This commit is contained in:
@@ -475,7 +475,7 @@ naval_unit_role_ratios_GER_atwar_many_shipyard = {
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_submarine
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value = 80
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value = 180
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}
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ai_strategy = {
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@@ -525,7 +525,7 @@ naval_unit_role_ratios_GER_atwar_knock_USA = {
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_submarine
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value = 80
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value = 120
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}
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ai_strategy = {
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@@ -766,7 +766,7 @@ naval_unit_role_ratios_ENG_prewar_late = {
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_screen_leader
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value = 20
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value = 10
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}
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ai_strategy = {
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@@ -800,13 +800,13 @@ naval_unit_role_ratios_ENG_atwar = {
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_capital_bb
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value = 20
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value = 30
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_carrier
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value = 25
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value = 35
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}
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ai_strategy = {
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@@ -1334,20 +1334,18 @@ naval_unit_role_ratios_JAP_atwar = {
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tag = JAP
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}
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enable = {
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OR = {
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date > 1939.5.31
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any_enemy_country = {
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is_literally_china = no
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is_major = yes
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}
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}
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}
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abort_when_not_enabled = yes
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_submarine
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value = 20
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value = 90
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}
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ai_strategy = {
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type = role_ratio
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@@ -1376,7 +1374,7 @@ naval_unit_role_ratios_JAP_atwar = {
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}
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ai_strategy = {
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type = dockyard_to_military_factory_ratio
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value = 70
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value = 60
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}
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}
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@@ -1386,40 +1384,51 @@ naval_unit_role_ratios_JAP_late_peace = {
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tag = JAP
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}
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enable = {
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date > 1942.1.1
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date > 1939.5.31
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OR = {
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has_war_with_major = no
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any_enemy_country = {
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is_literally_china = yes
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is_major = yes
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}
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}
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}
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abort_when_not_enabled = yes
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_screen
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value = 200
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id = vnr_naval_submarine
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value = 60
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_screen_cruiser
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value = 10
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id = vnr_naval_screen
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value = 250
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_cruiser_light
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value = 65
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_cruiser_medium
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value = 30
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_cruiser_large
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value = 30
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_capital_bb
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value = 10
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_capital_bb
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value = 15
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_carrier
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value = 20
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value = 25
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}
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ai_strategy = {
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type = dockyard_to_military_factory_ratio
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@@ -1455,7 +1464,7 @@ naval_unit_role_ratios_USA_great_depression = {
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_submarine
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value = 25
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value = 45
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}
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ai_strategy = {
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@@ -1497,7 +1506,7 @@ naval_unit_role_ratios_USA_go_to_war = {
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_submarine
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value = 40
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value = 55
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}
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ai_strategy = {
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type = role_ratio
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@@ -1525,7 +1534,7 @@ naval_unit_role_ratios_USA_go_to_war = {
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_capital_bb
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value = 40
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value = 30
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}
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ai_strategy = {
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@@ -1574,13 +1583,13 @@ naval_unit_role_ratios_USA_atwar = {
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_capital_bb
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value = 50
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value = 40
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_carrier
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value = 60
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value = 50
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}
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ai_strategy = {
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@@ -1597,7 +1606,7 @@ naval_unit_role_ratios_ITA_prewar_build_battleships = {
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enable = {
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date < 1941.1.1
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has_war_with_major = no
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has_navy_size = { size < 6 type = capital_ship archetype = ship_hull_heavy }
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has_navy_size = { size < 8 type = capital_ship archetype = ship_hull_heavy }
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}
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abort_when_not_enabled = yes
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@@ -1642,14 +1651,14 @@ naval_unit_role_ratios_ITA_prewar_enough_battleships = {
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enable = {
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date < 1941.1.1
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has_war_with_major = no
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has_navy_size = { size > 5 type = capital_ship archetype = ship_hull_heavy }
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has_navy_size = { size > 7 type = capital_ship archetype = ship_hull_heavy }
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}
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abort_when_not_enabled = yes
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_submarine
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value = 40
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value = 140
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}
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ai_strategy = {
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type = role_ratio
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@@ -1745,7 +1754,7 @@ naval_unit_role_ratios_ITA_atwar_with_major = {
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_submarine
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value = 40
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value = 70
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}
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ai_strategy = {
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type = role_ratio
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@@ -1777,6 +1786,11 @@ naval_unit_role_ratios_ITA_atwar_with_major = {
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id = vnr_naval_capital_bb
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value = 15
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}
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ai_strategy = {
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type = role_ratio
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id = vnr_naval_carrier
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value = 10
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}
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ai_strategy = {
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type = dockyard_to_military_factory_ratio
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value = 50
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@@ -2250,6 +2264,30 @@ we_need_cv_planes_1 = {
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id = cv_cas
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value = 20
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}
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ai_strategy = {
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type = equipment_production_min_factories
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id = cv_fighter
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value = 1
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}
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ai_strategy = {
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type = equipment_production_min_factories
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id = cv_naval_bomber
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value = 1
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}
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ai_strategy = {
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type = equipment_production_min_factories
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id = cv_cas
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value = 1
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}
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ai_strategy = {
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type = equipment_variant_production_factor
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id = cv_small_plane_airframe
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value = 20
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}
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}
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we_need_cv_planes_2 = {
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@@ -2297,6 +2335,30 @@ we_need_cv_planes_2 = {
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id = cv_cas
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value = 40
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}
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ai_strategy = {
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type = equipment_production_min_factories
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id = cv_fighter
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value = 2
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}
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ai_strategy = {
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type = equipment_production_min_factories
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id = cv_naval_bomber
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value = 2
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}
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ai_strategy = {
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type = equipment_production_min_factories
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id = cv_cas
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value = 2
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}
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ai_strategy = {
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type = equipment_variant_production_factor
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id = cv_small_plane_airframe
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value = 40
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}
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}
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we_need_cv_planes_3 = {
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@@ -2343,6 +2405,30 @@ we_need_cv_planes_3 = {
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id = cv_cas
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value = 60
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}
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ai_strategy = {
