2025-05-31 09:37:24

This commit is contained in:
actions[bot]
2025-05-31 09:37:24 +00:00
parent 469b979ac1
commit 49758d4f6e
72 changed files with 19060 additions and 5255 deletions

View File

@@ -72,6 +72,7 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
}
}
@@ -104,6 +105,7 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space
@@ -139,6 +141,7 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space
@@ -247,6 +250,7 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
}
@@ -279,6 +283,7 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space
@@ -313,6 +318,7 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_strength_deck
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
front_2_custom_slot = carrier_angled_deck
mid_1_custom_slot = ship_deck_space

View File

@@ -17,14 +17,15 @@ naval_light_carrier = {
match_value = 100.0
type = vnr_ship_hull_carrier_1
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_small
fixed_ship_deck_slot_2 = ship_deck_space_small
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = carrier_ship_engine
fixed_ship_secondaries_slot = ship_secondaries
fixed_ship_radar_slot = { upgrade = current any_of = { carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_carrier_miscellaneous_slot_1 = carrier_unit
fixed_ship_carrier_miscellaneous_slot_2 = carrier_miscellaneous
fixed_ship_role_slot = ship_hull_carrier_role_cvl
fixed_ship_flight_deck_slot = carrier_wooden_deck
}
}
@@ -45,8 +46,8 @@ naval_light_carrier = {
type = vnr_ship_hull_carrier_2
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_small
fixed_ship_deck_slot_2 = ship_deck_space_small
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_secondaries
@@ -54,6 +55,10 @@ naval_light_carrier = {
fixed_ship_carrier_miscellaneous_slot_1 = carrier_unit
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_role_slot = ship_hull_carrier_role_cvl
front_1_custom_slot = ship_deck_space_small
mid_1_custom_slot = ship_deck_space_small
mid_2_custom_slot = ship_deck_space_small
}
}
}
@@ -73,8 +78,8 @@ naval_light_carrier = {
type = vnr_ship_hull_carrier_3
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_small
fixed_ship_deck_slot_2 = ship_deck_space_small
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_4 carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_secondaries
@@ -82,6 +87,10 @@ naval_light_carrier = {
fixed_ship_carrier_miscellaneous_slot_1 = carrier_unit
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_role_slot = ship_hull_carrier_role_cvl
front_1_custom_slot = ship_deck_space_small
mid_1_custom_slot = ship_deck_space_small
mid_2_custom_slot = ship_deck_space_small
}
}
}

View File

@@ -0,0 +1,210 @@
vnr_cv_fighter = {
category = air
roles = { air_cv_fighter }
priority = {
factor = 9999
modifier = {
factor = 0
has_game_rule = { rule = RULE_AI_AIR_DESIGN option = BLOCKED }
}
}
1936_cv_fighter = {
priority = {
factor = 100
}
target_variant = {
match_value = 5000
type = cv_small_plane_airframe_1
modules = {
engine_type_slot = engine_2_1x
fixed_main_weapon_slot = light_mg_4x
fixed_auxiliary_weapon_slot_1 = light_mg_4x
}
}
}
1940_cv_fighter = {
priority = {
factor = 20
modifier = {
factor = 10
has_tech = improved_small_airframe
}
}
target_variant = {
match_value = 6000
type = cv_small_plane_airframe_2
modules = {
engine_type_slot = engine_3_1x
fixed_main_weapon_slot = heavy_mg_4x
fixed_auxiliary_weapon_slot_1 = heavy_mg_4x
}
}
}
1944_cv_fighter = {
priority = {
factor = 30
modifier = {
factor = 10
has_tech = advanced_small_airframe
}
}
target_variant = {
match_value = 7000
type = cv_small_plane_airframe_3
modules = {
engine_type_slot = engine_4_1x
fixed_main_weapon_slot = heavy_mg_4x
fixed_auxiliary_weapon_slot_1 = heavy_mg_4x
fixed_auxiliary_weapon_slot_2 = heavy_mg_4x
}
}
}
}
vnr_cv_naval_bomber = {
category = air
roles = { air_cv_naval_bomber }
priority = {
factor = 9999
modifier = {
factor = 0
has_game_rule = { rule = RULE_AI_AIR_DESIGN option = BLOCKED }
}
}
1936_cv_naval_bomber = {
priority = {
factor = 100
}
target_variant = {
match_value = 5000
type = cv_small_plane_naval_bomber_airframe_1
modules = {
engine_type_slot = engine_2_1x
fixed_main_weapon_slot = torpedo_mounting
}
}
}
1940_cv_naval_bomber = {
priority = {
factor = 20
modifier = {
factor = 10
has_tech = improved_small_airframe
}
}
target_variant = {
match_value = 6000
type = cv_small_plane_naval_bomber_airframe_2
modules = {
engine_type_slot = engine_3_1x
fixed_main_weapon_slot = torpedo_mounting_2
}
}
}
1944_cv_naval_bomber = {
priority = {
factor = 30
modifier = {
factor = 10
has_tech = advanced_small_airframe
}
}
target_variant = {
match_value = 7000
type = cv_small_plane_naval_bomber_airframe_3
modules = {
engine_type_slot = engine_4_1x
fixed_main_weapon_slot = torpedo_mounting_3
}
}
}
}
vnr_cv_cas = {
category = air
roles = { air_cv_cas }
priority = {
factor = 9999
modifier = {
factor = 0
has_game_rule = { rule = RULE_AI_AIR_DESIGN option = BLOCKED }
}
}
1936_cv_cas = {
priority = {
factor = 100
}
target_variant = {
match_value = 5000
type = cv_small_plane_cas_airframe_1
modules = {
engine_type_slot = engine_2_2x
fixed_main_weapon_slot = armor_piercing_bomb_locks
fixed_auxiliary_weapon_slot_1 = armor_piercing_bomb_locks
special_type_slot_1 = dive_brakes_small
}
}
}
1940_cv_cas = {
priority = {
factor = 20
modifier = {
factor = 10
has_tech = improved_small_airframe
}
}
target_variant = {
match_value = 6000
type = cv_small_plane_naval_bomber_airframe_2
modules = {
engine_type_slot = engine_3_2x
fixed_main_weapon_slot = armor_piercing_bomb_locks
fixed_auxiliary_weapon_slot_1 = armor_piercing_bomb_locks
special_type_slot_1 = dive_brakes_small
}
}
}
1944_cv_cas = {
priority = {
factor = 30
modifier = {
factor = 10
has_tech = advanced_small_airframe
}
}
target_variant = {
match_value = 7000
type = cv_small_plane_naval_bomber_airframe_3
modules = {
engine_type_slot = engine_4_2x
fixed_main_weapon_slot = armor_piercing_bomb_locks
fixed_auxiliary_weapon_slot_1 = armor_piercing_bomb_locks
fixed_auxiliary_weapon_slot_2 = armor_piercing_bomb_locks
special_type_slot_1 = dive_brakes_small
}
}
}
}

