@makotech222, Can you please give a detailed install process, I have tried everything in the instructional blub and can not for the life of me get it to work. I would really appreciate it!
What new content has been updated from version 1.2 to version 1.3? Can the functionality of completing a building in one round and a research project in one round be achieved?
For research it seems unlikely because from my understanding the way it works is not "you activate a research and it have X days cost" but instead, each tech have a total research cost and each day add some hidden research points toward this specific tech, modified by the commander stats, as well as the techs.
My bet is that building works the very same way. It may be very possible to edit the first tech in the game to add "research speed" (either global or multiple instances of locals) to insane numbers to achieve instant tech. Same for construction points (their is already a tech giving 0.5 in every town, it should be possible to give 500 the same way for instant build)
so the mod clearly adds new officers to your commander pool, but what is the condition for spawning those officers? Sometimes I can't seem to run out, every time I assign a bunch to new units the pool is immediately full again. Other times I run the pool empty, and the only new officers I get for months is those i get through the HQ mission every monday, and then eventually officers start appearing out of nowhere again.
What's the spawn condition for that? It seems that every time i run out it's winter, does the pool only refill in the warmer months? Is there some other condition for the mod to spawn more officers for you?
nvm, i figured it out. new officers get spawned when the day changes over IF you have a unit walking around the map, not garrisoned in a town, which explains why i was running out in winter when all my units were hunkered down in their winter camps.
Hello, I'm sorry if I'm bothering you, but please tell me how to edit the guns for the ships. I entered the numbers, but they don't seem to work. The reload is also long and the damage is quite small
For the reload, set the "real reload time" from -1 to whatever you want, as well as the "reload time" line below it. smaller number = faster
increasing mass increases damage, but does NOT increase pentration, so if you mod the 4pd gun, which is the only one the ai doesnt use too, then your cannonballs will still be bouncing off ships of the line without doing damage at all. If you mod any of the other guns, then the ai will have those guns too, so any increase in lethality you gain will be granted them too. With ground weapons you can limit your modding to exclusive muskets for the us or brits and mod cannons the ai never uses, like the bigger howitzers and mortars, so you dont have that problem.
Is it possible to edit officers names? I am tired of seeing just ridiculous names for officers. I guess allowing people to buy in and submit names was all part of the money grab, but it would be nice to be able to edit names.
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My bet is that building works the very same way.
It may be very possible to edit the first tech in the game to add "research speed" (either global or multiple instances of locals) to insane numbers to achieve instant tech. Same for construction points (their is already a tech giving 0.5 in every town, it should be possible to give 500 the same way for instant build)
What's the spawn condition for that? It seems that every time i run out it's winter, does the pool only refill in the warmer months? Is there some other condition for the mod to spawn more officers for you?
For the reload, set the "real reload time" from -1 to whatever you want, as well as the "reload time" line below it. smaller number = faster
increasing mass increases damage, but does NOT increase pentration, so if you mod the 4pd gun, which is the only one the ai doesnt use too, then your cannonballs will still be bouncing off ships of the line without doing damage at all. If you mod any of the other guns, then the ai will have those guns too, so any increase in lethality you gain will be granted them too. With ground weapons you can limit your modding to exclusive muskets for the us or brits and mod cannons the ai never uses, like the bigger howitzers and mortars, so you dont have that problem.