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type = equipment_production_min_factories
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id = cv_fighter
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value = 3
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}
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ai_strategy = {
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type = equipment_production_min_factories
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id = cv_naval_bomber
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value = 3
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}
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ai_strategy = {
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type = equipment_production_min_factories
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id = cv_cas
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value = 3
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}
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ai_strategy = {
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type = equipment_variant_production_factor
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id = cv_small_plane_airframe
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value = 50
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}
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}
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434
src/common/ai_strategy/vnr_naval_strategy.txt
Executable file
434
src/common/ai_strategy/vnr_naval_strategy.txt
Executable file
@@ -0,0 +1,434 @@
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### ENG ###
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ENG_protect_home_waters = {
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allowed = {
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has_dlc = "Man the Guns"
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original_tag = ENG
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}
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enable = {
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has_war_with = GER
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GER = {
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has_navy_size = { size > 30 }
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}
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enable_vnr_naval_ai = yes
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}
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abort_when_not_enabled = yes
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ai_strategy = {
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type = strike_force_home_base
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id = 18
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value = 800
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}
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ai_strategy = {
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type = strike_force_home_base
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id = 16
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value = 100
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}
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ai_strategy = {
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type = naval_avoid_region
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id = 18
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value = -300
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}
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}
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ENG_secure_mediterranean = {
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allowed = {
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has_dlc = "Man the Guns"
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original_tag = ENG
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}
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enable = {
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has_war_with = ITA
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ITA = {
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has_navy_size = { size > 30 }
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}
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enable_vnr_naval_ai = yes
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}
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abort_when_not_enabled = yes
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ai_strategy = {
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type = strike_force_home_base
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id = 29
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value = 100
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}
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ai_strategy = {
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type = strike_force_home_base
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id = 68
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value = 20
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}
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ai_strategy = {
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type = strike_force_home_base
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id = 69
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value = 200
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}
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}
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ENG_avoid_pacific = {
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allowed = {
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has_dlc = "Man the Guns"
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original_tag = ENG
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}
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enable = {
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has_war_with = JAP
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has_war_with = GER
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enable_vnr_naval_ai = yes
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}
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abort_when_not_enabled = yes
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ai_strategy = {
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type = naval_avoid_region
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id = 75
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value = 100
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}
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ai_strategy = {
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type = naval_avoid_region
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id = 72
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value = 20
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}
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ai_strategy = {
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type = naval_avoid_region
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id = 73
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value = 200
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}
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}
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### JAP ###
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JAP_destroy_china_navy_quick = {
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allowed = {
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has_dlc = "Man the Guns"
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original_tag = JAP
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}
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enable = {
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has_war_with = CHI
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NOT = { has_war_with = USA }
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enable_vnr_naval_ai = yes
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}
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abort_when_not_enabled = yes
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ai_strategy = {
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type = strike_force_home_base
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id = 75
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value = 10
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}
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ai_strategy = {
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type = strike_force_home_base
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id = 76
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value = 200
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||||
}
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ai_strategy = {
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type = strike_force_home_base
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id = 77
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||||
value = 200
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||||
}
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}
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JAP_pacific_war_naval_stage_one = {
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allowed = {
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has_dlc = "Man the Guns"
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original_tag = JAP
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}
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enable = {
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has_war_with = USA
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naval_strength_ratio = {
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tag = USA
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ratio < 0.5
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}
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enable_vnr_naval_ai = yes
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||||
}
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abort_when_not_enabled = yes
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 75
|
||||
value = 200
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||||
}
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||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 78
|
||||
value = 200
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||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 94
|
||||
value = 50
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 84
|
||||
value = 130
|
||||
}
|
||||
}
|
||||
|
||||
JAP_pacific_war_naval_stage_two = {
|
||||
allowed = {
|
||||
has_dlc = "Man the Guns"
|
||||
original_tag = JAP
|
||||
}
|
||||
enable = {
|
||||
has_war_with = USA
|
||||
OR = {
|
||||
naval_strength_ratio = {
|
||||
tag = USA
|
||||
ratio = 0.5
|
||||
}
|
||||
naval_strength_ratio = {
|
||||
tag = USA
|
||||
ratio > 0.5
|
||||
}
|
||||
}
|
||||
enable_vnr_naval_ai = yes
|
||||
}
|
||||
abort_when_not_enabled = yes
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 75
|
||||
value = 50
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 78
|
||||
value = 50
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 94
|
||||
value = 50
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 84
|
||||
value = 50
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 95
|
||||
value = 200
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 97
|
||||
value = 200
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 180
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 83
|
||||
value = 130
|
||||
}
|
||||
}
|
||||
|
||||
### USA ###
|
||||
USA_pacific_war_naval_avoid_first = {
|
||||
allowed = {
|
||||
has_dlc = "Man the Guns"
|
||||
original_tag = USA
|
||||
}
|
||||
enable = {
|
||||
has_war_with = JAP
|
||||
date < 1943.1.1
|
||||
naval_strength_ratio = {
|
||||
tag = JAP
|
||||
ratio < 5
|
||||
}
|
||||
enable_vnr_naval_ai = yes
|
||||
}
|
||||
abort_when_not_enabled = yes
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 75
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 76
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 77
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 79
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 90
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 177
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 94
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
|
||||
USA_pacific_war_naval_counterattack = {
|
||||
allowed = {
|
||||
has_dlc = "Man the Guns"
|
||||
original_tag = USA
|
||||
}
|
||||
enable = {
|
||||
has_war_with = JAP
|
||||
OR = {
|
||||
date > 1942.12.31
|
||||
naval_strength_ratio = {
|
||||
tag = JAP
|
||||
ratio > 5
|
||||
}
|
||||
}
|
||||
enable_vnr_naval_ai = yes
|
||||
}
|
||||
abort_when_not_enabled = yes
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 75
|
||||
value = 50
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 78
|
||||
value = 50
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 94
|
||||
value = 50
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 84
|
||||
value = 150
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 95
|
||||
value = 200
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 97
|
||||
value = 200
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 180
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 83
|
||||
value = 130
|
||||
}
|
||||
}
|
||||
|
||||
### ITA ###
|
||||
ITA_avoid_mediterranean = {
|
||||
allowed = {
|
||||
has_dlc = "Man the Guns"
|
||||
original_tag = ITA
|
||||
}
|
||||
enable = {
|
||||
has_war_with = ENG
|
||||
has_navy_size = { size < 100 }
|
||||
enable_vnr_naval_ai = yes
|
||||
}
|
||||
abort_when_not_enabled = yes
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 29
|
||||
value = -100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 68
|
||||
value = -100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = strike_force_home_base
|
||||
id = 69
|
||||
value = -100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 29
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 68
|
||||
value = 100
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 69
|
||||
value = 100
|
||||
}
|
||||
}
|
||||
|
||||
### GER ###
|
||||
GER_forget_sealion = {
|
||||
allowed = {
|
||||
has_dlc = "Man the Guns"
|
||||
original_tag = GER
|
||||
}
|
||||
enable = {
|
||||
has_war_with = ENG
|
||||
naval_strength_ratio = {
|
||||
tag = ENG
|
||||
ratio < 0.7
|
||||
}
|
||||
enable_vnr_naval_ai = yes
|
||||
}
|
||||
abort_when_not_enabled = yes
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 18
|
||||
value = 800
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_avoid_region
|
||||
id = 16
|
||||
value = 200
|
||||
}
|
||||
}
|
||||
|
||||
GER_unrestricted_submarine_warfare = {
|
||||
allowed = {
|
||||
has_dlc = "Man the Guns"
|
||||
original_tag = GER
|
||||
}
|
||||
enable = {
|
||||
has_war_with = ENG
|
||||
naval_strength_ratio = {
|
||||
tag = ENG
|
||||
ratio < 0.7
|
||||
}
|
||||
enable_vnr_naval_ai = yes
|
||||
}
|
||||
abort_when_not_enabled = yes
|
||||
ai_strategy = {
|
||||
type = naval_convoy_raid_region
|
||||
id = 47
|
||||
value = 200
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_convoy_raid_region
|
||||
id = 49
|
||||
value = 500
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_convoy_raid_region
|
||||
id = 44
|
||||
value = 150
|
||||
}
|
||||
ai_strategy = {