View File

@@ -742,7 +742,7 @@ naval_unit_role_ratios_ENG_prewar_late = {
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 35
value = 100
}
ai_strategy = {
@@ -800,7 +800,7 @@ naval_unit_role_ratios_ENG_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 30
value = 80
}
ai_strategy = {
@@ -824,7 +824,7 @@ naval_unit_role_ratios_ENG_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 20
value = 80
}
ai_strategy = {
@@ -1226,7 +1226,7 @@ naval_unit_role_ratios_SOV_atwar_with_major = {
### JAP ###
naval_unit_role_ratios_JAP_prewar_build_carriers = {
naval_unit_role_ratios_JAP_prewar_naval_treaty = {
allowed = {
has_dlc = "Man the Guns"
tag = JAP
@@ -1239,14 +1239,14 @@ naval_unit_role_ratios_JAP_prewar_build_carriers = {
is_major = yes
}
}
has_navy_size = { size < 8 type = carrier }
has_naval_treaty_trigger = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 20
value = 60
}
ai_strategy = {
type = role_ratio
@@ -1260,18 +1260,18 @@ naval_unit_role_ratios_JAP_prewar_build_carriers = {
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_medium
id = vnr_naval_cruiser_heavy
value = 20
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 30
value = 60
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier_light
value = 30
value = 15
}
}
@@ -1281,21 +1281,21 @@ naval_unit_role_ratios_JAP_prewar_enough_carrier = {
tag = JAP
}
enable = {
date < 1939.6.1
date < 1942.1.1
NOT = {
any_enemy_country = {
is_literally_china = no
is_major = yes
}
}
has_navy_size = { size > 7 type = carrier }
has_naval_treaty_trigger = no
}
abort_when_not_enabled = yes
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 20
value = 95
}
ai_strategy = {
type = role_ratio
@@ -1309,18 +1309,18 @@ naval_unit_role_ratios_JAP_prewar_enough_carrier = {
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_medium
id = vnr_naval_cruiser_heavy
value = 30
}
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 40
value = 100
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = -20
value = 50
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
@@ -1334,7 +1334,7 @@ naval_unit_role_ratios_JAP_atwar = {
tag = JAP
}
enable = {
date > 1939.5.31
date > 1942.1.1
any_enemy_country = {
is_literally_china = no
is_major = yes
@@ -1384,7 +1384,7 @@ naval_unit_role_ratios_JAP_late_peace = {
tag = JAP
}
enable = {
date > 1939.5.31
date > 1941.12.31
OR = {
has_war_with_major = no
any_enemy_country = {
@@ -1398,7 +1398,7 @@ naval_unit_role_ratios_JAP_late_peace = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 60
value = 90
}
ai_strategy = {
type = role_ratio
@@ -1417,18 +1417,18 @@ naval_unit_role_ratios_JAP_late_peace = {
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_large
id = vnr_naval_cruiser_heavy
value = 10
}
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 15
value = 35
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 25
value = 35
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
@@ -1506,7 +1506,7 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 55
value = 90
}
ai_strategy = {
type = role_ratio
@@ -1534,18 +1534,18 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 30
value = 60
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 30
value = 45
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
value = 50
value = 80
}
}
@@ -1583,13 +1583,13 @@ naval_unit_role_ratios_USA_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 40
value = 60
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 50
value = 70
}
ai_strategy = {
@@ -1732,7 +1732,7 @@ naval_unit_role_ratios_ITA_atwar_with_England = {
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 10
value = 40
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
@@ -2187,7 +2187,7 @@ we_dont_need_convoys_2 = {
tag = SOV
}
}
enable = { stockpile_ratio = { archetype = convoy ratio > 1000 } }
enable = { stockpile_ratio = { archetype = convoy ratio > 750 } }
abort_when_not_enabled = yes
ai_strategy = {

View File

@@ -37,9 +37,8 @@ NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 4;
NDefines.NNavy.ANTI_AIR_TARGETING = 0.93;
NDefines.NNavy.MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE = 0.6;
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 2;
NDefines.NNavy.SUBMARINE_REVEAL_BASE_CHANCE = 16;
NDefines.NNavy.SUBMARINE_REVEAL_POW = 4.0;
NDefines.NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE = 0.35;
NDefines.NNavy.SUBMARINE_REVEAL_BASE_CHANCE = 15;
NDefines.NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE = 0.15;
NDefines.NNavy.WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR = 0.01;
NDefines.NNavy.WAR_SCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR = 0.04;
NDefines.NNavy.SHORE_BOMBARDMENT_CAP = 0.5;
@@ -49,7 +48,7 @@ NDefines.NNavy.MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.2;
NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.04;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.8;
NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.25;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 0.75;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 1;
NDefines.NNavy.DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.45;
NDefines.NNavy.SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 1;
NDefines.NNavy.AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.5;
@@ -59,7 +58,6 @@ NDefines.NNavy.BASE_GUN_COOLDOWNS = { 1.0, 8.0, 1.0 };
NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT = 3.0;
NDefines.NNavy.COMBAT_CRITICAL_DAMAGE_MULT = 8;
NDefines.NNavy.PRIDE_OF_THE_FLEET_UNASSIGN_COST = 25;
NDefines.NNavy.SUBMARINE_ESCAPE_RATIOS = { 90, 15, 3.0, 1.0, 0.1 }
NDefines.NNavy.CONVOY_ATTACK_BASE_FACTOR = 0.3
NDefines.NNavy.EXPERIENCE_FACTOR_CONVOY_ATTACK = 0.1
NDefines.NNavy.EXPERIENCE_FACTOR_NON_CARRIER_GAIN = 0.1

View File

@@ -116,4 +116,22 @@ vnr_ai_naval_management = {
desc = RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC
allow_achievements = yes
}
}
vnr_cv_air_ai = {
name = RULE_AI_AIR_DESIGN
group = RULE_GROUP_NAVY_REWORK
default = {
name = BLOCKED
text = RULE_OPTION_BLOCKED
desc = RULE_AI_AIR_DESIGN_BLOCKED_DESC
allow_achievements = yes
}
option = {
name = FREE
text = RULE_OPTION_FREE
desc = RULE_AI_AIR_DESIGN_FREE_DESC
allow_achievements = yes
}
}

View File

@@ -134,5 +134,18 @@ ideas = {
industrial_capacity_dockyard = 0.3
}
}
vnr_cv_plane_output_boost = {
equipment_bonus = {
cv_small_plane_airframe = {
build_cost_ic = -0.1 instant = yes
}
cv_small_plane_cas_airframe = {
build_cost_ic = -0.2 instant = yes
}
cv_small_plane_naval_bomber_airframe = {
build_cost_ic = -0.1 instant = yes
}
}
}
}
}

View File

@@ -164,7 +164,7 @@ ideas = {
}
}
}
lack_maintainence_facilities = {
lack_maintenance_facilities = {
ledger = navy
available = {
custom_trigger_tooltip = {
@@ -263,9 +263,15 @@ ideas = {
available = {
custom_trigger_tooltip = {
tooltip = recovering_from_naval_race_tt
NOT = { has_global_flag = vnr_enabled }
NOT = {
has_global_flag = vnr_enabled
has_country_flag = recovered_from_naval_race
}
}
}
allowed_to_remove = {
always = no
}
modifier = {
ship_hull_carrier_design_cost_factor = 0.2
ship_hull_heavy_design_cost_factor = 0.2

View File

@@ -1377,12 +1377,31 @@ FRA_start_naval_variants = {
}
obsolete = yes
}
create_equipment_variant = {
name = "大胆级" # Le Hardi Class
parent_version = 0
role_icon_index = 31
icon = "gfx/interface/technologies/extra/FRA_destroyer_Le_Hardi.png"
type = vnr_ship_hull_light_3
name_group = FRA_DE_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_light_battery_2_double
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_fire_control_system_slot = ship_fire_control_system_0
fixed_ship_engine_slot = light_ship_engine_1
fixed_ship_torpedo_slot = ship_torpedo_2
front_1_custom_slot = empty
mid_1_custom_slot = ship_depth_charge_1
mid_2_custom_slot = ship_light_battery_2_double
rear_1_custom_slot = ship_light_battery_2_double
}
}
create_equipment_variant = {
name = "暴风雪级/灵巧级" # Bourrasque/L'Adroit Class
parent_version = 0
role_icon_index = 31
icon = "gfx/interface/technologies/France/FRA_destroyer_Bourrasque.png"
type = vnr_ship_hull_light_3
type = vnr_ship_hull_light_2
name_group = FRA_DE_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_light_battery_1
@@ -1584,12 +1603,15 @@ JAP_start_naval_variants = {
type = vnr_ship_hull_carrier_1
name_group = JAP_CVL_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_small
fixed_ship_deck_slot_2 = ship_deck_space_small
fixed_ship_engine_slot = carrier_ship_engine_1
fixed_ship_carrier_miscellaneous_slot_2 = carrier_no_island
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_role_slot = ship_hull_carrier_role_cvl
front_1_custom_slot = ship_deck_space_small
mid_1_custom_slot = ship_deck_space_small
}
}
create_equipment_variant = {
@@ -1638,13 +1660,14 @@ JAP_start_naval_variants = {
type = vnr_ship_hull_carrier_1
name_group = JAP_CVL_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_engine_slot = carrier_ship_engine_1
fixed_ship_deck_slot_1 = ship_deck_space_small
fixed_ship_deck_slot_2 = ship_deck_space_small
fixed_ship_engine_slot = cruiser_ship_engine_1
fixed_ship_carrier_miscellaneous_slot_2 = carrier_no_island
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_secondaries_slot = empty
front_1_custom_slot = empty
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_role_slot = ship_hull_carrier_role_cvl
front_1_custom_slot = ship_deck_space_small
}
}
create_equipment_variant = {
@@ -1654,9 +1677,9 @@ JAP_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_ca
name_group = JAP_CVL_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = empty
fixed_ship_engine_slot = carrier_ship_engine_1
fixed_ship_deck_slot_1 = ship_deck_space_small
fixed_ship_deck_slot_2 = ship_deck_space_small
fixed_ship_engine_slot = cruiser_ship_engine_2
fixed_ship_carrier_miscellaneous_slot_2 = carrier_no_island
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_secondaries_slot = ship_secondaries_1
@@ -2181,7 +2204,7 @@ JAP_start_naval_variants = {
}
}
create_equipment_variant = {
name = "风型/睦月型" # Minekaze/Mutsuki Class
name = "风型/睦月型" # Minekaze/Mutsuki Class
parent_version = 0
role_icon_index = 31
type = vnr_ship_hull_light_1
@@ -3547,7 +3570,7 @@ USA_start_naval_variants = {
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_armor_scheme_slot = ship_scheme_all_or_nothing
fixed_ship_torpedo_defense_system_slot = torpedo_bulge
fixed_ship_torpedo_defense_system_slot = torpedo_belt
}
}
create_equipment_variant = {

