2n2lpSSoHVJZ6h
Last edited by skwabie; Feb 11, 2018 @ 3:00pm
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Showing 1-15 of 58 comments
skwabie Feb 13, 2018 @ 9:03am 
-Updated


All in game art uncensored except Axis campaign victory screen.
Link to censored game art files and my edited files:
https://drive.google.com/open?id=1SUANcx5Ponlpph8BycAm0-teW0HKlMRT

Reworked BotA air strike coverage. General rule: seazone with port: 0.2, seazone adjacent to port, or seazone with land: 0.1; seazone adjacent to land: 0.05.
Link to spread sheet of original air coverage data and edited data
https://docs.google.com/spreadsheets/d/1v25n-J45RQwZK6qVHy6gdvozLKvNReayfeIi_YsGHpQ/edit?usp=sharing

UK CL floatpoints was left out somehow and is now changed. Triton SS torpedo volley set to 4 fore and 1 aft.
Last edited by skwabie; Feb 13, 2018 @ 9:13am
TTAKPZ Mar 7, 2018 @ 8:15am 
Excellent Mod ! Creative and funny. Thanks for sharing.
Last edited by TTAKPZ; Mar 7, 2018 @ 9:26am
Daddy Kon Mar 9, 2018 @ 9:48pm 
I really like your changes and I want to use this but, can you rethink giving all ships sonar? I really like using destroyers to guard battleships but with all ships having sonar, the destroyers are no longer usefull. Just think about it please. Thanks.
skwabie Mar 10, 2018 @ 10:40am 
If surface units without DD escort meet a sub there is no tactical battle phase but just a "warship torpedoed by sub" 2D event.

Anyway if ya don't like sonar (and bothered!..):
https://steamuserimages-a.akamaihd.net/ugc/939436799310734042/2FFF50D40DAD39BA442D0A97296A7694E8D68E6B/

The upper with "01 00 00 00" x3 is with sonar. The lower with "01 00 00 00" in the middle only is without sonar.
TTAKPZ Mar 10, 2018 @ 9:55pm 
In your mod, surface warships with sonar become super powerful. Interesting but resulting in :
1.DD become relatively useless.
2.Subs can be destroied by other surface warships too easily, losing their hidden advantage, and in a very dangerous situation.
For balance, personally suggest increasing range of torpedo to double. In this way, DD and subs can use long-range torpedo as effective counter weapons to fight against other powerful surface warships. Naval guns would not be over powerful.
Colonelvinnie Mar 11, 2018 @ 1:31am 
May I know how exactly do you mod the game? The times I have tried resulted in seeing messy gibberish be it opening it in notepad++ or a hex editor.
skwabie Mar 11, 2018 @ 10:43am 
Plz change it yourself if you don't like something. Uploaded "art only" data files, only with uncensored art inserted and nothing else. A hex editor can be used to compare that and the edited file (resources.assets) to see the hex addresses i've found.
https://drive.google.com/open?id=1_asXKyC-fQPpuU-Kqefw1bdwXfqZ-6aT

I haven't found the address for torpedo ranges, as modding goes this is mostly DIY so please have at it.


Also uncensored some more art files, KM ship decks and port backgrounds. An experiment on renown costs, type xxi sub is available on day 1 but renown increased and all warship renowns reduced. A hidden port is opened at Iceland to evade the relentless late game port air strikes. Just an experiment.

It is likely the last edits I'd do for a while, if some1 wanna make more edits I'll help if able.
Colonelvinnie Mar 12, 2018 @ 6:09am 
So may I know if you can increase the fleet size?
Colonelvinnie Mar 16, 2018 @ 3:49am 
I would love to know if you can make a spreadsheet of sorts on which data address does what or how to add in more ships in a class. I simply am not smart enough to figure out what are the happenings of the incomprehensible (mostly) code.
panzerkiller13 May 30, 2018 @ 8:28pm 
skwabie, could you shed a little light on what exactly you did to expand the ship names?I've been looking into doing it myself to add a decent number of the more limited ships, but I'm not having any luck replicating your results!
Last edited by panzerkiller13; May 30, 2018 @ 8:28pm
mower Jul 16, 2018 @ 11:30am 
Does anyone know how or if its possible to expand the fleet size to more than 30 in the Battle of the Atlantic mode
nikdav Jul 22, 2018 @ 10:19am 
Should be interesting the Gneisenau with 3 twin 380mm turrets ?
reaktionar Jul 25, 2018 @ 8:12pm 
SKWABIE: Thank you for making this mod: A revised Z-Plan-Admiral Raeder Kriegsmarine program for Atlantic Fleet!
This is 98% of what I wanted to see changed to the game. Because of this, I am currently playing the German side and will revisit the Battle of the Atlantic playing as the Brits. Subs were retardedly overpowered in the original game and so underpriced that I played as Germany without them. Playing the RN in Battle of the Atlantic just became tedious after you sank the Scharn und Gneiss and the three Panzerschiffe. The torpedo salvo limitation and changes to the prestige point buy system for ships vs subs makes this game so much better. I still will not buy the H-class ships until 1942, but having 4 Bismarck class BBs and 2 more Scharnhorst BCs was entirely within reason for the Kriegsmarine if Raeder had his way and Goering were sent to the insane asylum, where he actually belonged. The only change I can think of would be replacing the faux Nazi flags on the ships with the Schwarz-Weiss-Rot Reichsmarine insignia, which Killerfish should have done.
Originally posted by skwabie:
Here is my current "surface fleet" mod.

roth.cristian Apr 23, 2019 @ 11:52am 
Great mod, especially the H-41. However, I want, for experiments' sake, to try and insert H-44 values, but there's no tutorial anywhere on what should I do to a file that has no extension. Can you please tell me how exactly can I do this? I have no interest in reuploading my version of the mod anywhere else, you have my promise.
The Inept European Apr 23, 2019 @ 12:39pm 
I'm glad this was bumped! I'm so keen to get a modded version. I didn't know one existed.
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