|
||||
type = naval_convoy_raid_region
|
||||
id = 50
|
||||
value = 30
|
||||
}
|
||||
}
|
||||
@@ -19,7 +19,7 @@ NDefines.NNavy.NAVAL_INVASION_SPOTTING_SPEED_MULT = 30;
|
||||
NDefines.NNavy.SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING = 0.5;
|
||||
NDefines.NNavy.SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING = 0.5;
|
||||
NDefines.NNavy.CONVOY_EFFICIENCY_MIN_VALUE = 0;
|
||||
NDefines.NNavy.CONVOY_HIT_PROFILE = 100;
|
||||
NDefines.NNavy.CONVOY_HIT_PROFILE = 120;
|
||||
NDefines.NNavy.NAVY_PIERCING_THRESHOLDS = { 2.0, 1.0, 0.85, 0.75, 0.6, 0.5, 0.3, 0.1, 0.0 }
|
||||
NDefines.NNavy.NAVY_PIERCING_THRESHOLD_CRITICAL_VALUES = { 3.0, 1.0, 0.65, 0.55, 0.4, 0.3, 0.15, 0.1, 0.0 }
|
||||
NDefines.NNavy.NAVY_PIERCING_THRESHOLD_DAMAGE_VALUES = { 1.0, 1.0, 0.7, 0.6, 0.45, 0.35, 0.2, 0.1, 0.01 }
|
||||
@@ -60,6 +60,10 @@ NDefines.NNavy.EXPERIENCE_FACTOR_NON_CARRIER_GAIN = 0.1
|
||||
NDefines.NNavy.EXPERIENCE_FACTOR_CARRIER_GAIN = 0.2
|
||||
NDefines.NNavy.TRAINING_DAILY_COUNTRY_EXP_FACTOR = 0.005
|
||||
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 7
|
||||
NDefines.NNavy.NAVAL_TRANSFER_BASE_SPEED = 2
|
||||
NDefines.NNavy.AMPHIBIOUS_INVADE_SPEED_BASE = 0.25
|
||||
NDefines.NNavy.SUPREMACY_PER_SHIP_PER_MANPOWER = 0.001
|
||||
NDefines.NNavy.SUPREMACY_PER_SHIP_PER_IC = 0.05
|
||||
NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = {
|
||||
0, -- do not engage
|
||||
1.0, -- low
|
||||
|
||||
@@ -81,3 +81,21 @@ shipyard_output_boost = {
|
||||
allow_achievements = yes
|
||||
}
|
||||
}
|
||||
|
||||
vnr_ai_naval_management = {
|
||||
name = RULE_AI_NAVAL_MANAGEMENT
|
||||
group = RULE_GROUP_NAVY_REWORK
|
||||
|
||||
default = {
|
||||
name = FREE
|
||||
text = RULE_OPTION_FREE
|
||||
desc = RULE_AI_NAVAL_MANAGEMENT_FREE_DESC
|
||||
allow_achievements = yes
|
||||
}
|
||||
option = {
|
||||
name = BLOCKED
|
||||
text = RULE_OPTION_BLOCKED
|
||||
desc = RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC
|
||||
allow_achievements = yes
|
||||
}
|
||||
}
|
||||
@@ -1097,3 +1097,267 @@ ITA_AI_variants_1943 = {
|
||||
}
|
||||
}
|
||||
}
|
||||
SOV_AI_variants_1940 = {
|
||||
create_equipment_variant = {
|
||||
name = "苏联级" # Sovetsky Soyuz Class
|
||||
role_icon_index = 1
|
||||
type = vnr_ship_hull_super_heavy_1
|
||||
parent_version = 0
|
||||
name_group = SOV_STATES
|
||||
modules = {
|
||||
fixed_ship_battery_slot = ship_heavy_battery_3_triple
|
||||
fixed_ship_anti_air_slot = ship_anti_air_3_h
|
||||
fixed_ship_fire_control_system_slot = ship_fire_control_system_2
|
||||
fixed_ship_engine_slot = super_heavy_ship_engine_2
|
||||
fixed_ship_secondaries_slot = ship_secondaries_2
|
||||
fixed_ship_armor_slot = ship_armor_shbb
|
||||
fixed_ship_armor_scheme_slot = ship_scheme_mixed
|
||||
fixed_ship_torpedo_defense_system_slot = pugliese_system
|
||||
fixed_ship_airplane_launcher_slot = ship_airplane_launcher
|
||||
fixed_ship_extra_secondaries_slot = ship_high_velocity_shell
|
||||
front_1_custom_slot = empty
|
||||
front_2_custom_slot = ship_heavy_battery_3_triple
|
||||
mid_1_custom_slot = dp_ship_secondaries_2
|
||||
mid_2_custom_slot = ship_secondaries_2
|
||||
mid_3_custom_slot = dp_ship_secondaries_2
|
||||
rear_1_custom_slot = ship_heavy_battery_3_triple
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "71工程级" # Object 71 Class
|
||||
role_icon_index = 11
|
||||
type = vnr_ship_hull_carrier_conversion_ca
|
||||
parent_version = 0
|
||||
name_group = SOV_CV_HISTORICAL
|
||||
modules = {
|
||||
fixed_ship_deck_slot_1 = ship_deck_space
|
||||
fixed_ship_deck_slot_2 = ship_deck_space_small
|
||||
fixed_ship_anti_air_slot = ship_anti_air_3
|
||||
fixed_ship_engine_slot = carrier_ship_engine_3
|
||||
fixed_ship_secondaries_slot = dp_ship_secondaries_2
|
||||
fixed_ship_armor_slot = ship_armor_cruiser_2
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "喀琅施塔得级" # Kronshtadt Class
|
||||
role_icon_index = 21
|
||||
type = vnr_ship_hull_heavy_3
|
||||
parent_version = 0
|
||||
name_group = SOV_BC_HISTORICAL
|
||||
modules = {
|
||||
fixed_ship_battery_slot = ship_heavy_battery_1_triple
|
||||
fixed_ship_anti_air_slot = ship_anti_air_3
|
||||
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
|
||||
fixed_ship_engine_slot = heavy_ship_engine_3
|
||||
fixed_ship_secondaries_slot = dp_ship_secondaries_2
|
||||
fixed_ship_armor_slot = ship_armor_bc_3
|
||||
front_1_custom_slot = empty
|
||||
front_2_custom_slot = ship_heavy_battery_1_triple
|
||||
mid_1_custom_slot = ship_secondaries_2
|
||||
mid_2_custom_slot = empty
|
||||
mid_3_custom_slot = ship_anti_air_3
|
||||
rear_1_custom_slot = ship_heavy_battery_1_triple
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "恰巴耶夫级" # Chapayev Class
|
||||
role_icon_index = 25
|
||||
type = vnr_ship_hull_cruiser_4
|
||||
parent_version = 0
|
||||
name_group = SOV_CL_HISTORICAL
|
||||
modules = {
|
||||
fixed_ship_battery_slot = ship_light_medium_battery_3
|
||||
fixed_ship_anti_air_slot = ship_anti_air_3
|
||||
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
|
||||
fixed_ship_engine_slot = cruiser_ship_engine_4
|
||||
fixed_ship_armor_slot = ship_armor_cruiser_3
|
||||
fixed_ship_secondaries_slot = dp_ship_secondaries_2
|
||||
front_1_custom_slot = empty
|
||||
front_2_custom_slot = ship_light_medium_battery_3
|
||||
mid_1_custom_slot = ship_anti_air_3
|
||||
mid_2_custom_slot = ship_torpedo_3
|
||||
mid_3_custom_slot = dp_ship_secondaries_2
|
||||
rear_1_custom_slot = ship_light_medium_battery_3
|
||||
rear_2_custom_slot = ship_light_medium_battery_3
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "奥格涅沃伊级" # Ognevoy Class
|
||||
role_icon_index = 31
|
||||
type = vnr_ship_hull_light_4
|
||||
parent_version = 0
|
||||
name_group = SOV_ADJECTIVES_NAVY
|
||||
modules = {
|
||||
fixed_ship_battery_slot = ship_light_battery_3_double
|
||||
fixed_ship_anti_air_slot = ship_anti_air_3
|
||||
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
|
||||
fixed_ship_engine_slot = light_ship_engine_4
|
||||
front_1_custom_slot = empty
|
||||
front_2_custom_slot = ship_anti_air_3
|
||||
mid_1_custom_slot = ship_torpedo_2
|
||||
mid_2_custom_slot = ship_torpedo_2
|
||||
rear_1_custom_slot = ship_light_battery_3_double
|
||||
rear_2_custom_slot = ship_depth_charge_2
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "塔什干级" # Tashkent Class
|
||||
role_icon_index = 33
|
||||
type = vnr_ship_hull_light_4
|
||||
parent_version = 0
|
||||
name_group = SOV_CITIES_NAVY
|
||||
modules = {
|
||||
fixed_ship_battery_slot = ship_light_battery_3_double
|
||||
fixed_ship_anti_air_slot = ship_anti_air_3
|
||||
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
|
||||
fixed_ship_engine_slot = light_ship_engine_6
|
||||
fixed_ship_torpedo_slot = ship_torpedo_3
|
||||
fixed_ship_role_slot = ship_hull_light_role_dl
|
||||
front_1_custom_slot = ship_light_battery_3_double
|
||||
front_2_custom_slot = empty
|
||||
mid_1_custom_slot = ship_torpedo_3
|
||||
mid_2_custom_slot = ship_mine_layer_1
|
||||
rear_1_custom_slot = ship_light_battery_3_double
|
||||
rear_2_custom_slot = ship_depth_charge_1
|
||||
}
|
||||
}
|
||||
}
|
||||
SOV_AI_variants_1943 = {
|
||||
create_equipment_variant = {
|
||||
name = "24工程级" # Object 24 Class
|
||||
role_icon_index = 1
|
||||
type = vnr_ship_hull_heavy_5
|
||||
parent_version = 0
|
||||
name_group = SOV_BB_HISTORICAL
|
||||
modules = {
|
||||
fixed_ship_battery_slot = ship_heavy_battery_4_triple
|
||||
fixed_ship_anti_air_slot = ship_anti_air_4
|
||||
fixed_ship_fire_control_system_slot = ship_fire_control_system_3
|
||||
fixed_ship_radar_slot = ship_radar_4
|
||||
fixed_ship_engine_slot = heavy_ship_engine_5
|
||||
fixed_ship_secondaries_slot = dp_ship_secondaries_4
|
||||
fixed_ship_armor_slot = ship_armor_shbb_2
|
||||
fixed_ship_armor_scheme_slot = ship_scheme_all_or_nothing_armor_box
|
||||
fixed_ship_torpedo_defense_system_slot = torpedo_belt_enhanced
|
||||
fixed_ship_extra_secondaries_slot = ship_high_velocity_shell
|
||||
front_1_custom_slot = ship_anti_air_4
|
||||
front_2_custom_slot = ship_heavy_battery_4_triple
|
||||
mid_1_custom_slot = dp_ship_secondaries_4
|
||||
mid_2_custom_slot = ship_anti_air_4
|
||||
mid_3_custom_slot = dp_ship_secondaries_4
|
||||
rear_1_custom_slot = ship_heavy_battery_4_triple
|
||||
rear_2_custom_slot = ship_airplane_launcher_2
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "72工程级" # Object 72 Class
|
||||
role_icon_index = 9
|
||||
type = vnr_ship_hull_carrier_3
|
||||
parent_version = 0
|
||||
name_group = SOV_CV_HISTORICAL
|
||||
modules = {
|
||||
fixed_ship_deck_slot_1 = ship_deck_space
|
||||
fixed_ship_deck_slot_2 = ship_deck_space
|
||||
fixed_ship_anti_air_slot = ship_anti_air_3
|
||||
fixed_ship_radar_slot = ship_radar_3
|
||||
fixed_ship_engine_slot = carrier_ship_engine_4
|
||||
fixed_ship_secondaries_slot = dp_ship_secondaries_3
|
||||
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
|
||||
front_1_custom_slot = ship_anti_air_3
|
||||
mid_1_custom_slot = ship_deck_space
|
||||
mid_2_custom_slot = dp_ship_secondaries_3
|
||||
rear_1_custom_slot = ship_anti_air_3
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "斯大林格勒级" # Stalingrad Class
|
||||
role_icon_index = 21
|
||||
type = vnr_ship_hull_cruiser_5
|
||||
parent_version = 0
|
||||
name_group = SOV_CITIES_NAVY
|
||||
modules = {
|
||||
fixed_ship_battery_slot = ship_medium_heavy_battery_2
|
||||
fixed_ship_anti_air_slot = ship_anti_air_4
|
||||
fixed_ship_fire_control_system_slot = ship_fire_control_system_3
|
||||
fixed_ship_radar_slot = ship_radar_4
|
||||
fixed_ship_engine_slot = cruiser_ship_engine_5
|
||||
fixed_ship_secondaries_slot = dp_ship_secondaries_4
|
||||
fixed_ship_armor_slot = ship_armor_cruiser_heavy_4
|
||||
fixed_ship_role_slot = ship_hull_cruiser_role_cb
|
||||
fixed_ship_extra_secondaries_slot = ship_high_velocity_shell
|
||||
front_1_custom_slot = ship_anti_air_4
|
||||
front_2_custom_slot = ship_medium_heavy_battery_2
|
||||
mid_1_custom_slot = dp_ship_secondaries_4
|
||||
mid_2_custom_slot = dp_ship_secondaries_4
|
||||
mid_3_custom_slot = ship_anti_air_4
|
||||
rear_1_custom_slot = ship_medium_heavy_battery_2
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "莫斯科级" # Moskow Class
|
||||
role_icon_index = 27
|
||||
type = vnr_ship_hull_cruiser_5
|
||||
parent_version = 0
|
||||
name_group = SOV_CITIES_NAVY
|
||||
modules = {
|
||||
fixed_ship_battery_slot = ship_medium_battery_4
|
||||
fixed_ship_anti_air_slot = ship_anti_air_4
|
||||
fixed_ship_fire_control_system_slot = ship_fire_control_system_3
|
||||
fixed_ship_radar_slot = ship_radar_4
|
||||
fixed_ship_engine_slot = cruiser_ship_engine_5
|
||||
fixed_ship_secondaries_slot = dp_ship_secondaries_4
|
||||
fixed_ship_armor_slot = ship_armor_cruiser_4
|
||||
fixed_ship_role_slot = ship_hull_cruiser_role_ca
|
||||
fixed_ship_extra_secondaries_slot = ship_high_velocity_shell
|
||||
front_1_custom_slot = ship_anti_air_4
|
||||
front_2_custom_slot = ship_medium_battery_4
|
||||
mid_1_custom_slot = dp_ship_secondaries_4
|
||||
mid_2_custom_slot = dp_ship_secondaries_4
|
||||
mid_3_custom_slot = ship_anti_air_4
|
||||
rear_1_custom_slot = ship_medium_battery_4
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "斯维尔德洛夫级" # Sverdlov Class
|
||||
role_icon_index = 25
|
||||
type = vnr_ship_hull_cruiser_5
|
||||
parent_version = 0
|
||||
name_group = SOV_CL_HISTORICAL
|
||||
modules = {
|
||||
fixed_ship_battery_slot = ship_light_medium_battery_4
|
||||
fixed_ship_anti_air_slot = ship_anti_air_3
|
||||
fixed_ship_fire_control_system_slot = ship_fire_control_system_3
|
||||
fixed_ship_engine_slot = cruiser_ship_engine_5
|
||||
fixed_ship_armor_slot = ship_armor_cruiser_4
|
||||
fixed_ship_secondaries_slot = dp_ship_secondaries_4
|
||||
front_1_custom_slot = empty
|
||||
front_2_custom_slot = ship_light_medium_battery_4
|
||||
mid_1_custom_slot = ship_anti_air_3
|
||||
mid_2_custom_slot = ship_torpedo_3
|
||||
mid_3_custom_slot = dp_ship_secondaries_4
|
||||
rear_1_custom_slot = ship_light_medium_battery_4
|
||||
rear_2_custom_slot = ship_light_medium_battery_4
|
||||
}
|
||||
}
|
||||
create_equipment_variant = {
|
||||
name = "41工程级/56工程级" # Object 41/56 Class
|
||||
role_icon_index = 31
|
||||
type = vnr_ship_hull_light_5
|
||||
parent_version = 0
|
||||
name_group = SOV_ADJECTIVES_NAVY
|
||||
modules = {
|
||||
fixed_ship_battery_slot = dp_light_battery_4
|
||||
fixed_ship_anti_air_slot = ship_anti_air_4
|
||||
fixed_ship_fire_control_system_slot = ship_sonar_2
|
||||
fixed_ship_radar_slot = ship_radar_3
|
||||
fixed_ship_engine_slot = light_ship_engine_5
|
||||
fixed_ship_extra_secondaries_slot = ship_bulbous_bow
|
||||
front_1_custom_slot = empty
|
||||
front_2_custom_slot = empty
|
||||
mid_1_custom_slot = ship_torpedo_4
|
||||
mid_2_custom_slot = ship_anti_air_4
|
||||
rear_1_custom_slot = ship_depth_charge_4
|
||||
rear_2_custom_slot = dp_light_battery_4
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -153,6 +153,7 @@ ENG_start_naval_variants = {
|
||||
name = "复仇级" # Revenge Class
|
||||
parent_version = 0
|
||||
role_icon_index = 3
|
||||
icon = "gfx/interface/technologies/England/ENG_battleship_Revenge.png"
|
||||
type = vnr_ship_hull_heavy_1
|
||||
name_group = ENG_BB_HISTORICAL
|
||||
modules = {
|
||||
@@ -768,7 +769,7 @@ GER_start_naval_variants = {
|
||||
name = "希佩尔海军上将级" # Admiral Hipper Class
|
||||
parent_version = 0
|
||||
role_icon_index = 27
|
||||
icon = "gfx/interface/technologies/Germany/GER_heavy_cruiser2.png"
|
||||
icon = "gfx/interface/technologies/Germany/GER_heavy_cruiser3.png"
|
||||
type = vnr_ship_hull_cruiser_3
|
||||
name_group = GER_CA_HISTORICAL
|
||||
modules = {
|
||||
@@ -852,6 +853,7 @@ GER_start_naval_variants = {
|
||||
name = "Type 1936级" # Type 1936 Class
|
||||
parent_version = 0
|
||||
role_icon_index = 31
|
||||
icon = "gfx/interface/technologies/Germany/GER_destroyer2.png"
|
||||
type = vnr_ship_hull_light_3
|
||||
name_group = GER_DD_HISTORICAL
|
||||
modules = {
|
||||
@@ -872,6 +874,7 @@ GER_start_naval_variants = {
|
||||
name = "Type 1934A级" # Type 1934A Class
|
||||
parent_version = 0
|
||||
role_icon_index = 31
|
||||
icon = "gfx/interface/technologies/Germany/GER_destroyer2.png"
|
||||
type = vnr_ship_hull_light_3
|
||||
name_group = GER_DD_HISTORICAL
|
||||
modules = {
|
||||
@@ -892,6 +895,7 @@ GER_start_naval_variants = {
|
||||
name = "Type 1934级" # Type 1934 Class
|
||||
parent_version = 0
|
||||
role_icon_index = 31
|
||||
icon = "gfx/interface/technologies/Germany/GER_destroyer2.png"
|
||||
type = vnr_ship_hull_light_3
|
||||
name_group = GER_DD_HISTORICAL
|
||||
modules = {
|
||||
@@ -3385,6 +3389,7 @@ SOV_start_naval_variants = {
|
||||
name = "AG级" # AG Class
|
||||
parent_version = 0
|
||||
role_icon_index = 37
|
||||
icon = "gfx/interface/technologies/Soviet/SOV_submarine_AG.png"
|
||||
type = vnr_ship_hull_submarine_1
|
||||
name_group = SOV_SS_LENINETS
|
||||
modules = {
|
||||
@@ -4039,6 +4044,7 @@ ARG_start_naval_variants = {
|
||||
name = "朱赛佩·加里波第级" # Garibaldi Class
|
||||
parent_version = 0
|
||||
role_icon_index = 17
|
||||
icon = "gfx/interface/technologies/Italy/ITA_heavy_cruiser_Garibaldi.png"
|
||||
type = vnr_ship_hull_cruiser_coastal_defense_ship
|
||||
name_group = ARG_CA_HISTORICAL
|
||||
modules = {
|
||||
@@ -4563,6 +4569,7 @@ CHL_start_naval_variants = {
|
||||
name = "查卡布科级" # Chacabuco Class
|
||||
parent_version = 0
|
||||
role_icon_index = 23
|
||||
icon = "gfx/interface/technologies/South_America/CHL_light_cruiser_Chacabuco.png"
|
||||
type = vnr_ship_hull_cruiser_coastal_defense_ship
|
||||
name_group = CHL_CA_HISTORICAL
|
||||
modules = {
|
||||
|
||||
10
src/common/scripted_effects/_delete_starting_naval.txt