View File

@@ -0,0 +1,26 @@
add_vnr_exp_traits = {
if = {
limit = {
all_navy_leader = {
NOT = { has_unit_leader_flag = admiral_exp_boost_1 }
}
}
every_navy_leader = {
set_unit_leader_flag = admiral_exp_boost_1
add_unit_leader_trait = theoretic_breakthrough_1
}
}
else_if = {
limit = {
all_navy_leader = {
has_unit_leader_flag = admiral_exp_boost_1
NOT = { has_unit_leader_flag = admiral_exp_boost_2 }
}
}
every_navy_leader = {
set_unit_leader_flag = admiral_exp_boost_2
remove_unit_leader_trait = theoretic_breakthrough_1
add_unit_leader_trait = theoretic_breakthrough_2
}
}
}

View File

@@ -3608,6 +3608,10 @@ technologies = {
naval_coordination = 0.1
positioning = 0.1
enable_equipment_modules = {
coldwar_upgrade_bb
}
start_year = 1950
folder = {
@@ -3930,6 +3934,8 @@ technologies = {
carrier_bb_conversion
carrier_bc_conversion
ship_hull_civilian_role_av
ship_hull_carrier_role_cv
ship_hull_carrier_role_cvl
}
ship_hull_carrier_design_cost_factor = -0.1
path = {
@@ -5726,6 +5732,9 @@ technologies = {
research_cost = 0.6
start_year = 1932
dependencies = {
basic_ship_hull_heavy = 1
}
ai_will_do = {
factor = 0
@@ -5881,6 +5890,7 @@ technologies = {
ship_armor_carrier_heavy_5
ship_deck_space_big
ship_ski_jump_ramp
coldwar_upgrade_cv
}
folder = {
name = mtgnavalfolder

View File

@@ -419,6 +419,9 @@ technologies = {
carrier = 1.5
naval_air = 0.75
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
decisive_battle = {
@@ -580,6 +583,9 @@ technologies = {
naval_doctrine = -1.0
battleship = 2.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
convoy_sailing = {
@@ -1462,6 +1468,9 @@ technologies = {
naval_doctrine = -1.0
submarine = 2.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
advanced_submarine_warfare = {
@@ -1589,6 +1598,9 @@ technologies = {
cruiser = 1.5
submarine = 1.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
raider_patrols = {
@@ -2642,6 +2654,9 @@ technologies = {
naval_doctrine = -1.0
battleship = 2.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
carrier_battlegroups = {
@@ -2718,6 +2733,9 @@ technologies = {
naval_air = 0.75
naval_equipment = 1.0
}
on_research_complete = {
add_vnr_exp_traits = yes
}
}
submarine_operations_bs = {

View File

@@ -0,0 +1,86 @@
leader_traits = {
dive_bomber = {
type = navy
sub_unit_modifiers = {
cv_cas = {
naval_strike_attack_factor = 0.05
air_nav_efficiency = 0.1
naval_strike_targetting_factor = 0.1
}
}
ai_will_do = {
factor = 0
}
slot = navy_chief
specialist_advisor_trait = navy_chief_naval_aviation_1
expert_advisor_trait = navy_chief_naval_aviation_2
genius_advisor_trait = navy_chief_naval_aviation_3
trait_type = assignable_trait
mutually_exclusive = fighter_director
mutually_exclusive = torpedo_bomber
any_parent = { flight_deck_manager }
gui_row = 8
gui_column = 2
}
cruiser_captain = {
type = navy
modifier = {
}
sub_unit_modifiers = {
light_cruiser = {
naval_damage_factor = 0.05
naval_speed_factor = 0.05
}
medium_cruiser = {
naval_damage_factor = 0.05
naval_speed_factor = 0.05
}
heavy_cruiser = {
naval_damage_factor = 0.05
naval_speed_factor = 0.05
}
}
ai_will_do = {
factor = 0
}
trait_type = assignable_trait
any_parent = { fleet_protector superior_tactician }
gui_row = 6
gui_column = 1
}
destroyer_leader = {
type = navy
modifier = {
#destroyer = {
# units = {
# attack = 0.1
# defence = 0.1
# }
#}
}
sub_unit_modifiers = {
destroyer = {
naval_damage_factor = 0.05
naval_torpedo_hit_chance_factor = 0.1
navy_visibility = -0.05
}
}
ai_will_do = {
factor = 0
}
trait_type = assignable_trait
any_parent = { fleet_protector superior_tactician }
gui_row = 5
gui_column = 1
}
}

View File

@@ -0,0 +1,415 @@
leader_traits = {
##################################
# Naval traits.
##################################
seawolf = {
type = navy
gain_xp = {
submarine > 0.8 # at least 80% subs
}
cost = 700
modifier = {
navy_submarine_attack_factor = 0.05 # +X% stronger damage for submarines
convoy_raiding_efficiency_factor = 0.1
}
custom_gain_xp_trigger_tooltip = SEAWOLF_TRIGGER_TT
slot = high_command
specialist_advisor_trait = navy_anti_submarine_1
expert_advisor_trait = navy_anti_submarine_2
genius_advisor_trait = navy_anti_submarine_3
ai_will_do = {
factor = 1
}
gui_row = 2
gui_column = 0
}
superior_tactician = {
type = navy
gain_xp = {
is_winning = yes
}
cost = 500
modifier = {
positioning = 0.25
navy_org = 5
}
custom_gain_xp_trigger_tooltip = SUPERIOR_TACTICIAN_TRIGGER_TT
slot = navy_chief
specialist_advisor_trait = navy_chief_maneuver_1
expert_advisor_trait = navy_chief_maneuver_2
genius_advisor_trait = navy_chief_maneuver_3
ai_will_do = {
factor = 1
}
gui_row = 6
gui_column = 0
}
ironside = {
type = navy
gain_xp = {
OR = {
capital_ship > 0.0
opponent = {
capital_ship > 0.0
}
}
}
custom_gain_xp_trigger_tooltip = IRONSIDE_TRIGGER_TT
cost = 500
modifier = {
navy_capital_ship_defence_factor = 0
}
sub_unit_modifiers = {
SH_battleship = {
navy_org = 10
}
battleship = {
navy_org = 10
}
battle_cruiser = {
navy_org = 10
}
}
ai_will_do = {
factor = 1
}
gui_row = 10
gui_column = 0
}
##################################
# naval assignable traits
##################################
concealment_expert = {
type = navy
modifier = {
navy_visibility = -0.05
}
ai_will_do = {
factor = 0
modifier = {
has_navy_size = { size > 50 }
add = 1
}
}
slot = navy_chief
specialist_advisor_trait = navy_chief_commerce_raiding_1
expert_advisor_trait = navy_chief_commerce_raiding_2
genius_advisor_trait = navy_chief_commerce_raiding_3
trait_type = assignable_trait
any_parent = {
blockade_runner
}
gui_row = 0
gui_column = 1
}
lone_wolf = {
type = navy
modifier = {
naval_enemy_fleet_size_ratio_penalty_factor = 0.1
naval_retreat_speed = 0.05
}
ai_will_do = {
factor = 0
modifier = {
has_navy_size = { size > 50 }
add = 1
}
}
trait_type = assignable_trait
any_parent = { blockade_runner }
gui_row = 1
gui_column = 1
}
smoke_screen_expert = {
type = navy
modifier = {
naval_retreat_chance = 0.25
naval_retreat_speed = 0.1
}
ai_will_do = {
factor = 0
modifier = {
has_navy_size = { size > 50 }
add = 1
}
}
trait_type = assignable_trait
any_parent = {
lone_wolf
concealment_expert
}
gui_row = 0
gui_column = 2
}
hunter_killer = {
type = navy
modifier = {
navy_submarine_attack_factor = 0
navy_submarine_detection_factor = 0.2
}
ai_will_do = {
factor = 0
modifier = {
has_navy_size = { size > 50 }
add = 1
}
}
trait_type = assignable_trait
any_parent = { search_pattern_expert destroyer_leader }
gui_row = 5
gui_column = 2
}
marksman = {
type = navy
modifier = {
naval_critical_score_chance_factor = 0.2
}
slot = navy_chief
specialist_advisor_trait = navy_chief_decisive_battle_1
expert_advisor_trait = navy_chief_decisive_battle_2
genius_advisor_trait = navy_chief_decisive_battle_3
ai_will_do = {
factor = 0
modifier = {
has_navy_size = { size > 50 }
add = 10
}
}
trait_type = assignable_trait
mutually_exclusive = crisis_magician
any_parent = { big_guns_expert }
gui_row = 10
gui_column = 2
}
crisis_magician = {
type = navy
modifier = {
naval_critical_effect_factor = -0.5
naval_morale_factor = 0.1
}
ai_will_do = {
factor = 0
modifier = {
has_navy_size = { size > 50 }
add = 5
}
}
trait_type = assignable_trait
mutually_exclusive = marksman
any_parent = { safety_first }
gui_row = 11
gui_column = 2
}
##################################
# navy terrain trait
##################################
arctic_water_expert = {
type = navy
gain_xp = {
is_fighting_in_weather = arctic_water
}
cost = 1000
modifier = {
naval_attrition = -0.08
naval_accidents_chance = -0.2
}
ai_will_do = {
factor = 0
}
trait_type = basic_terrain_trait
gui_row = 0
}
# # ## # # ## # ### ### ### ## ## # # ## # ### ### # # ### ### ## ### ### ##
## # # # # # # # # # # # # # # # # ## # # # # # # # # # # # # # # # #
# ## #### # # #### # ### ## ### # # # # ## #### # # # # # ### #### # # #
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# # # # # # # ### # ### # # ## ## # # # # ### ### # # # # # # # ### # ##
cuts_corners = {
type = navy
trait_type = personality_trait
modifier = {
naval_damage_factor = 0.1
critical_receive_chance = 0.1
navy_org = -5
}
new_commander_weight = {
factor = 1
modifier = {
FROM = { has_idea = best_of_the_best_naval_academy_spirit }
factor = 0
}
modifier = {
FROM = { has_idea = naval_academy_scholarships_spirit }
factor = 0
}
modifier = { #Purged Junior Navy Officers
FROM = { has_idea = SOV_purged_junior_navy_officers_3 }
factor = 0
}
}
ai_will_do = {
factor = 1
}
}
chief_engineer = {
type = navy
trait_type = personality_trait
modifier = {
critical_receive_chance = -0.1
}
new_commander_weight = {
factor = 1
modifier = {
FROM = { has_idea = best_of_the_best_naval_academy_spirit }
factor = 0
}
modifier = {
FROM = { has_idea = naval_academy_scholarships_spirit }
factor = 0
}
modifier = { #Purged Junior Navy Officers
FROM = { has_idea = SOV_purged_junior_navy_officers_3 }
factor = 0
}
}
ai_will_do = {
factor = 1
}
}
navy_media_personality = {
type = navy
trait_type = personality_trait
modifier = {
naval_has_potf_in_combat_attack = 0.05
naval_has_potf_in_combat_defense = 0.05
}
new_commander_weight = {
factor = 1
modifier = {
FROM = { has_idea = best_of_the_best_naval_academy_spirit }
factor = 0
}
modifier = {
FROM = { has_idea = naval_academy_scholarships_spirit }
factor = 0
}
modifier = { #Purged Junior Navy Officers
FROM = { has_idea = SOV_purged_junior_navy_officers_3 }
factor = 0
}
}
ai_will_do = {
factor = 1
}
}
bold = {
type = navy
trait_type = personality_trait
modifier = { # WARNING! Changing the value of these modifiers requires changing them also in the tooltip ITA_flotta_d_evasione_admiral_traits_tt
naval_damage_factor = 0.05
naval_speed_factor = 0.05
}
new_commander_weight = {
factor = 1
modifier = {
FROM = { has_idea = best_of_the_best_naval_academy_spirit }
factor = 0
}
modifier = {
FROM = { has_idea = naval_academy_scholarships_spirit }
factor = 0
}
modifier = { #Purged Junior Navy Officers
FROM = { has_idea = SOV_purged_junior_navy_officers_3 }
factor = 0
}
}
ai_will_do = {
factor = 1
}
}
craven = {
type = navy
trait_type = personality_trait
modifier = {
naval_retreat_chance = 0.25
naval_damage_factor = -0.05
}
new_commander_weight = {
factor = 1
modifier = {
FROM = { has_idea = best_of_the_best_naval_academy_spirit }
factor = 0
}
modifier = {
FROM = { has_idea = naval_academy_scholarships_spirit }
factor = 0
}
modifier = { #Purged Junior Navy Officers
FROM = { has_idea = SOV_purged_junior_navy_officers_3 }
factor = 0
}
}
ai_will_do = {
factor = 1
}
}
theoretic_breakthrough_1 = {
type = navy
trait_type = status_trait
non_shared_modifier = {
experience_gain_factor = 0.15
}
}
theoretic_breakthrough_2 = {
type = navy
trait_type = status_trait
non_shared_modifier = {
experience_gain_factor = 0.3
}
}
}