Executable file
10
src/common/scripted_effects/_delete_starting_naval.txt
Executable file
@@ -0,0 +1,10 @@
|
||||
delete_starting_naval_oob = {
|
||||
every_country = {
|
||||
limit = { has_navy_size = { size > 0 } }
|
||||
destroy_ships = { type = ship_hull_light count = all }
|
||||
destroy_ships = { type = ship_hull_cruiser count = all }
|
||||
destroy_ships = { type = ship_hull_heavy count = all }
|
||||
destroy_ships = { type = ship_hull_carrier count = all }
|
||||
destroy_ships = { type = ship_hull_submarine count = all }
|
||||
}
|
||||
}
|
||||
@@ -20,3 +20,8 @@ expert_ai_style = {
|
||||
tag = USA
|
||||
}
|
||||
}
|
||||
|
||||
enable_vnr_naval_ai = {
|
||||
has_global_flag = vnr_enabled
|
||||
has_game_rule = { rule = vnr_ai_naval_management option = FREE }
|
||||
}
|
||||
@@ -8,7 +8,7 @@ sub_units = {
|
||||
need_equipment = { ship_hull_civilian = 1 }
|
||||
max_organisation = 60
|
||||
|
||||
supply_consumption = 0.01
|
||||
supply_consumption = 0.02
|
||||
|
||||
critical_parts = { rudder_jammed broken_propeller on_fire }
|
||||
critical_part_damage_chance_mult = 1
|
||||
|
||||
@@ -4,7 +4,7 @@ sub_units = {
|
||||
map_icon_category = ship
|
||||
priority = 9
|
||||
active = yes
|
||||
type = { capital_ship carrier }
|
||||
type = { carrier }
|
||||
need_equipment = { ship_hull_heavy = 1 }
|
||||
need_equipment_modules = {
|
||||
any = {
|
||||
@@ -13,7 +13,7 @@ sub_units = {
|
||||
}
|
||||
max_organisation = 60
|
||||
|
||||
supply_consumption = 0.3
|
||||
supply_consumption = 0.42
|
||||
|
||||
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
|
||||
critical_part_damage_chance_mult = 1.3
|
||||
|
||||
@@ -25,7 +25,7 @@ sub_units = {
|
||||
|
||||
max_organisation = 40
|
||||
|
||||
supply_consumption = 0.13
|
||||
supply_consumption = 0.15
|
||||
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
|
||||
critical_part_damage_chance_mult = 1
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ sub_units = {
|
||||
}
|
||||
max_organisation = 40
|
||||
|
||||
supply_consumption = 0.4
|
||||
supply_consumption = 0.5
|
||||
|
||||
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
|
||||
critical_part_damage_chance_mult = 1
|
||||
|
||||
@@ -17,7 +17,7 @@ sub_units = {
|
||||
|
||||
max_organisation = 50
|
||||
|
||||
supply_consumption = 0.33
|
||||
supply_consumption = 0.4
|
||||
|
||||
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
|
||||
critical_part_damage_chance_mult = 1.25
|
||||
|
||||
@@ -9,7 +9,7 @@ sub_units = {
|
||||
|
||||
max_organisation = 50
|
||||
|
||||
supply_consumption = 0.37
|
||||
supply_consumption = 0.45
|
||||
|
||||
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
|
||||
critical_part_damage_chance_mult = 1
|
||||
|
||||
@@ -10,7 +10,7 @@ sub_units = {
|
||||
}
|
||||
need = { ship_hull_carrier = 1 }
|
||||
|
||||
supply_consumption = 0.3
|
||||
supply_consumption = 0.4
|
||||
|
||||
max_organisation = 40
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@ sub_units = {
|
||||
|
||||
max_organisation = 40
|
||||
|
||||
supply_consumption = 0.025
|
||||
supply_consumption = 0.03
|
||||
|
||||
critical_parts = { destroyed_ammo_storage broken_propeller on_fire rudder_jammed}
|
||||
critical_part_damage_chance_mult = 1
|
||||
|
||||
@@ -19,6 +19,7 @@ equipment_modules = {
|
||||
reliability = -0.1
|
||||
max_organisation = -0.1
|
||||
surface_detection = 5
|
||||
supply_consumption = 0.02
|
||||
}
|
||||
manpower = 300 #outside the add_stats section for code reasons
|
||||
multiply_stats = {
|
||||
@@ -42,6 +43,7 @@ equipment_modules = {
|
||||
build_cost_ic = 1300
|
||||
reliability = 0.025
|
||||
surface_detection = 4
|
||||
supply_consumption = 0.015
|
||||
}
|
||||
manpower = 200 #outside the add_stats section for code reasons
|
||||
multiply_stats = {
|
||||
@@ -65,6 +67,7 @@ equipment_modules = {
|
||||
carrier_size = 2
|
||||
build_cost_ic = 1000
|
||||
surface_detection = 4
|
||||
supply_consumption = 0.015
|
||||
}
|
||||
manpower = 200 #outside the add_stats section for code reasons
|
||||
multiply_stats = {
|
||||
@@ -86,6 +89,7 @@ equipment_modules = {
|
||||
carrier_size = 1
|
||||
build_cost_ic = 500
|
||||
surface_detection = 2
|
||||
supply_consumption = 0.01
|
||||
}
|
||||
multiply_stats = {
|
||||
naval_speed = -0.025
|
||||
@@ -104,6 +108,7 @@ equipment_modules = {
|
||||
build_cost_ic = 2000
|
||||
max_organisation = -0.05
|
||||
surface_detection = 5
|
||||
supply_consumption = 0.025
|
||||
}
|
||||
manpower = 300
|
||||
multiply_stats = {
|
||||
@@ -126,6 +131,7 @@ equipment_modules = {
|
||||
reliability = -0.1
|
||||
max_organisation = -0.1
|
||||
surface_detection = 2
|
||||
supply_consumption = 0.015
|
||||
}
|
||||
manpower = 125
|
||||
multiply_stats = {
|
||||
|
||||
@@ -185,7 +185,7 @@ equipment_modules = {
|
||||
}
|
||||
|
||||
multiply_stats = {
|
||||
naval_speed = 0.20
|
||||
naval_speed = 0.17
|
||||
naval_range = 0.3
|
||||
}
|
||||
|
||||
@@ -209,7 +209,7 @@ equipment_modules = {
|
||||
}
|
||||
|
||||
multiply_stats = {
|
||||
naval_speed = 0.25
|
||||
naval_speed = 0.22
|
||||
naval_range = 0.4
|
||||
}
|
||||
|
||||
@@ -237,7 +237,7 @@ equipment_modules = {
|
||||
}
|
||||
|
||||
multiply_stats = {
|
||||
naval_speed = 0.3
|
||||
naval_speed = 0.27
|
||||
naval_range = 0.5
|
||||
}
|
||||
|
||||
|
||||
@@ -287,7 +287,6 @@ equipment_modules = {
|
||||
}
|
||||
add_stats = {
|
||||
armor_value = 45
|
||||
surface_visibility = 10
|
||||
naval_torpedo_enemy_critical_chance_factor = -0.05
|
||||
naval_torpedo_damage_reduction_factor = 0.1
|
||||
reliability = 0.2
|
||||
@@ -324,7 +323,6 @@ equipment_modules = {
|
||||
}
|
||||
add_stats = {
|
||||
armor_value = 50
|
||||
surface_visibility = 12
|
||||
naval_torpedo_enemy_critical_chance_factor = -0.1
|
||||
naval_torpedo_damage_reduction_factor = 0.15
|
||||
reliability = 0.25
|
||||
|
||||
@@ -192,7 +192,7 @@ equipment_modules = {
|
||||
}
|
||||
multiply_stats = {
|
||||
anti_air_attack = 0.1
|
||||
build_cost_ic = 0.1
|
||||
build_cost_ic = 0.05
|
||||
}
|
||||
forbid_module_categories = {
|
||||
ship_medium_heavy_battery_triple
|
||||
|
||||
@@ -199,7 +199,7 @@ equipments = {
|
||||
fixed_ship_radar_slot = inherit
|
||||
fixed_ship_engine_slot = {
|
||||
required = yes
|
||||
allowed_module_categories = { super_heavy_ship_engine heavy_ship_engine carrier_ship_engine }
|
||||
allowed_module_categories = { heavy_ship_engine carrier_ship_engine }
|
||||
}
|
||||
fixed_ship_secondaries_slot = {
|
||||
required = no
|
||||
|
||||
@@ -472,7 +472,17 @@ equipments = {
|
||||
seaplane_hangar
|
||||
}
|
||||
}
|
||||
rear_2_custom_slot = rear_1_custom_slot
|
||||
rear_2_custom_slot = {
|
||||
required = no
|
||||
allowed_module_categories = {
|
||||
ship_anti_air
|
||||
ship_airplane_launcher
|
||||
ship_torpedo
|
||||
ship_medium_heavy_battery_triple
|
||||
ship_medium_heavy_battery_double
|
||||
seaplane_hangar
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
default_modules = {
|
||||
|
||||
@@ -758,7 +758,7 @@ equipments = {
|
||||
max_strength = 350
|
||||
fuel_consumption = 75
|
||||
reliability = 0.9
|
||||
surface_visibility = 42
|
||||
surface_visibility = 46
|
||||
build_cost_ic = 3800
|
||||
resources = {
|
||||
steel = 4
|
||||
|
||||
@@ -9,7 +9,7 @@ sub_units = {
|
||||
|
||||
max_organisation = 40
|
||||
|
||||
supply_consumption = 0.13
|
||||
supply_consumption = 0.15
|
||||
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
|
||||
critical_part_damage_chance_mult = 1
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
version="v1.12 - Overlord"
|
||||
version="v1.13 - Red Cliff"
|
||||
tags={
|
||||
"Military"
|
||||
"Translation"
|
||||
|
||||
@@ -159,3 +159,41 @@ The branch of port facilities aims at accelerating building and repairing speed
|
||||
Auxiliary ship branch is centered around the debate over "range or speed". Speed branch is relatively better since it's one of the six dimensions of ship designs and it offers some exclusive modules like raider cruiser.
|
||||
|
||||
As for fuel branch, its research cost is insignificant with little bonus, making it an irrelevant factor in your game.
|
||||
|
||||
## Naval Battle ##
|
||||
|
||||
### Overview ###
|
||||
|
||||
Speaking of the mechanism of naval combat, it's mostly untouched in this mod, so your experience from vanilla still applies here. If you are not familiar with navy, I'd recommend you to read naval sections of HOI4 official wiki which owns a lot of details of basic concepts and advanced formulas of naval combat. [HOI4 wiki](https://hoi4.paradoxwikis.com/Naval_battle)
|
||||
|
||||
VNR modifies some parts of naval game to make it more intense and realistic, and the following introduction will only include things changed from vanilla. I will assume you know the basic concepts about naval combat such as screen efficiency, positioning and combat duration, otherwise please refer to the link above first.
|
||||
|
||||
### Fleet Composition ###
|
||||
|
||||
The question of fleet composition is based on the concept of screen ratio. This part is identical in VNR and vanilla, which is 1:3. This means a capital ship (heavy ships and carriers) needs at least three screen ships (destroyers and light cruisers, basically anything in the first line of combat) to achieve max screen efficiency. Furthermore, carrier has its own version of screen efficiency that requires not only light ships but also heavy ships. This ratio is 1 to 1.
|
||||
|
||||
For example, let's say you have 1 carrier, then you need at least 1 battleship and 6 destroyers or light cruisers (3 for carrier, 3 for battleship) to get 100% efficiency for every ship. However, this is only the lowest standard for a fleet, because you can't avoid losses of ships in the combat. As a result, this ratio has to be expanded to allow some redundancy, like 1:1.5:8.
|
||||
|
||||
Besides, make sure your fleet has a min speed over 30kn, this is extremely important to strike forces.
|
||||
|
||||
### Sea Supremacy ###
|
||||
|
||||
One of the major roles that navy plays in the game is securing sea supremacy to create opportunity for a naval invasion. Compared to vanilla, supremacy factor of different missions are changed. Among them, the factor of convoy raiding is greatly nerfed, meaning even though you have twice the ships in convoy raiding, they will lose in securing sea supremacy against a smaller strike force. The best way to gain control of a piece of waters is by naval invasion support or strike force.
|
||||
|
||||
Type of ship also affects efficiency in this area. Decent ships are required in the action, that means you can't secure the sea just with submarines.
|
||||
|
||||
### Combat Duration ###
|
||||
|
||||
To simulate carrier's capability to send over the horizon strikes, the duration of combat is made longer in the mod, but I still kept it under control so that other ships still hold a place in navy. Carrier can send air strikes every 2-3 hour (based on your sortie efficiency) in different squadron size (based on carrier traffic and some other factors). 20 hours after the battle begins, fleet will have a chance to retreat both automatically and manually. Only 22 hours into the battle, battleship got to fire its first salvo, while light ships still have to wait to the 30th hour to fire.
|
||||
|
||||
### Positioning ###
|
||||
|
||||
Positioning is typically used to measure how successful the fleet formation is in real life, which is a very important element in the era of ship of line. In the game, it is a factor applied to screen efficiency. Bad positioning may lead to degradation of screen efficiency. In that case, the preferred screen ratio is no longer 1:1:3, you will need more ships to achieve max screen efficiency.
|
||||
|
||||
Positioning is affected by several factors including relative size of fleet, speed, detection, etc. To achieve good positioning, make sure to have fast ships with good detection, and avoid maneuvering a super massive fleet around.
|
||||
|
||||
### Supply Consumption ###
|
||||
|
||||
Ever since the supply system was added in NSB, navy will also be influenced by port facilities. In vanilla, you rarely feel the consequence of running out of supply in naval combat because ships' supply consumption is too low compared to how much a naval base can provide. To begin with, don't confuse supply consumption with fuel consumption, they are different but will cause similar penalties on your fleet. Fuel is only consumed when your fleet is in action, but supply is a static resource that you can't store.
|
||||
|
||||
In the mod, supply consumption of ships are greatly increased, especially on capital ships. This has made strategic islands and frontline engineering corps far more important in simulating the Pacific War. Take US as an example, a large fleet making a sortie from the Midway will definitely suffer heavy attrition during maneuvering and combat. Instead, launching attacks from Hawaii or Australia is a wiser choice.
|
||||
@@ -13,7 +13,7 @@ Hi there, this is MrPunk, in this file I will try to explain everything about VN
|
||||
|
||||
### Common ###
|
||||
|
||||
Common is where the fundamental materials of the game are stored, usually it includes technology, national focus, decisions and much more.
|
||||
Common is where the fundamental materials of the game are stored, usually it includes technology, national focus, decisions and much more.
|
||||
|
||||
The files in this folder will be loaded at game starts (in the loading screen), so if the game never made it to the menu, more likely it's caused by bugs in Common.
|
||||
|
||||
@@ -134,9 +134,9 @@ The texts of events, technologies, etc.
|
||||
|
||||
## Post-Loading ##
|
||||
|
||||
The most interesting feature of VNR is the post-loading mechanism. For so long, there are many navy mods out there, but they all have to change the files within history/countries, for that's where tank/air/ship designs are defined. In instance of a large naval overhaul mod, you have to modify these files to make new modules and new hulls working. It's very common on mods such as NRM.
|
||||
The most interesting feature of VNR is the post-loading mechanism. For so long, there are many navy mods out there, but they all have to change the files within history/countries, for that's where tank/air/ship designs are defined. In instance of a large naval overhaul mod, you have to modify these files to make new modules and new hulls work. It's very common on mods such as NRM.
|
||||
|
||||
Despite being the most sraightforward approach, it will bring harms to compatibility and robustness throughout basegame updates. The country history files store more than starting variants, it also has leaders, historical events, political status and national spirits. Overwriting such files is a complete disaster when it comes to compatibility. Even a minor fix on the country's starting stability will be incompatible, depending on the loading order, it may break its variants too.
|
||||
Despite being the most sraightforward approach, it will bring harms to compatibility and robustness throughout basegame updates. The country history files store more than starting variants, they also have leaders, historical events, political status and national spirits. Overwriting such files is a complete disaster when it comes to compatibility. Even a minor fix on the country's starting stability will be incompatible, depending on the loading order, it may break its variants too.
|
||||
|
||||
To counter it, the post-loading mechanism is created. It is not some fancy skill, but I want it recorded, so the late comers know how to do that.