View File

@@ -0,0 +1,445 @@
leader_skills = {
### NAVY ###
1 = {
cost = 200
type = navy
modifier = {
navy_org = 1
naval_morale_factor = 0.025
}
}
2 = {
cost = 400
type = navy
modifier = {
navy_org = 3
naval_morale_factor = 0.05
}
}
3 = {
cost = 800
type = navy
modifier = {
navy_org = 5
naval_morale_factor = 0.075
}
}
4 = {
cost = 1600
type = navy
modifier = {
navy_org = 7
naval_morale_factor = 0.1
}
}
5 = {
cost = 3200
type = navy
modifier = {
navy_org = 9
naval_morale_factor = 0.125
}
}
6 = {
cost = 6400
type = navy
modifier = {
navy_org = 11
naval_morale_factor = 0.15
}
}
7 = {
cost = 12800
type = navy
modifier = {
navy_org = 13
naval_morale_factor = 0.175
}
}
8 = {
cost = 25600
type = navy
modifier = {
navy_org = 15
naval_morale_factor = 0.2
}
}
9 = {
cost = 51200
type = navy
modifier = {
navy_org = 15
naval_morale_factor = 0.2
naval_hit_chance = 0.05
}
}
}
leader_attack_skills = {
### NAVY ###
1 = {
cost = 200
type = navy
modifier = {
naval_damage_factor = 0.025
naval_critical_score_chance_factor = 0.01
}
}
2 = {
cost = 400
type = navy
modifier = {
naval_damage_factor = 0.05
naval_critical_score_chance_factor = 0.02
}
}
3 = {
cost = 800
type = navy
modifier = {
naval_damage_factor = 0.075
naval_critical_score_chance_factor = 0.03
}
}
4 = {
cost = 1600
type = navy
modifier = {
naval_damage_factor = 0.1
naval_critical_score_chance_factor = 0.04
}
}
5 = {
cost = 3200
type = navy
modifier = {
naval_damage_factor = 0.125
naval_critical_score_chance_factor = 0.05
}
}
6 = {
cost = 6400
type = navy
modifier = {
naval_damage_factor = 0.15
naval_critical_score_chance_factor = 0.06
}
}
7 = {
cost = 12800
type = navy
modifier = {
naval_damage_factor = 0.175
naval_critical_score_chance_factor = 0.07
}
}
8 = {
cost = 25600
type = navy
modifier = {
naval_damage_factor = 0.2
naval_critical_score_chance_factor = 0.08
}
}
9 = {
cost = 51200
type = navy
modifier = {
naval_damage_factor = 0.225
naval_critical_score_chance_factor = 0.09
}
}
10 = {
cost = 102400
type = navy
modifier = {
naval_damage_factor = 0.25
naval_critical_score_chance_factor = 0.1
}
}
}
leader_defense_skills = {
### NAVY ###
1 = {
cost = 200
type = navy
modifier = {
critical_receive_chance = -0.025
}
}
2 = {
cost = 400
type = navy
modifier = {
critical_receive_chance = -0.05
}
}
3 = {
cost = 800
type = navy
modifier = {
critical_receive_chance = -0.075
}
}
4 = {
cost = 1600
type = navy
modifier = {
critical_receive_chance = -0.1
}
}
5 = {
cost = 3200
type = navy
modifier = {
critical_receive_chance = -0.125
}
}
6 = {
cost = 6400
type = navy
modifier = {
critical_receive_chance = -0.15
}
}
7 = {
cost = 12800
type = navy
modifier = {
critical_receive_chance = -0.175
}
}
8 = {
cost = 25600
type = navy
modifier = {
critical_receive_chance = -0.2
}
}
9 = {
cost = 51200
type = navy
modifier = {
critical_receive_chance = -0.225
}
}
10 = {
cost = 102400
type = navy
modifier = {
critical_receive_chance = -0.25
}
}
}
leader_coordination_skills = {
### NAVY ###
1 = {
cost = 200
type = navy
modifier = {
naval_coordination = 0.01
}
}
2 = {
cost = 400
type = navy
modifier = {
naval_coordination = 0.03
}
}
3 = {
cost = 800
type = navy
modifier = {
naval_coordination = 0.05
}
}
4 = {
cost = 1600
type = navy
modifier = {
naval_coordination = 0.07
}
}
5 = {
cost = 3200
type = navy
modifier = {
naval_coordination = 0.09
}
}
6 = {
cost = 6400
type = navy
modifier = {
naval_coordination = 0.12
}
}
7 = {
cost = 12800
type = navy
modifier = {
naval_coordination = 0.14
}
}
8 = {
cost = 25600
type = navy
modifier = {
naval_coordination = 0.16
}
}
9 = {
cost = 51200
type = navy
modifier = {
naval_coordination = 0.18
}
}
10 = {
cost = 102400
type = navy
modifier = {
naval_coordination = 0.2
}
}
}
leader_maneuvering_skills = {
### NAVY ###
1 = {
cost = 200
type = navy
modifier = {
positioning = 0.025
naval_retreat_speed = 0.01
}
}
2 = {
cost = 400
type = navy
modifier = {
positioning = 0.05
naval_retreat_speed = 0.02
}
}
3 = {
cost = 800
type = navy
modifier = {
positioning = 0.075
naval_retreat_speed = 0.03
}
}
4 = {
cost = 1600
type = navy
modifier = {
positioning = 0.1
naval_retreat_speed = 0.04
}
}
5 = {
cost = 3200
type = navy
modifier = {
positioning = 0.125
naval_retreat_speed = 0.05
}
}
6 = {
cost = 6400
type = navy
modifier = {
positioning = 0.15
naval_retreat_speed = 0.06
}
}
7 = {
cost = 12800
type = navy
modifier = {
positioning = 0.175
naval_retreat_speed = 0.07
}
}
8 = {
cost = 25600
type = navy
modifier = {
positioning = 0.2
naval_retreat_speed = 0.08
}
}
9 = {
cost = 51200
type = navy
modifier = {
positioning = 0.225
naval_retreat_speed = 0.09
}
}
10 = {
cost = 102400
type = navy
modifier = {
positioning = 0.25
naval_retreat_speed = 0.10
}
}
}

View File

@@ -60,7 +60,6 @@ equipment_modules = {
}
ship_deck_space = {
category = ship_deck_space
parent = ship_deck_space_armored
add_equipment_type = capital_ship
add_stats = {
@@ -402,8 +401,7 @@ equipment_modules = {
build_cost_ic = 200
}
multiply_stats = {
surface_detection = 0.05
anti_air_attack = 0.025
surface_detection = 0.01
naval_speed = -0.025
naval_torpedo_damage_reduction_factor = 0.01
}
@@ -450,4 +448,24 @@ equipment_modules = {
sub_detection = 0.2
}
}
coldwar_upgrade_cv = {
category = coldwar_upgrade_cv
gui_category = carrier_miscellaneous
multiply_stats = {
build_cost_ic = 0.15
surface_detection = 0.1
sub_detection = 0.1
max_strength = 0.05
anti_air_attack = 0.15
}
add_stats = {
reliability = 0.05
}
dismantle_cost_ic = 50000
build_cost_resources = {
steel = 1
chromium = 1
}
}
}

View File

@@ -737,7 +737,7 @@ equipment_modules = {
add_stats = {
hg_attack = 4
lg_attack = 4
lg_attack = 2
build_cost_ic = 750
surface_visibility = 1
max_strength = 13
@@ -747,7 +747,7 @@ equipment_modules = {
naval_speed = -0.015
}
add_average_stats = {
hg_armor_piercing = 32
hg_armor_piercing = 30
lg_armor_piercing = 12
}
@@ -769,7 +769,7 @@ equipment_modules = {
add_stats = {
hg_attack = 5
lg_attack = 6
lg_attack = 3.5
build_cost_ic = 850
surface_visibility = 1
max_strength = 16
@@ -779,7 +779,7 @@ equipment_modules = {
naval_speed = -0.02
}
add_average_stats = {
hg_armor_piercing = 36
hg_armor_piercing = 32
lg_armor_piercing = 15
}
@@ -801,8 +801,8 @@ equipment_modules = {
sfx = sfx_ui_sd_module_turret
add_stats = {
hg_attack = 6
lg_attack = 5
hg_attack = 5.5
lg_attack = 3
build_cost_ic = 900
surface_visibility = 1
max_strength = 14
@@ -812,7 +812,7 @@ equipment_modules = {
naval_speed = -0.02
}
add_average_stats = {
hg_armor_piercing = 32
hg_armor_piercing = 30
lg_armor_piercing = 12
}
@@ -833,8 +833,8 @@ equipment_modules = {
sfx = sfx_ui_sd_module_turret
add_stats = {
hg_attack = 7.5
lg_attack = 7
hg_attack = 7
lg_attack = 4.5
build_cost_ic = 1000
surface_visibility = 1
max_strength = 18
@@ -844,7 +844,7 @@ equipment_modules = {
naval_speed = -0.025
}
add_average_stats = {
hg_armor_piercing = 36
hg_armor_piercing = 32
lg_armor_piercing = 15
}

View File

@@ -13,7 +13,7 @@ equipment_modules = {
abbreviation = "sbn"
category = light_ship_engine
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_1
gfx = ship_steam_engine_light_1
add_stats = {
@@ -38,7 +38,7 @@ equipment_modules = {
category = light_ship_engine
parent = light_ship_engine_1
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_2
gfx = ship_steam_engine_light_2
add_stats = {
@@ -67,7 +67,7 @@ equipment_modules = {
category = light_ship_engine
parent = light_ship_engine_2
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_3
gfx = ship_steam_engine_light_3
add_stats = {
@@ -96,7 +96,7 @@ equipment_modules = {
category = light_ship_engine
parent = light_ship_engine_3
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_4
gfx = ship_steam_engine_light_4
add_stats = {
@@ -125,7 +125,7 @@ equipment_modules = {
category = light_ship_engine
parent = light_ship_engine_4
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_5
gfx = ship_steam_engine_light_5
add_stats = {
@@ -670,7 +670,7 @@ equipment_modules = {
abbreviation = "sbz"
category = heavy_ship_engine
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_1
gfx = ship_steam_engine_large_1
add_stats = {
@@ -699,7 +699,7 @@ equipment_modules = {
category = heavy_ship_engine
parent = heavy_ship_engine_1
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_2
gfx = ship_steam_engine_large_2
add_stats = {
@@ -732,7 +732,7 @@ equipment_modules = {
category = heavy_ship_engine
parent = heavy_ship_engine_2
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_3
gfx = ship_steam_engine_large_3
add_stats = {
@@ -763,7 +763,7 @@ equipment_modules = {
category = heavy_ship_engine
parent = heavy_ship_engine_3
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_4
gfx = ship_steam_engine_large_4
add_stats = {
@@ -792,9 +792,8 @@ equipment_modules = {
heavy_ship_engine_5 = {
category = heavy_ship_engine
parent = heavy_ship_engine_4
gfx = light_ship_engine_5
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_5
gfx = ship_steam_engine_large_5
add_stats = {
@@ -911,7 +910,7 @@ equipment_modules = {
}
heavy_ship_engine_4_gas = {
category = heavy_ship_engine
gfx = tank_gas_turbine_engine
gfx = ship_gas_engine
sfx = sfx_ui_sd_module_engine
add_stats = {
@@ -964,7 +963,7 @@ equipment_modules = {
super_heavy_ship_engine_1 = {
category = super_heavy_ship_engine
gui_category = heavy_ship_engine
gfx = ship_steam_engine_1
gfx = ship_steam_engine_super_1
sfx = sfx_ui_sd_module_engine
add_stats = {
@@ -986,7 +985,7 @@ equipment_modules = {
super_heavy_ship_engine_2 = {
category = super_heavy_ship_engine
gui_category = heavy_ship_engine
gfx = ship_steam_engine_2
gfx = ship_steam_engine_super_2
sfx = sfx_ui_sd_module_engine
parent = super_heavy_ship_engine_1
@@ -1013,7 +1012,7 @@ equipment_modules = {
super_heavy_ship_engine_3 = {
category = super_heavy_ship_engine
gui_category = heavy_ship_engine
gfx = ship_steam_engine_3
gfx = ship_steam_engine_super_3
sfx = sfx_ui_sd_module_engine
parent = super_heavy_ship_engine_2
@@ -1046,7 +1045,7 @@ equipment_modules = {
abbreviation = "scd"
category = carrier_ship_engine
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_1
gfx = ship_steam_engine_large_1
add_stats = {
@@ -1075,7 +1074,7 @@ equipment_modules = {
category = carrier_ship_engine
parent = carrier_ship_engine_1
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_2
gfx = ship_steam_engine_large_2
add_stats = {
@@ -1108,7 +1107,7 @@ equipment_modules = {
category = carrier_ship_engine
parent = carrier_ship_engine_2
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_3
gfx = ship_steam_engine_large_3
add_stats = {
@@ -1140,7 +1139,7 @@ equipment_modules = {
category = carrier_ship_engine
parent = carrier_ship_engine_3
sfx = sfx_ui_sd_module_engine
gfx = ship_steam_engine_4
gfx = ship_steam_engine_large_4
add_stats = {

View File

@@ -949,6 +949,8 @@ equipment_modules = {
ship_armor_carrier_heavy_5 = {
category = ship_carrier_armor_heavy
gfx = ship_heavy_armor
add_equipment_type = capital_ship
parent = ship_armor_cruiser_heavy_4
multiply_stats = {
build_cost_ic = 0.2

View File

@@ -48,6 +48,7 @@ equipment_modules = {
surface_visibility = -0.05
build_cost_ic = -0.2
}
dismantle_cost_ic = 3000
forbid_module_categories = {
ship_light_medium_battery
ship_light_medium_battery_double
@@ -69,6 +70,7 @@ equipment_modules = {
naval_range = -0.3
build_cost_ic = -0.3
}
dismantle_cost_ic = 2500
forbid_module_categories = {
ship_light_medium_battery
ship_light_medium_battery_double
@@ -89,6 +91,7 @@ equipment_modules = {
surface_visibility = 0.5
build_cost_ic = 0.25
}
dismantle_cost_ic = 4500
forbid_module_categories = {
ship_missile_aa
ship_missile
@@ -151,6 +154,7 @@ equipment_modules = {
max_strength = -0.15
armor_value = -0.1
}
dismantle_cost_ic = 5500
forbid_module_categories = {
ship_medium_heavy_battery_triple
ship_medium_heavy_battery_double
@@ -184,6 +188,11 @@ equipment_modules = {
naval_speed = -0.2
build_cost_ic = 0.1
}
dismantle_cost_ic = 7500
can_convert_from = {
module_category = c_role_missile
convert_cost_ic = 0
}
forbid_module_categories = {
ship_medium_battery
ship_medium_battery_double
@@ -226,6 +235,7 @@ equipment_modules = {
naval_speed = 0.05
build_cost_ic = -0.1
}
dismantle_cost_ic = 1000
forbid_module_categories = {
ship_medium_heavy_battery_triple
ship_medium_heavy_battery_double
@@ -254,6 +264,7 @@ equipment_modules = {
surface_visibility = -0.05
build_cost_ic = -0.15
}
dismantle_cost_ic = 2500
forbid_module_categories = {
ship_medium_heavy_battery_triple
ship_medium_heavy_battery_double
@@ -279,6 +290,10 @@ equipment_modules = {
max_strength = 200
reliability = 0.1
}
can_convert_from = {
module = ship_hull_cruiser_role_cb
convert_cost_ic = 500
}
forbid_module_categories = {
raider_kit
}
@@ -293,6 +308,10 @@ equipment_modules = {
add_stats = {
max_strength = 65
}
can_convert_from = {
module = ship_hull_cruiser_role_cb
convert_cost_ic = 500
}
forbid_module_categories = {
ship_medium_heavy_battery_triple
ship_medium_heavy_battery_double
@@ -324,6 +343,7 @@ equipment_modules = {
multiply_stats = {
naval_range = 0.5
}
dismantle_cost_ic = 3000
}
ship_hull_cruiser_role_cd = {
category = cds_role
@@ -331,6 +351,7 @@ equipment_modules = {
naval_speed = -0.2
build_cost_ic = -0.2
}
dismantle_cost_ic = 3000
forbid_module_categories = {
ship_cruiser_heavy_armor
}
@@ -341,6 +362,7 @@ equipment_modules = {
add_stats = {
max_strength = 80
}
dismantle_cost_ic = 3000
multiply_stats = {
build_cost_ic = 0.1
naval_range = 0.5
@@ -394,6 +416,33 @@ equipment_modules = {
}
}
####################
## Carrier ROLE ##
####################
ship_hull_carrier_role_cv = {
category = cv_role
dismantle_cost_ic = 100000
forbid_module_categories = {
cruiser_ship_engine
}
}
ship_hull_carrier_role_cvl = {
category = cv_role
multiply_stats = {
build_cost_ic = -0.1
max_strength = -0.3
naval_speed = -0.1
anti_air_attack = -0.15
}
dismantle_cost_ic = 100000
forbid_module_categories = {
ship_deck_space
ship_deck_space_mega
}
}
######################
## Auxiliary Role ##
######################
@@ -410,6 +459,7 @@ equipment_modules = {
naval_range = 0.5
fuel_consumption = 0.1
}
dismantle_cost_ic = 1200
forbid_module_categories = {
seaplane_hangar
}
@@ -421,5 +471,6 @@ equipment_modules = {
surface_detection = 0.1
sub_detection = 0.1
}
dismantle_cost_ic = 1000
}
}