|
||||
|
||||
@@ -165,7 +165,7 @@ Reference files:
|
||||
|
||||
2. **Ship role system**
|
||||
|
||||
The ship role system is what creates more variants. Before that, most naval mods simply add a lot of hulls to represent new type of ships, but they in fact are not so different from the base platform. For example, destroyer leader, destroyer and escort destroyer. Offering different bonus, the ship role also allow or disallow certain categories of modules.
|
||||
The ship role system is what creates more variants. Before that, most naval mods simply add a lot of hulls to represent new type of ships, but they in fact are not so different from the base platform. For example, destroyer leader, destroyer and escort destroyer. Offering different bonus, the ship role also allows or disallows certain categories of modules.
|
||||
|
||||
3. **Dynamic title for ship designer**
|
||||
|
||||
|
||||
@@ -8,6 +8,9 @@ country_event = {
|
||||
hidden = yes
|
||||
is_triggered_only = yes
|
||||
immediate = {
|
||||
# delete all ships first just in case
|
||||
delete_starting_naval_oob = yes
|
||||
|
||||
add_starting_techs = yes
|
||||
makeup_starting_techs = yes
|
||||
# set shipyard output boost
|
||||
|
||||
@@ -242,6 +242,44 @@ country_event = {
|
||||
}
|
||||
}
|
||||
|
||||
# SOV AI template 1940
|
||||
country_event = {
|
||||
id = ai_ships.12
|
||||
hidden = yes
|
||||
fire_only_once = yes
|
||||
mean_time_to_happen = { days = 1 }
|
||||
trigger = {
|
||||
tag = SOV
|
||||
is_ai = yes
|
||||
NOT = { has_country_flag = SOV_SHIPS_1940 }
|
||||
date > 1940.2.1
|
||||
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
|
||||
}
|
||||
immediate = {
|
||||
SOV_AI_variants_1940 = yes
|
||||
set_country_flag = SOV_SHIPS_1940
|
||||
}
|
||||
}
|
||||
|
||||
# SOV AI template 1943
|
||||
country_event = {
|
||||
id = ai_ships.13
|
||||
hidden = yes
|
||||
fire_only_once = yes
|
||||
mean_time_to_happen = { days = 1 }
|
||||
trigger = {
|
||||
tag = SOV
|
||||
is_ai = yes
|
||||
NOT = { has_country_flag = SOV_SHIPS_1943 }
|
||||
date > 1943.2.1
|
||||
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
|
||||
}
|
||||
immediate = {
|
||||
SOV_AI_variants_1943 = yes
|
||||
set_country_flag = SOV_SHIPS_1943
|
||||
}
|
||||
}
|
||||
|
||||
# unlock some naval techs for major powers in 1940
|
||||
country_event = {
|
||||
id = ai_ships.101
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
default = {
|
||||
vnr_ship_hull_light_1 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_1_medium
|
||||
}
|
||||
@@ -9,26 +8,16 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_light_2 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_2_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_light_3 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_3_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_2_medium
|
||||
GFX_vnr_ship_hull_light_1_medium
|
||||
}
|
||||
@@ -36,13 +25,8 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_light_4 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_4_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_3_medium
|
||||
GFX_vnr_ship_hull_light_2_medium
|
||||
GFX_vnr_ship_hull_light_1_medium
|
||||
@@ -51,13 +35,8 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_light_5 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_5_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_4_medium
|
||||
GFX_vnr_ship_hull_light_3_medium
|
||||
GFX_vnr_ship_hull_light_2_medium
|
||||
@@ -67,13 +46,8 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_light_6 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_6_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_light_5_medium
|
||||
GFX_vnr_ship_hull_light_4_medium
|
||||
GFX_vnr_ship_hull_light_3_medium
|
||||
@@ -84,135 +58,99 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_cruiser_1 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_cruiser_2 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_cruiser_3 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_3_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_cruiser_4 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_4_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_4_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_3_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_4_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_cruiser_5 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_5_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_5_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_4_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_5_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_4_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_4_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_cruiser_6 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_6_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_6_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_5_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_6_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_5_medium
|
||||
GFX_vnr_ship_hull_cruiser_4_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_5_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_4_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_4_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_3_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_cruiser_coastal_defense_ship = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_coastal_defense_ship_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_cruiser_panzerschiff = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_panzerschiff_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_2_capital_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_medium
|
||||
GFX_vnr_ship_hull_cruiser_1_capital_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -239,95 +177,59 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_heavy_2 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_heavy_2_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_heavy_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_heavy_3 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_heavy_3_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_heavy_1_medium
|
||||
GFX_vnr_ship_hull_heavy_2_medium
|
||||
GFX_vnr_ship_hull_heavy_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_heavy_4 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_heavy_4_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_heavy_1_medium
|
||||
GFX_vnr_ship_hull_heavy_2_medium
|
||||
GFX_vnr_ship_hull_heavy_3_medium
|
||||
GFX_vnr_ship_hull_heavy_2_medium
|
||||
GFX_vnr_ship_hull_heavy_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_heavy_5 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_heavy_5_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_heavy_1_medium
|
||||
GFX_vnr_ship_hull_heavy_2_medium
|
||||
GFX_vnr_ship_hull_heavy_3_medium
|
||||
GFX_vnr_ship_hull_heavy_4_medium
|
||||
GFX_vnr_ship_hull_heavy_3_medium
|
||||
GFX_vnr_ship_hull_heavy_2_medium
|
||||
GFX_vnr_ship_hull_heavy_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_carrier_conversion_ca = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_conversion_ca_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_conversion_bb_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_carrier_conversion_bb = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_conversion_bb_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_conversion_ca_medium
|
||||
GFX_vnr_ship_hull_carrier_conversion_bb_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_carrier_1 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_1_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_1_medium
|
||||
@@ -338,62 +240,42 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_carrier_2 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_2_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_1_medium
|
||||
GFX_vnr_ship_hull_carrier_conversion_ca_medium
|
||||
GFX_vnr_ship_hull_carrier_conversion_bb_medium
|
||||
GFX_vnr_ship_hull_carrier_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_carrier_3 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_3_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_2_medium
|
||||
GFX_vnr_ship_hull_carrier_1_medium
|
||||
GFX_vnr_ship_hull_carrier_conversion_ca_medium
|
||||
GFX_vnr_ship_hull_carrier_conversion_bb_medium
|
||||
GFX_vnr_ship_hull_carrier_1_medium
|
||||
GFX_vnr_ship_hull_carrier_2_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_escort_carrier = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_escort_carrier_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_conversion_ca_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_super_carrier = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_super_carrier_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_carrier_3_medium
|
||||
GFX_vnr_ship_hull_carrier_2_medium
|
||||
GFX_vnr_ship_hull_carrier_1_medium
|
||||
GFX_vnr_ship_hull_carrier_conversion_ca_medium
|
||||
GFX_vnr_ship_hull_carrier_conversion_bb_medium
|
||||
GFX_vnr_ship_hull_carrier_1_medium
|
||||
GFX_vnr_ship_hull_carrier_2_medium
|
||||
GFX_vnr_ship_hull_carrier_3_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -406,13 +288,8 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_cruiser_submarine = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_cruiser_submarine_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_submarine_1_medium
|
||||
GFX_vnr_ship_hull_submarine_2_medium
|
||||
GFX_vnr_ship_hull_submarine_3_medium
|
||||
@@ -428,59 +305,39 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_submarine_2 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_submarine_2_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_submarine_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_submarine_3 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_submarine_3_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_submarine_1_medium
|
||||
GFX_vnr_ship_hull_submarine_2_medium
|
||||
GFX_vnr_ship_hull_submarine_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_submarine_4 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_submarine_4_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_submarine_1_medium
|
||||
GFX_vnr_ship_hull_submarine_2_medium
|
||||
GFX_vnr_ship_hull_submarine_3_medium
|
||||
GFX_vnr_ship_hull_submarine_2_medium
|
||||
GFX_vnr_ship_hull_submarine_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_submarine_5 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_submarine_5_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_submarine_1_medium
|
||||
GFX_vnr_ship_hull_submarine_2_medium
|
||||
GFX_vnr_ship_hull_submarine_3_medium
|
||||
GFX_vnr_ship_hull_submarine_4_medium
|
||||
GFX_vnr_ship_hull_submarine_3_medium
|
||||
GFX_vnr_ship_hull_submarine_2_medium
|
||||
GFX_vnr_ship_hull_submarine_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -493,29 +350,19 @@ default = {
|
||||
}
|
||||
vnr_ship_hull_civilian_2 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_civilian_2_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_civilian_1_medium
|
||||
GFX_vnr_ship_hull_civilian_3_medium
|
||||
GFX_vnr_ship_hull_civilian_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
vnr_ship_hull_civilian_3 = {
|
||||
pool = {
|
||||
weight = 2
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_civilian_3_medium
|
||||
}
|
||||
}
|
||||
pool = {
|
||||
icons = {
|
||||
GFX_vnr_ship_hull_civilian_1_medium
|
||||
GFX_vnr_ship_hull_civilian_2_medium
|
||||
GFX_vnr_ship_hull_civilian_1_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -53,6 +53,15 @@ ARG = {
|
||||
|
||||
}
|
||||
|
||||
vnr_ship_hull_cruiser_coastal_defense_ship = {
|
||||
pool = {
|
||||
weight = 5
|
||||
icons = {
|
||||
GFX_ARG_vnr_ship_hull_cruiser_coastal_defense_ship_medium
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vnr_ship_hull_heavy_1 = {
|
||||
pool = {
|
||||
weight = 5
|
||||
@@ -1559,6 +1568,28 @@ CHL = {
|
||||
}
|
||||
}
|
||||
|
||||
pool = {
|
||||
icons = {
|
||||
"gfx/interface/technologies/South_America/CHL_light_cruiser_Chacabuco.png"
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
vnr_ship_hull_cruiser_coastal_defense_ship = {
|
||||
pool = {
|
||||
weight = 5
|
||||
icons = {
|
||||
GFX_CHL_vnr_ship_hull_cruiser_coastal_defense_ship_medium
|
||||
}
|
||||
}
|
||||
|
||||
pool = {
|
||||
icons = {
|
||||
"gfx/interface/technologies/South_America/CHL_light_cruiser_Chacabuco.png"
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
vnr_ship_hull_pre_dreadnought = {
|
||||
@@ -1880,6 +1911,7 @@ ENG = {
|
||||
pool = {
|
||||
icons = {
|
||||
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
|
||||
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1898,6 +1930,7 @@ ENG = {
|
||||
"gfx/interface/technologies/England/ENG_battleship_Admiral.png"
|
||||
GFX_ENG_vnr_ship_hull_heavy_1_medium
|
||||
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
|
||||
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1917,6 +1950,7 @@ ENG = {
|
||||
GFX_ENG_vnr_ship_hull_heavy_2_medium
|
||||
"gfx/interface/technologies/England/ENG_battleship_Admiral.png"
|
||||
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
|
||||
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1937,6 +1971,7 @@ ENG = {
|
||||
GFX_ENG_vnr_ship_hull_heavy_3_medium
|
||||
"gfx/interface/technologies/England/ENG_battleship_Admiral.png"
|
||||
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
|
||||
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1958,6 +1993,7 @@ ENG = {
|
||||
GFX_ENG_vnr_ship_hull_heavy_4_medium
|
||||
"gfx/interface/technologies/England/ENG_battleship_Admiral.png"
|
||||
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
|
||||
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4176,6 +4212,7 @@ ITA = {
|
||||
icons = {
|
||||
GFX_ITA_vnr_ship_hull_cruiser_1_medium
|
||||
GFX_ITA_vnr_ship_hull_cruiser_1_capital_medium
|
||||
"gfx/interface/technologies/Italy/ITA_heavy_cruiser_Garibaldi.png"
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
BIN
src/gfx/interface/technologies/England/ENG_battleship_Revenge.png
Executable file
BIN
src/gfx/interface/technologies/England/ENG_battleship_Revenge.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 18 KiB |
BIN
src/gfx/interface/technologies/Italy/ITA_heavy_cruiser_Garibaldi.png
Executable file
BIN
src/gfx/interface/technologies/Italy/ITA_heavy_cruiser_Garibaldi.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 17 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 18 KiB |
BIN
src/gfx/interface/technologies/South_America/CHL_light_cruiser_Chacabuco.png
Executable file
BIN
src/gfx/interface/technologies/South_America/CHL_light_cruiser_Chacabuco.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 15 KiB |
Binary file not shown.