View File

@@ -1239,7 +1239,7 @@ equipment_modules = {
category = generic_miscellaneous
gui_category = cold_war_miscellaneous
add_stats = {
reliability = 0.3
reliability = 0.2
}
multiply_stats = {
build_cost_ic = 0.05
@@ -1365,6 +1365,7 @@ equipment_modules = {
}
ship_armor_extra = {
category = heavy_miscellaneous
gui_category = ship_miscellaneous
gfx = ship_cruiser_armor
multiply_stats = {
@@ -1379,6 +1380,7 @@ equipment_modules = {
}
ship_superheater = {
category = light_miscellaneous
gui_category = ship_miscellaneous
add_stats = {
build_cost_ic = 350
@@ -1394,4 +1396,25 @@ equipment_modules = {
cruiser_ship_engine
}
}
coldwar_upgrade_bb = {
category = coldwar_upgrade_bb
gui_category = cold_war_miscellaneous
multiply_stats = {
build_cost_ic = 0.2
lg_attack = 0.1
hg_attack = 0.1
anti_air_attack = 0.15
}
add_stats = {
reliability = 0.05
naval_torpedo_enemy_critical_chance_factor = -0.05
naval_torpedo_damage_reduction_factor = 0.05
}
dismantle_cost_ic = 50000
build_cost_resources = {
steel = 1
chromium = 1
}
}
}

View File

@@ -291,7 +291,7 @@ equipments = {
}
fixed_ship_engine_slot = {
required = yes
allowed_module_categories = { carrier_ship_engine }
allowed_module_categories = { carrier_ship_engine cruiser_ship_engine }
}
fixed_ship_secondaries_slot = {
required = no
@@ -304,6 +304,10 @@ equipments = {
fixed_ship_carrier_miscellaneous_slot_1 = inherit
fixed_ship_carrier_miscellaneous_slot_2 = inherit
fixed_ship_flight_deck_slot = inherit
fixed_ship_role_slot = {
required = yes
allowed_module_categories = { cv_role }
}
front_1_custom_slot = {
required = no
@@ -328,6 +332,7 @@ equipments = {
default_modules = {
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_role_slot = ship_hull_carrier_role_cv
}
}
@@ -350,6 +355,7 @@ equipments = {
fixed_ship_carrier_miscellaneous_slot_1 = inherit
fixed_ship_carrier_miscellaneous_slot_2 = inherit
fixed_ship_flight_deck_slot = inherit
fixed_ship_role_slot = inherit
front_1_custom_slot = {
required = no
allowed_module_categories = {
@@ -393,6 +399,7 @@ equipments = {
front_1_custom_slot = empty
mid_1_custom_slot = empty
fixed_ship_engine_slot = carrier_ship_engine_3
fixed_ship_role_slot = ship_hull_carrier_role_cv
}
naval_range = 4000
reliability = 0.75
@@ -433,8 +440,12 @@ equipments = {
fixed_ship_secondaries_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_carrier_miscellaneous_slot_1 = inherit
fixed_ship_carrier_miscellaneous_slot_2 = inherit
fixed_ship_carrier_miscellaneous_slot_2 = {
required = no
allowed_module_categories = { carrier_miscellaneous coldwar_upgrade_cv }
}
fixed_ship_flight_deck_slot = inherit
fixed_ship_role_slot = inherit
front_1_custom_slot = {
required = no
allowed_module_categories = {
@@ -490,6 +501,7 @@ equipments = {
}
default_modules = {
fixed_ship_engine_slot = carrier_ship_engine_4
fixed_ship_role_slot = ship_hull_carrier_role_cv
}
naval_range = 5000
@@ -619,7 +631,7 @@ equipments = {
archetype = ship_hull_carrier
model = ship_hull_super_carrier
priority = 1000
can_convert_from = { vnr_ship_hull_super_carrier vnr_ship_hull_carrier_3 }
can_convert_from = { vnr_ship_hull_super_carrier }
parent = vnr_ship_hull_carrier_3
module_slots = {
fixed_ship_deck_slot_1 = {
@@ -697,6 +709,7 @@ equipments = {
default_modules = {
fixed_ship_engine_slot = carrier_ship_engine_4
fixed_ship_armor_slot = ship_armor_carrier_heavy_5
fixed_ship_flight_deck_slot = carrier_armor_deck
}
naval_range = 6000

View File

@@ -193,6 +193,10 @@ equipments = {
module = ship_bulbous_bow
count < 2
}
module_count_limit = {
module = coldwar_upgrade_bb
count < 1
}
default_modules = {
fixed_ship_battery_slot = empty
@@ -224,7 +228,7 @@ equipments = {
sub_detection = 1
surface_visibility = 20
naval_speed = 30
reliability = 0.80
reliability = 0.70
naval_range = 2500
@@ -440,7 +444,7 @@ equipments = {
naval_range = 5000
max_strength = 220
reliability = 0.7
armor_value = 10
armor_value = 5
resources = {
steel = 2
chromium = 1
@@ -711,7 +715,7 @@ equipments = {
surface_detection = 15
sub_detection = 1
naval_speed = 28
reliability = 0.75
reliability = 0.65
naval_range = 2200
@@ -752,7 +756,7 @@ equipments = {
parent = vnr_ship_hull_cruiser_2
manpower = 1200
naval_speed = 32
reliability = 0.85
reliability = 0.8
build_cost_ic = 1700
naval_range = 3000
max_strength = 75
@@ -777,7 +781,7 @@ equipments = {
parent = vnr_ship_hull_cruiser_3
naval_speed = 32
build_cost_ic = 1800
reliability = 0.90
reliability = 0.85
max_strength = 85
naval_range = 4000
manpower = 1400
@@ -801,7 +805,7 @@ equipments = {
can_convert_from = { vnr_ship_hull_cruiser_5 }
parent = vnr_ship_hull_cruiser_4
naval_speed = 32
reliability = 0.95
reliability = 0.9
manpower = 1600
build_cost_ic = 2000
naval_range = 4500
@@ -917,7 +921,7 @@ equipments = {
priority = 1900
parent = vnr_ship_hull_cruiser_5
naval_speed = 34
reliability = 1
reliability = 0.95
manpower = 1800
build_cost_ic = 2500
naval_range = 5000

View File

@@ -573,7 +573,10 @@ equipments = {
allowed_module_categories = { ship_heavy_armor ship_super_heavy_armor }
}
fixed_ship_airplane_launcher_slot = inherit
fixed_ship_extra_secondaries_slot = inherit
fixed_ship_extra_secondaries_slot = {
required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous coldwar_upgrade_bb }
}
fixed_ship_armor_scheme_slot = inherit
fixed_ship_torpedo_defense_system_slot = inherit
front_1_custom_slot = {
@@ -813,7 +816,10 @@ equipments = {
allowed_module_categories = { ship_heavy_armor }
}
fixed_ship_airplane_launcher_slot = inherit
fixed_ship_extra_secondaries_slot = inherit
fixed_ship_extra_secondaries_slot = {
required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous }
}
fixed_ship_armor_scheme_slot = inherit
fixed_ship_torpedo_defense_system_slot = inherit
front_1_custom_slot = {

View File

@@ -1,4 +1,4 @@
version="v2.0 - Hunt For Red October"
version="v2.1 - Coral Sea"
tags={
"Military"
"Translation"