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
|
||||
@@ -3278,7 +3278,7 @@ guiTypes = {
|
||||
iconType = {
|
||||
name ="equipment_role"
|
||||
spriteType = "GFX_naval_equipment_role_icons"
|
||||
position = { x = 238 y = 49 }
|
||||
position = { x = 28 y = 49 }
|
||||
alwaystransparent = yes
|
||||
}
|
||||
|
||||
|
||||
@@ -279,14 +279,15 @@ guiTypes = {
|
||||
|
||||
buttonType = {
|
||||
name = "upgrade_assigned_industrial_org"
|
||||
position = { x = 70 y = 360 }
|
||||
position = { x = 65 y = 360 }
|
||||
spriteType = "GFX_designer_button_upgrade_strip"
|
||||
}
|
||||
|
||||
buttonType = {
|
||||
name = "design_team_button"
|
||||
spriteType = "GFX_idea_slot_naval_manufacturer"
|
||||
position = { x = 10 y = 340 }
|
||||
scale = 0.8
|
||||
position = { x = 14 y = 350 }
|
||||
}
|
||||
|
||||
# right hand side, stats and terrain adjusters
|
||||
@@ -848,7 +849,7 @@ guiTypes = {
|
||||
name = "name"
|
||||
position = { x = 45 y = 5 }
|
||||
font = "hoi_18mbs"
|
||||
size = { x=164 y=20 }
|
||||
size = { x=230 y=20 }
|
||||
}
|
||||
|
||||
#expandButton = {
|
||||
@@ -884,10 +885,10 @@ guiTypes = {
|
||||
|
||||
instantTextboxType = {
|
||||
name = "position_version"
|
||||
position = { x = 212 y = 56 }
|
||||
position = { x = 280 y = 56 }
|
||||
font = "hoi_18mbs"
|
||||
text_color_code = g
|
||||
maxWidth = 71
|
||||
maxWidth = 1
|
||||
maxHeight = 18
|
||||
alwaystransparent = yes
|
||||
multiline = no
|
||||
|
||||
@@ -1,25 +1,19 @@
|
||||
spriteTypes = {
|
||||
spriteType = { # "SH battleship"
|
||||
name = "GFX_navalcombat_ship_icon_SH_battleship"
|
||||
texturefile = "gfx/interface/navalcombat/ships/sh_battleship.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_navalcombat_ship_icon_behemoth"
|
||||
texturefile = "gfx/interface/navalcombat/ships/behemoth.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_navalcombat_ship_icon_battlecarrier"
|
||||
texturefile = "gfx/interface/navalcombat/ships/battlecarrier.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_navalcombat_ship_icon_auxiliary_ship"
|
||||
texturefile = "gfx/interface/navalcombat/ships/auxiliary.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
### ship silhouettes in naval combat
|
||||
spriteType = { name = "GFX_navalcombat_ship_icon_SH_battleship" texturefile = "gfx/interface/navalcombat/ships/sh_battleship.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_navalcombat_ship_icon_behemoth" texturefile = "gfx/interface/navalcombat/ships/behemoth.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_navalcombat_ship_icon_battlecarrier" texturefile = "gfx/interface/navalcombat/ships/battlecarrier.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_navalcombat_ship_icon_auxiliary_ship" texturefile = "gfx/interface/navalcombat/ships/auxiliary.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_navalcombat_ship_icon_medium_cruiser" texturefile = "gfx/interface/navalcombat/ships/medium_cruiser.dds" noOfFrames = 2 }
|
||||
|
||||
|
||||
### ship silhouettes in production filter
|
||||
spriteType = { name = "GFX_unit_battlecarrier_icon_medium" texturefile = "gfx/interface/navalcombat/ships/battlecarrier.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_unit_auxiliary_ship_icon_medium" texturefile = "gfx/interface/navalcombat/ships/auxiliary.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_unit_behemoth_icon_medium" texturefile = "gfx/interface/navalcombat/ships/behemoth.dds" noOfFrames = 2 }
|
||||
|
||||
|
||||
### ship silhouettes for each ship, shown when you select a fleet, with level text
|
||||
spriteType = { name = "GFX_unit_battle_cruiser_2_icon_medium" texturefile = "gfx/interface/navalcombat/ships/battlecruiser_I.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_unit_battle_cruiser_3_icon_medium" texturefile = "gfx/interface/navalcombat/ships/battlecruiser_II.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_unit_battle_cruiser_4_icon_medium" texturefile = "gfx/interface/navalcombat/ships/battlecruiser_III.dds" noOfFrames = 2 }
|
||||
@@ -69,150 +63,43 @@ spriteTypes = {
|
||||
spriteType = { name = "GFX_unit_battlecarrier_6_icon_medium" texturefile = "gfx/interface/navalcombat/ships/battlecarrier.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_unit_auxiliary_ship_1_icon_medium" texturefile = "gfx/interface/navalcombat/ships/auxiliary.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_unit_submarine_5_icon_medium" texturefile = "gfx/interface/navalcombat/ships/submarine_V.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_unit_SH_battleship_6_icon_medium" texturefile = "gfx/interface/navalcombat/ships/battleship_V.dds" noOfFrames = 2 }
|
||||
spriteType = { name = "GFX_unit_behemoth_1_icon_medium" texturefile = "gfx/interface/navalcombat/ships/behemoth.dds" noOfFrames = 2 }
|
||||
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_unit_SH_battleship_icon_medium_white"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_SH_battleship.dds"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_SH_battleship_icon_medium_black"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_SH_battleship_inverted.dds"
|
||||
}
|
||||
### small ship silhouettes used as counter for each type of ship, shown at top when you select a fleet, with black and white version
|
||||
spriteType = { name = "GFX_unit_SH_battleship_icon_medium_white" texturefile = "gfx/interface/counters/ships_small/onmap_SH_battleship.dds" }
|
||||
spriteType = { name = "GFX_unit_SH_battleship_icon_medium_black" texturefile = "gfx/interface/counters/ships_small/onmap_SH_battleship_inverted.dds" }
|
||||
spriteType = { name = "GFX_unit_battlecarrier_icon_medium_white" texturefile = "gfx/interface/counters/ships_small/onmap_battlecarrier.dds" }
|
||||
spriteType = { name = "GFX_unit_battlecarrier_icon_medium_black" texturefile = "gfx/interface/counters/ships_small/onmap_battlecarrier_inverted.dds" }
|
||||
spriteType = { name = "GFX_unit_auxiliary_ship_icon_medium_white" texturefile = "gfx/interface/counters/ships_small/onmap_auxiliary_ship.dds" }
|
||||
spriteType = { name = "GFX_unit_auxiliary_ship_icon_medium_black" texturefile = "gfx/interface/counters/ships_small/onmap_auxiliary_ship_inverted.dds" }
|
||||
spriteType = { name = "GFX_unit_medium_cruiser_icon_medium_white" texturefile = "gfx/interface/counters/ships_small/onmap_medium_cruiser.dds" }
|
||||
spriteType = { name = "GFX_unit_medium_cruiser_icon_medium_black" texturefile = "gfx/interface/counters/ships_small/onmap_medium_cruiser_inverted.dds" }
|
||||
spriteType = { name = "GFX_unit_behemoth_icon_medium_white" texturefile = "gfx/interface/counters/ships_small/onmap_SH_battleship.dds" }
|
||||
spriteType = { name = "GFX_unit_behemoth_icon_medium_black" texturefile = "gfx/interface/counters/ships_small/onmap_SH_battleship_inverted.dds" }
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_ship_SH_battleship_icon_small"
|
||||
texturefile = "gfx/texticons/ship_SH_battleship_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
spriteType = {
|
||||
name = "unit_SH_battleship_icon_small"
|
||||
texturefile = "gfx/texticons/ship_SH_battleship_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_SH_battleship_6_icon_medium"
|
||||
texturefile = "gfx/interface/navalcombat/ships/battleship_V.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_unit_battlecarrier_icon_medium_white"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_battlecarrier.dds"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_battlecarrier_icon_medium_black"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_battlecarrier_inverted.dds"
|
||||
}
|
||||
### green counter for each type of ship, shown when you hover on a fleet
|
||||
spriteType = { name = "GFX_ship_SH_battleship_icon_small" texturefile = "gfx/texticons/ship_SH_battleship_icon_small.dds" legacy_lazy_load = no }
|
||||
spriteType = { name = "unit_SH_battleship_icon_small" texturefile = "gfx/texticons/ship_SH_battleship_icon_small.dds" legacy_lazy_load = no }
|
||||
spriteType = { name = "GFX_ship_battlecarrier_icon_small" texturefile = "gfx/texticons/ship_battlecarrier_icon_small.dds" legacy_lazy_load = no }
|
||||
spriteType = { name = "unit_battlecarrier_icon_small" texturefile = "gfx/texticons/ship_battlecarrier_icon_small.dds" legacy_lazy_load = no }
|
||||
spriteType = { name = "GFX_ship_auxiliary_ship_icon_small" texturefile = "gfx/texticons/ship_auxiliary_ship_icon_small.dds" legacy_lazy_load = no }
|
||||
spriteType = { name = "unit_auxiliary_ship_icon_small" texturefile = "gfx/texticons/ship_auxiliary_ship_icon_small.dds" legacy_lazy_load = no }
|
||||
spriteType = { name = "GFX_unit_medium_cruiser_icon_small" texturefile = "gfx/texticons/ship_medium_cruiser_icon_small.dds" legacy_lazy_load = no }
|
||||
spriteType = { name = "unit_medium_cruiser_icon_small" texturefile = "gfx/texticons/ship_medium_cruiser_icon_small.dds" legacy_lazy_load = no }
|
||||
spriteType = { name = "GFX_ship_behemoth_icon_small" texturefile = "gfx/texticons/ship_SH_battleship_icon_small.dds" legacy_lazy_load = no }
|
||||
spriteType = { name = "unit_behemoth_icon_small" texturefile = "gfx/texticons/ship_SH_battleship_icon_small.dds" legacy_lazy_load = no }
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_ship_battlecarrier_icon_small"
|
||||
texturefile = "gfx/texticons/ship_battlecarrier_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
spriteType = {
|
||||
name = "unit_battlecarrier_icon_small"
|
||||
texturefile = "gfx/texticons/ship_battlecarrier_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_battlecarrier_icon_medium"
|
||||
texturefile = "gfx/interface/navalcombat/ships/battlecarrier.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_unit_auxiliary_ship_icon_medium_white"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_auxiliary_ship.dds"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_auxiliary_ship_icon_medium_black"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_auxiliary_ship_inverted.dds"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_ship_auxiliary_ship_icon_small"
|
||||
texturefile = "gfx/texticons/ship_auxiliary_ship_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
spriteType = {
|
||||
name = "unit_auxiliary_ship_icon_small"
|
||||
texturefile = "gfx/texticons/ship_auxiliary_ship_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_auxiliary_ship_icon_medium"
|
||||
texturefile = "gfx/interface/navalcombat/ships/auxiliary.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
### plane type icon, used in the effect panel of dive bomber study technology
|
||||
spriteType = { name = "GFX_unit_cv_fighter_icon_medium" texturefile = "gfx/interface/category_fighter.dds" }
|
||||
spriteType = { name = "GFX_unit_cv_cas_icon_medium" texturefile = "gfx/interface/category_cas.dds" }
|
||||
spriteType = { name = "GFX_unit_cv_nav_bomber_icon_medium" texturefile = "gfx/interface/category_heavy_fighter.dds" }
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_unit_medium_cruiser_icon_medium_white"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_medium_cruiser.dds"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_medium_cruiser_icon_medium_black"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_medium_cruiser_inverted.dds"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_navalcombat_ship_icon_medium_cruiser"
|
||||
texturefile = "gfx/interface/navalcombat/ships/medium_cruiser.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_medium_cruiser_icon_small"
|
||||
texturefile = "gfx/texticons/ship_medium_cruiser_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
spriteType = {
|
||||
name = "unit_medium_cruiser_icon_small"
|
||||
texturefile = "gfx/texticons/ship_medium_cruiser_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_unit_behemoth_icon_medium_white"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_SH_battleship.dds"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_behemoth_icon_medium_black"
|
||||
texturefile = "gfx/interface/counters/ships_small/onmap_SH_battleship_inverted.dds"
|
||||
}
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_ship_behemoth_icon_small"
|
||||
texturefile = "gfx/texticons/ship_SH_battleship_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
spriteType = {
|
||||
name = "unit_behemoth_icon_small"
|
||||
texturefile = "gfx/texticons/ship_SH_battleship_icon_small.dds"
|
||||
legacy_lazy_load = no
|
||||
}
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_unit_behemoth_icon_medium"
|
||||
texturefile = "gfx/interface/navalcombat/ships/behemoth.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_behemoth_1_icon_medium"
|
||||
texturefile = "gfx/interface/navalcombat/ships/behemoth.dds"
|
||||
noOfFrames = 2
|
||||
}
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_unit_cv_fighter_icon_medium"
|
||||
texturefile = "gfx/interface/category_fighter.dds"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_cv_cas_icon_medium"
|
||||
texturefile = "gfx/interface/category_cas.dds"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_unit_cv_nav_bomber_icon_medium"
|
||||
texturefile = "gfx/interface/category_heavy_fighter.dds"
|
||||
}
|
||||
|
||||
### the blueprint icon at the bottom right corner of production of ship
|
||||
corneredTileSpriteType = {
|
||||
name = "rework_ship_icon_bg"
|
||||
#texturefile = "gfx/interface/tiles/tiled_paper_bg.dds"
|
||||
@@ -220,6 +107,8 @@ spriteTypes = {
|
||||
size= { x=32 y=32 }
|
||||
borderSize = { x=5 y=5 }
|
||||
}
|
||||
|
||||
### the red box in techtree
|
||||
corneredTileSpriteType = {
|
||||
name = "GFX_tiled_research_red_bg"
|
||||
size= {x=96 y=96 }
|
||||
@@ -228,6 +117,8 @@ spriteTypes = {
|
||||
alwaystransparent = yes
|
||||
}
|
||||
|
||||
|
||||
### background of starting intro panel
|
||||
spriteType = {
|
||||
name = "GFX_navy_intro"
|
||||
textureFile = "gfx/introscreen/navy_intro.png"
|
||||
@@ -237,18 +128,21 @@ spriteTypes = {
|
||||
textureFile = "gfx/introscreen/navy_rework_splash.png"
|
||||
}
|
||||
|
||||
|
||||
### ship role icons definition in ship designer, right next to ship icon
|
||||
spriteType = {
|
||||
name = "GFX_naval_equipment_role_icons"
|
||||
texturefile = "gfx/army_icons/naval_equipment_role_icons.dds"
|
||||
noOfFrames = 84
|
||||
}
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_naval_equipment_role_icons_selected"
|
||||
texturefile = "gfx/army_icons/naval_equipment_role_icons_selected.dds"
|
||||
noOfFrames = 84
|
||||
}
|
||||
|
||||
|
||||
### panels of technology, use assets from KR to make it wider and taller for more lines of tech description
|
||||
corneredTileSpriteType = {
|
||||
name = "GFX_tiled_window_thin_border_kr"
|
||||
size= { x=192 y=192 }
|
||||
@@ -257,13 +151,14 @@ spriteTypes = {
|
||||
tilingCenter = yes
|
||||
effectFile = "gfx/FX/buttonstate_nodowneffect.lua"
|
||||
}
|
||||
|
||||
SpriteType = {
|
||||
name = "GFX_tech_info_top_win_kr"
|
||||
textureFile = "gfx/interface/tech_info_top_win_kr2.png"
|
||||
effectFile = "gfx/FX/buttonstate_nodowneffect.lua"
|
||||
}
|
||||
|
||||
|
||||
### background of main menu
|
||||
corneredTileSpriteType = {
|
||||
name = "GFX_frontend_bg"
|
||||
texturefile = "gfx/interface/vnr_main_menu_bg.dds"
|
||||
@@ -273,19 +168,14 @@ spriteTypes = {
|
||||
effectFile = "gfx/FX/buttonstate.shader"
|
||||
}
|
||||
|
||||
spriteType = {
|
||||
name = "GFX_idea_vnr_mad"
|
||||
textureFile = "gfx/interface/vnr_ai_difficulty.png"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_idea_vnr_hard"
|
||||
textureFile = "gfx/interface/vnr_ai_difficulty.png"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_idea_vnr_normal"
|
||||
textureFile = "gfx/interface/vnr_ai_difficulty.png"
|
||||
}
|
||||
|
||||
### idea icon of VNR AI buff
|
||||
spriteType = { name = "GFX_idea_vnr_mad" textureFile = "gfx/interface/vnr_ai_difficulty.png" }
|
||||
spriteType = { name = "GFX_idea_vnr_hard" textureFile = "gfx/interface/vnr_ai_difficulty.png" }
|
||||
spriteType = { name = "GFX_idea_vnr_normal" textureFile = "gfx/interface/vnr_ai_difficulty.png" }
|
||||
|
||||
|
||||
### a workaround to fix icon becoming huge after an exclusive tech is selected
|
||||
spriteType = {
|
||||
name = "GFX_technology_mtgnavalsupportfolder_branch_item_bg"
|
||||
textureFile = "gfx/interface/techtree/tech_doctrine_branch_item_bg.dds"
|
||||
@@ -2081,6 +2081,10 @@ spriteTypes = {
|
||||
name = "GFX_ARG_vnr_ship_hull_cruiser_2_capital_medium"
|
||||
texturefile = "gfx/interface/technologies/South_America/ARG_heavy_cruiser2.png"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_ARG_vnr_ship_hull_cruiser_coastal_defense_ship_medium"
|
||||
texturefile = "gfx/interface/technologies/South_America/ARG_cruiser_coastal_defense_ship.png"
|
||||
}
|
||||
# battleship
|
||||
|
||||
spriteType = {
|
||||
@@ -2127,6 +2131,10 @@ spriteTypes = {
|
||||
name = "GFX_CHL_vnr_ship_hull_cruiser_1_capital_medium"
|
||||
texturefile = "gfx/interface/technologies/South_America/CHL_heavy_cruiser1.png"
|
||||
}
|
||||
spriteType = {
|
||||
name = "GFX_CHL_vnr_ship_hull_cruiser_coastal_defense_ship_medium"
|
||||
texturefile = "gfx/interface/technologies/South_America/CHL_cruiser_coastal_defense_ship.png"
|
||||
}
|
||||
# battleship
|
||||
|
||||
spriteType = {
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
navy_rework_welcome_splash_tab_3: "额外信息"
|
||||
navy_rework_welcome_splash_tab_4: "致谢"
|
||||
navy_rework_options_button_text: "继续"
|
||||
navy_rework_welcome_splash_tab_1_content: "§Hv1.12 “霸王行动”§!\n\n§C重要新增:§!\n\n-新科技:抗波设计,电磁信号管制,雷达源定位,对称密钥加密,龙勃透镜,密接区域防空\n-新模块:雷达定位装置,滑跃起飞甲板\n-调整冷战科技布局\n\n§C更新:§!\n\n-允许战列舰改装战列舰安装超重型装甲\n-装甲舰不能再安装16英寸或更大的舰炮\n-全导弹布局现在有造价,冷战船体的可靠性降低\n-经济型核反应堆以百分比降低造价\n-降低诱饵发射装置和火箭炮的造价\n-超级航母科技移动到1948年\n-为德国巡洋舰添加柴油机\n-为扎拉级设置正确的图标\n-核动力引擎科技移动到冷战巡洋舰分支\n-增加加入友军数据链的决议\n-4级双联装主炮的速度影响略微提高\n-为轻巡亚特兰大添加一个立绘\n-为航母信浓添加一个立绘\n\n§C修复:§!\n\n-修复部分计划蓝图的防空炮没有重型的问题\n-修复全导弹布局必须要装副炮的问题\n-修复护航航母可以安装经济型核反应堆的问题\n-修复重型舰船俯视图中高平炮缺失的问题\n\n感谢你的游玩!"
|
||||
navy_rework_welcome_splash_tab_1_content: "§Hv1.13 “赤壁鏖兵”§!\n\n§C重要新增:§!\n\n-为部分主要国家添加战时的舰队部署管理AI\n-调整海军生产AI\n\n§C更新:§!\n\n-制海权计算公式权重重做,现在IC的权重比人力更高\n-航空战列舰现在只会算作航母\n-增加所有舰船的补给消耗\n-为机库模块添加补给消耗的修正\n-在加载海军重置版本的海军前添加一个删除全世界海军的效果以防止原版和其他mod文件污染\n-为苏联添加赠送的AI舰船设计\n-降低轻型柴油引擎的速度\n-移除超重型装甲的可见度惩罚,超重型船体的可见度相应提高\n-不允许航母使用超重型引擎\n-降低防空巡洋舰角色的造价\n-为复仇级添加一个立绘\n-为南美的部分岸防舰添加立绘\n-微调设计器UI\n\n§C修复:§!\n\n-修复生产界面舰船改装格中角色图标出框的问题\n-修复一些错字\n-修复德国开局驱逐舰立绘使用虚构驱逐舰的问题\n\n感谢你的游玩!"
|
||||
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候,§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡,§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害,不过重型装甲只能提供非常有限的鱼雷防护,你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算,穿甲和装甲的比值与伤害权重之间的映射关系为:超过200%为100%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,60%到75%为45%伤害,50%到60%为35%伤害,30%到50%为20%伤害,10%到30%为10%伤害,低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时,主力舰在第22小时开火,其他舰艇在第30小时开火§!,而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%,但优势的水面探测数值可以带来最多50%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力,而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!,一般在没有加成的情况下,建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年,1943年,1945年和冷战时期(如果没有投降的话)获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略(包括舰载机)。例如,原版的§g德国§!会更加专注于潜艇,而§B美国§!则会重视航母。"
|
||||
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外,不会再有其他的官方兼容包发布,希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
|
||||
navy_rework_welcome_splash_tab_4_content: "大家好,海军重置已经走过了艰难的开发阶段,如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成,整个大框架完成后,剩余的工作便是进一步丰富和扩充,而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑,在加里波第的噩梦版本,也就是0.6时期接触到的KR,当时就被它详实有趣的世界观所吸引,之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做,也是我最喜欢最兴奋的一个版本,由此我开始对海军感兴趣,也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午,我在办公室摸鱼逛reddit,看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证,这篇文章深深吸引了我,我用了一个下午翻译后发布到了贴吧上,收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎,但我始终将KR海军考据的系列坚持了下来,从海军大国到一些特色小国我都查阅了大量资料,也为这个mod打下了基础。\n\n在KR0.22更新之前,开发因为一些原因多次削减了海军的内容,我一直感到很遗憾,0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行,但是美工、文案和汉译英等等我都是从头开始学,一次次试错,一个人陆陆续续弄了大半年,发布了KR和KX两版,才做到现在这个地步,我从中也学到了很多。如今,我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家,包括启发我的reddit网友Tragic-tragedy,贴吧上对我的史料斧正的朋友,在知乎上追更的朋友,还有许多订阅海军重置的玩家,没有你们的支持就没有这个mod,谢谢你们!\n\n最后,我还想借此机会感谢我的外公,他曾在中国人民解放军海军服役了几十年,在我的孩提时代启发了我对海军的认识。上世纪七八十年代,我的外公分别在几艘海军科考船上服役,担任过气象专家和部门政委等职务,他的大部分军旅生涯是在向阳红10号船上度过的,这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年,向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验,这就是大家熟知的580任务。我的外公当时负责气象部门,为回收导弹黑匣子的时间窗口提供预报支持。四年后,他随船参加了中国第一次南极科考任务,并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号,在2007年遇到事故损坏,最后成了东方21D的靶子,每每说起来,他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感,一方面为对国家做出贡献而感到骄傲光荣,而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此,他从小给我讲述的故事仍然点燃了我对海军的兴趣,为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙,不知道海军重置还能维持多久,所以我在此也希望成立一个小团队,用半做半学的方式,把这个mod延续下去。\n\n有兴趣加我qq:1245385638,或海军重置群:162239327"
|
||||
@@ -54,7 +54,7 @@
|
||||
vnr_research_budget: "海军科研经费"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "AI会在游戏中自动解锁海军科技。"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁科技。\n§R这可能改变AI选择科技的倾向,并且影响其他方面的科研。§!"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁海军科技。\n§R这可能改变AI选择科技的倾向,并且影响其他方面的科研。§!"
|
||||
RULE_SHIPYARD_OUTPUT_BOOST: "允许船厂产能加成"
|
||||
RULE_OPTION_FREE_AI: "仅限AI"
|
||||
RULE_OPTION_FREE_PLAYER: "仅限玩家"
|
||||
@@ -65,3 +65,6 @@
|
||||
vnr_shipyard_output_boost: "海军重置船厂产出加成"
|
||||
join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链"
|
||||
join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链,我们将不能研发自己的版本,但会立刻解锁以下加成:§!\n§Y海军协同性:§!§G+10%§!\n§Y海军组织度:§!§G+7.5%§!\n§Y可见度:§!§G-7.5%§!"
|
||||
RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI"
|
||||
RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。"
|
||||
RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n§Y使用原版或其他激活状态mod提供的海军AI。§!"
|
||||
@@ -4,7 +4,7 @@
|
||||
navy_rework_welcome_splash_tab_3: "额外信息"
|
||||
navy_rework_welcome_splash_tab_4: "致谢"
|
||||
navy_rework_options_button_text: "继续"
|
||||
navy_rework_welcome_splash_tab_1_content: "§Hv1.12 “霸王行动”§!\n\n§C重要新增:§!\n\n-新科技:抗波设计,电磁信号管制,雷达源定位,对称密钥加密,龙勃透镜,密接区域防空\n-新模块:雷达定位装置,滑跃起飞甲板\n-调整冷战科技布局\n\n§C更新:§!\n\n-允许战列舰改装战列舰安装超重型装甲\n-装甲舰不能再安装16英寸或更大的舰炮\n-全导弹布局现在有造价,冷战船体的可靠性降低\n-经济型核反应堆以百分比降低造价\n-降低诱饵发射装置和火箭炮的造价\n-超级航母科技移动到1948年\n-为德国巡洋舰添加柴油机\n-为扎拉级设置正确的图标\n-核动力引擎科技移动到冷战巡洋舰分支\n-增加加入友军数据链的决议\n-4级双联装主炮的速度影响略微提高\n-为轻巡亚特兰大添加一个立绘\n-为航母信浓添加一个立绘\n\n§C修复:§!\n\n-修复部分计划蓝图的防空炮没有重型的问题\n-修复全导弹布局必须要装副炮的问题\n-修复护航航母可以安装经济型核反应堆的问题\n-修复重型舰船俯视图中高平炮缺失的问题\n\n感谢你的游玩!"
|
||||
navy_rework_welcome_splash_tab_1_content: "§Hv1.13 “赤壁鏖兵”§!\n\n§C重要新增:§!\n\n-为部分主要国家添加战时的舰队部署管理AI\n-调整海军生产AI\n\n§C更新:§!\n\n-制海权计算公式权重重做,现在IC的权重比人力更高\n-航空战列舰现在只会算作航母\n-增加所有舰船的补给消耗\n-为机库模块添加补给消耗的修正\n-在加载海军重置版本的海军前添加一个删除全世界海军的效果以防止原版和其他mod文件污染\n-为苏联添加赠送的AI舰船设计\n-降低轻型柴油引擎的速度\n-移除超重型装甲的可见度惩罚,超重型船体的可见度相应提高\n-不允许航母使用超重型引擎\n-降低防空巡洋舰角色的造价\n-为复仇级添加一个立绘\n-为南美的部分岸防舰添加立绘\n-微调设计器UI\n\n§C修复:§!\n\n-修复生产界面舰船改装格中角色图标出框的问题\n-修复一些错字\n-修复德国开局驱逐舰立绘使用虚构驱逐舰的问题\n\n感谢你的游玩!"
|
||||
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候,§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡,§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害,不过重型装甲只能提供非常有限的鱼雷防护,你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算,穿甲和装甲的比值与伤害权重之间的映射关系为:超过200%为100%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,60%到75%为45%伤害,50%到60%为35%伤害,30%到50%为20%伤害,10%到30%为10%伤害,低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时,主力舰在第22小时开火,其他舰艇在第30小时开火§!,而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%,但优势的水面探测数值可以带来最多50%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力,而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!,一般在没有加成的情况下,建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年,1943年,1945年和冷战时期(如果没有投降的话)获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略(包括舰载机)。例如,原版的§g德国§!会更加专注于潜艇,而§B美国§!则会重视航母。"
|
||||
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外,不会再有其他的官方兼容包发布,希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
|
||||
navy_rework_welcome_splash_tab_4_content: "大家好,海军重置已经走过了艰难的开发阶段,如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成,整个大框架完成后,剩余的工作便是进一步丰富和扩充,而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑,在加里波第的噩梦版本,也就是0.6时期接触到的KR,当时就被它详实有趣的世界观所吸引,之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做,也是我最喜欢最兴奋的一个版本,由此我开始对海军感兴趣,也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午,我在办公室摸鱼逛reddit,看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证,这篇文章深深吸引了我,我用了一个下午翻译后发布到了贴吧上,收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎,但我始终将KR海军考据的系列坚持了下来,从海军大国到一些特色小国我都查阅了大量资料,也为这个mod打下了基础。\n\n在KR0.22更新之前,开发因为一些原因多次削减了海军的内容,我一直感到很遗憾,0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行,但是美工、文案和汉译英等等我都是从头开始学,一次次试错,一个人陆陆续续弄了大半年,发布了KR和KX两版,才做到现在这个地步,我从中也学到了很多。如今,我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家,包括启发我的reddit网友Tragic-tragedy,贴吧上对我的史料斧正的朋友,在知乎上追更的朋友,还有许多订阅海军重置的玩家,没有你们的支持就没有这个mod,谢谢你们!\n\n最后,我还想借此机会感谢我的外公,他曾在中国人民解放军海军服役了几十年,在我的孩提时代启发了我对海军的认识。上世纪七八十年代,我的外公分别在几艘海军科考船上服役,担任过气象专家和部门政委等职务,他的大部分军旅生涯是在向阳红10号船上度过的,这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年,向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验,这就是大家熟知的580任务。我的外公当时负责气象部门,为回收导弹黑匣子的时间窗口提供预报支持。四年后,他随船参加了中国第一次南极科考任务,并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号,在2007年遇到事故损坏,最后成了东方21D的靶子,每每说起来,他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感,一方面为对国家做出贡献而感到骄傲光荣,而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此,他从小给我讲述的故事仍然点燃了我对海军的兴趣,为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙,不知道海军重置还能维持多久,所以我在此也希望成立一个小团队,用半做半学的方式,把这个mod延续下去。\n\n有兴趣加我qq:1245385638,或海军重置群:162239327"
|
||||
@@ -54,7 +54,7 @@
|
||||
vnr_research_budget: "海军科研经费"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "AI会在游戏中自动解锁海军科技。"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁科技。\n§R这可能改变AI选择科技的倾向,并且影响其他方面的科研。§!"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁海军科技。\n§R这可能改变AI选择科技的倾向,并且影响其他方面的科研。§!"
|
||||
RULE_SHIPYARD_OUTPUT_BOOST: "允许船厂产能加成"
|
||||
RULE_OPTION_FREE_AI: "仅限AI"
|
||||
RULE_OPTION_FREE_PLAYER: "仅限玩家"
|
||||
@@ -65,3 +65,6 @@
|
||||
vnr_shipyard_output_boost: "海军重置船厂产出加成"
|
||||
join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链"
|
||||
join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链,我们将不能研发自己的版本,但会立刻解锁以下加成:§!\n§Y海军协同性:§!§G+10%§!\n§Y海军组织度:§!§G+7.5%§!\n§Y可见度:§!§G-7.5%§!"
|
||||
RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI"
|
||||
RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。"
|
||||
RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n§Y使用原版或其他激活状态mod提供的海军AI。§!"
|
||||
@@ -4,7 +4,7 @@
|
||||
navy_rework_welcome_splash_tab_3: "额外信息"
|
||||
navy_rework_welcome_splash_tab_4: "致谢"
|
||||
navy_rework_options_button_text: "继续"
|
||||
navy_rework_welcome_splash_tab_1_content: "§Hv1.12 “霸王行动”§!\n\n§C重要新增:§!\n\n-新科技:抗波设计,电磁信号管制,雷达源定位,对称密钥加密,龙勃透镜,密接区域防空\n-新模块:雷达定位装置,滑跃起飞甲板\n-调整冷战科技布局\n\n§C更新:§!\n\n-允许战列舰改装战列舰安装超重型装甲\n-装甲舰不能再安装16英寸或更大的舰炮\n-全导弹布局现在有造价,冷战船体的可靠性降低\n-经济型核反应堆以百分比降低造价\n-降低诱饵发射装置和火箭炮的造价\n-超级航母科技移动到1948年\n-为德国巡洋舰添加柴油机\n-为扎拉级设置正确的图标\n-核动力引擎科技移动到冷战巡洋舰分支\n-增加加入友军数据链的决议\n-4级双联装主炮的速度影响略微提高\n-为轻巡亚特兰大添加一个立绘\n-为航母信浓添加一个立绘\n\n§C修复:§!\n\n-修复部分计划蓝图的防空炮没有重型的问题\n-修复全导弹布局必须要装副炮的问题\n-修复护航航母可以安装经济型核反应堆的问题\n-修复重型舰船俯视图中高平炮缺失的问题\n\n感谢你的游玩!"
|
||||
navy_rework_welcome_splash_tab_1_content: "§Hv1.13 “赤壁鏖兵”§!\n\n§C重要新增:§!\n\n-为部分主要国家添加战时的舰队部署管理AI\n-调整海军生产AI\n\n§C更新:§!\n\n-制海权计算公式权重重做,现在IC的权重比人力更高\n-航空战列舰现在只会算作航母\n-增加所有舰船的补给消耗\n-为机库模块添加补给消耗的修正\n-在加载海军重置版本的海军前添加一个删除全世界海军的效果以防止原版和其他mod文件污染\n-为苏联添加赠送的AI舰船设计\n-降低轻型柴油引擎的速度\n-移除超重型装甲的可见度惩罚,超重型船体的可见度相应提高\n-不允许航母使用超重型引擎\n-降低防空巡洋舰角色的造价\n-为复仇级添加一个立绘\n-为南美的部分岸防舰添加立绘\n-微调设计器UI\n\n§C修复:§!\n\n-修复生产界面舰船改装格中角色图标出框的问题\n-修复一些错字\n-修复德国开局驱逐舰立绘使用虚构驱逐舰的问题\n\n感谢你的游玩!"
|
||||
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候,§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡,§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害,不过重型装甲只能提供非常有限的鱼雷防护,你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算,穿甲和装甲的比值与伤害权重之间的映射关系为:超过200%为100%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,60%到75%为45%伤害,50%到60%为35%伤害,30%到50%为20%伤害,10%到30%为10%伤害,低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时,主力舰在第22小时开火,其他舰艇在第30小时开火§!,而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%,但优势的水面探测数值可以带来最多50%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力,而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!,一般在没有加成的情况下,建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年,1943年,1945年和冷战时期(如果没有投降的话)获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略(包括舰载机)。例如,原版的§g德国§!会更加专注于潜艇,而§B美国§!则会重视航母。"
|
||||
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外,不会再有其他的官方兼容包发布,希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
|
||||
navy_rework_welcome_splash_tab_4_content: "大家好,海军重置已经走过了艰难的开发阶段,如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成,整个大框架完成后,剩余的工作便是进一步丰富和扩充,而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑,在加里波第的噩梦版本,也就是0.6时期接触到的KR,当时就被它详实有趣的世界观所吸引,之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做,也是我最喜欢最兴奋的一个版本,由此我开始对海军感兴趣,也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午,我在办公室摸鱼逛reddit,看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证,这篇文章深深吸引了我,我用了一个下午翻译后发布到了贴吧上,收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎,但我始终将KR海军考据的系列坚持了下来,从海军大国到一些特色小国我都查阅了大量资料,也为这个mod打下了基础。\n\n在KR0.22更新之前,开发因为一些原因多次削减了海军的内容,我一直感到很遗憾,0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行,但是美工、文案和汉译英等等我都是从头开始学,一次次试错,一个人陆陆续续弄了大半年,发布了KR和KX两版,才做到现在这个地步,我从中也学到了很多。如今,我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家,包括启发我的reddit网友Tragic-tragedy,贴吧上对我的史料斧正的朋友,在知乎上追更的朋友,还有许多订阅海军重置的玩家,没有你们的支持就没有这个mod,谢谢你们!\n\n最后,我还想借此机会感谢我的外公,他曾在中国人民解放军海军服役了几十年,在我的孩提时代启发了我对海军的认识。上世纪七八十年代,我的外公分别在几艘海军科考船上服役,担任过气象专家和部门政委等职务,他的大部分军旅生涯是在向阳红10号船上度过的,这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年,向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验,这就是大家熟知的580任务。我的外公当时负责气象部门,为回收导弹黑匣子的时间窗口提供预报支持。四年后,他随船参加了中国第一次南极科考任务,并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号,在2007年遇到事故损坏,最后成了东方21D的靶子,每每说起来,他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感,一方面为对国家做出贡献而感到骄傲光荣,而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此,他从小给我讲述的故事仍然点燃了我对海军的兴趣,为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙,不知道海军重置还能维持多久,所以我在此也希望成立一个小团队,用半做半学的方式,把这个mod延续下去。\n\n有兴趣加我qq:1245385638,或海军重置群:162239327"
|
||||
@@ -54,7 +54,7 @@
|
||||
vnr_research_budget: "海军科研经费"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "AI会在游戏中自动解锁海军科技。"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁科技。\n§R这可能改变AI选择科技的倾向,并且影响其他方面的科研。§!"
|
||||
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁海军科技。\n§R这可能改变AI选择科技的倾向,并且影响其他方面的科研。§!"
|
||||
RULE_SHIPYARD_OUTPUT_BOOST: "允许船厂产能加成"
|
||||
RULE_OPTION_FREE_AI: "仅限AI"
|
||||
RULE_OPTION_FREE_PLAYER: "仅限玩家"
|
||||
@@ -65,3 +65,6 @@
|
||||
vnr_shipyard_output_boost: "海军重置船厂产出加成"
|
||||
join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链"
|
||||
join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链,我们将不能研发自己的版本,但会立刻解锁以下加成:§!\n§Y海军协同性:§!§G+10%§!\n§Y海军组织度:§!§G+7.5%§!\n§Y可见度:§!§G-7.5%§!"
|
||||
RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI"
|
||||
RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。"
|
||||
RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n§Y使用原版或其他激活状态mod提供的海军AI。§!"
|
||||
Reference in New Issue
Block a user