View File

@@ -17,7 +17,7 @@ Firepower in HOI4 is split into 3 types of attacks, light, heavy and torpedo.
- Heavy attack is the damage done by heavy batteries on battleships or battlecruisers, and medium guns on heavy cruisers by a very small amount. Heavy guns usually have better piercing effects against heavy armor, but will be rendered ineffective in the face of screen ships.
- Torpedo has a different way to cause damage than guns, which it simply ignores armor. Despite great power and high critical chance, torpedo is fired in a slower pace and suffers a great penalty on precision against fleet with good screen efficiency.
A conclusion can be drawn here. With the other side's screen efficiency totally crushed, your fleet will have an upper hand in hitting and evasion. Light attack is one of the most important factors you should secure in the design, but that's not the whole picture. Diversity can still be useful sometimes, leaving you with other options when light gun is unable to fully complete the mission. Undoutedly, heavy gun and torpedo are not main sources of damage since they are limited by internal and external factors, but they have a higher chance to sink a capital ship rather than just leave a scratch on it.
A conclusion can be drawn here. With the other side's screen efficiency totally crushed, your fleet will have an upper hand in hitting and evasion. Light attack is one of the most important factors you should secure in the design, but that's not the whole picture. Diversity can still be useful sometimes, leaving you with other options when light gun is unable to fully complete the mission. Undoubtedly, heavy gun and torpedo are not main sources of damage since they are limited by internal and external factors, but they have a higher chance to sink a capital ship rather than just leave a scratch on it.
Given that enemy's screen efficiency is one vital factor in the equation, swiftly eliminating its screen ships paves the way to a grand victory.
@@ -29,7 +29,7 @@ Protection varies on different hulls. For example, destroyer has close to zero p
When HP gets reduced to 0, the ship will be sunk. Typically, there are two ways to avoid it. Having more HP brings obvious benefits to the ship, and allows it to take more damage before sunk. Armor improves survivability with a different approach by reducing damage received each time it's hit. Based on the formula listed in intro panel, if armor piercing of a gun is lower than half of the armor, its damage is reduced to 20% of its original value. In a scenario where battleships fight toe-to-toe combat, armor is extremely useful against guns.
However, armor is not invincible if you take other types of firepower into consideration. For example, torpedo completely ignore armor, and it can do so much damage that even torpedo defense system is not effective enough to save the ship when it's hit. Luckily, with a good escort force, torpedo will have a hard time penetrating the screen line to get your capital ships.
However, armor is not invincible if you take other types of firepower into consideration. For example, torpedo completely ignores armor, and it can do so much damage that even torpedo defense system is not effective enough to save the ship when it's hit. Luckily, with a good escort force, torpedo will have a hard time penetrating the screen line to get your capital ships.
Contrary to most people's impression, anti-air is also a part of protection facing aircrafts and carriers. Strong AA offers damage reduction or even evasion when attacked by planes, and it can get more bonus from the overall AA of your fleet, factored to align with the ship's. That means a ship without anti-air gun can also benefit from other ships' AA, but anti-air guns are mandatory if you want to shoot down the plane.
@@ -140,7 +140,7 @@ Techtree is the soul of VNR and also the most interesting part of the game. Comp
**Destroyer Branch**
Destroyer is the fundation of any navies, so there is no reason that you should skip this part of the tree, unless you don't want to play navy at all. As I mentioned in designing section, cost is the key element of destroyer variants, so any tech that lowers IC cost is certainly a must. The research on destroyer should be centered around the job you give them in your fleet. Anti-submarine is one of the most common tasks handled by destroyer, promoting depth charge and sonar technologies as the theme of this branch. Typically, that's all you need to make a decent destroyer. When I say "decent", it stands for "a ship that works under most circumstances regardless of which country you are playing", but there are exceptions that you will be against different enemies.
Destroyer is the foundation of any navies, so there is no reason that you should skip this part of the tree, unless you don't want to play navy at all. As I mentioned in designing section, cost is the key element of destroyer variants, so any tech that lowers IC cost is certainly a must. The research on destroyer should be centered around the job you give them in your fleet. Anti-submarine is one of the most common tasks handled by destroyer, promoting depth charge and sonar technologies as the theme of this branch. Typically, that's all you need to make a decent destroyer. When I say "decent", it stands for "a ship that works under most circumstances regardless of which country you are playing", but there are exceptions that you will be against different enemies.
**Cruiser Branch**

View File

@@ -336,6 +336,8 @@ country_event = {
damage_control_1 = 1
fire_control_methods_1 = 1
basic_ballast_tank = 1
improved_ballast_tank = 1
}
ai_get_navy_experience = yes
}
@@ -556,4 +558,81 @@ country_event = {
}
set_global_flag = naval_tech_1952
}
}
# unlock free cv air techs 1936
country_event = {
id = ai_ships.107
hidden = yes
fire_only_once = yes
trigger = {
date > 1936.1.1
NOT = { has_global_flag = cv_air_tech_1936 }
has_game_rule = { rule = vnr_cv_air_ai option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = { is_ai = yes }
set_technology = {
armor_piercing_bombs = 1
aircraft_construction = 1
}
add_ideas = vnr_cv_plane_output_boost
}
}
set_global_flag = cv_air_tech_1936
}
}
# unlock free cv air techs 1939
country_event = {
id = ai_ships.107
hidden = yes
fire_only_once = yes
trigger = {
date > 1939.1.1
NOT = { has_global_flag = cv_air_tech_1939 }
has_game_rule = { rule = vnr_cv_air_ai option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = { is_ai = yes }
set_technology = {
improved_small_airframe = 1
aa_hmg = 1
air_torpedoe_2 = 1
}
}
}
set_global_flag = cv_air_tech_1939
}
}
# unlock free cv air techs 1944
country_event = {
id = ai_ships.107
hidden = yes
fire_only_once = yes
trigger = {
date > 1944.1.1
NOT = { has_global_flag = cv_air_tech_1944 }
has_game_rule = { rule = vnr_cv_air_ai option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = { is_ai = yes }
set_technology = {
advanced_small_airframe = 1
air_torpedoe_3 = 1
}
}
}
set_global_flag = cv_air_tech_1944
}
}

View File

@@ -1,4 +1,4 @@
# Ship icon database is arranged as separate files to ensure good robustness and easy maintainence throughout updates and migrations
# Ship icon database is arranged as separate files to ensure good robustness and easy maintenance throughout updates and migrations
# For power with multiple tags, it is grouped in one file with all related tags
# Other countries are grouped by region/continent

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.7 KiB

After

Width:  |  Height:  |  Size: 4.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.0 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.5 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.2 KiB

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -211,6 +211,6 @@ spriteTypes = {
spriteType = { name = "GFX_idea_inflexible_headquarter" textureFile = "gfx/interface/ideas/vnr_navy_spirits/inflexible_headquarter.png" }
spriteType = { name = "GFX_idea_win_or_die" textureFile = "gfx/interface/ideas/vnr_navy_spirits/win_or_die.png" }
spriteType = { name = "GFX_idea_recovering_from_naval_race" textureFile = "gfx/interface/ideas/vnr_navy_spirits/recovering_from_naval_race.png" }
spriteType = { name = "GFX_idea_lack_maintainence_facilities" textureFile = "gfx/interface/ideas/vnr_navy_spirits/lack_maintainence_facilities.png" }
spriteType = { name = "GFX_idea_lack_maintenance_facilities" textureFile = "gfx/interface/ideas/vnr_navy_spirits/lack_maintenance_facilities.png" }
spriteType = { name = "GFX_idea_murwik_naval_academy" textureFile = "gfx/interface/ideas/vnr_navy_spirits/murwik_naval_academy.png" }
}

View File

@@ -186,6 +186,26 @@ spriteTypes = {
name = "GFX_SMI_sub_rocket"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/sub_missile_launcher.dds"
}
spriteType = {
name = "GFX_SMI_light_ship_engine"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_light.png"
}
spriteType = {
name = "GFX_SMI_light_ship_engine_high_speed"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_light.png"
}
spriteType = {
name = "GFX_SMI_cruiser_ship_engine"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine.png"
}
spriteType = {
name = "GFX_SMI_heavy_ship_engine"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_large.png"
}
spriteType = {
name = "GFX_SMI_carrier_ship_engine"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_large.png"
}
# topview images
spriteType = {
@@ -829,6 +849,62 @@ spriteTypes = {
name = "GFX_SMI_ship_steam_engine_5"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_5.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_light_1"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_light_1.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_light_2"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_light_2.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_light_3"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_light_3.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_light_4"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_light_4.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_light_5"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_light_5.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_large_1"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_large_1.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_large_2"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_large_2.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_large_3"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_large_3.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_large_4"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_large_4.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_large_5"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_large_5.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_super_1"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_super_1.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_super_2"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_super_2.png"
}
spriteType = {
name = "GFX_SMI_ship_steam_engine_super_3"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/steam_engine_super_3.png"
}
spriteType = {
name = "GFX_SMI_ship_gas_engine"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/gas_engine.png"
}
spriteType = {
name = "GFX_SMI_light_ship_engine_6"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/high_speed_engine.png"
@@ -1504,4 +1580,21 @@ spriteTypes = {
name = "GFX_SMI_ship_secondaries_2_light"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_secondaries_light2.png"
}
spriteType = {
name = "GFX_SMI_ship_hull_carrier_role_cv"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_hull_carrier_role_cv.png"
}
spriteType = {
name = "GFX_SMI_ship_hull_carrier_role_cvl"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_hull_carrier_role_cvl.png"
}
spriteType = {
name = "GFX_SMI_coldwar_upgrade_bb"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/coldwar_upgrade_bb.png"
}
spriteType = {
name = "GFX_SMI_coldwar_upgrade_cv"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/coldwar_upgrade_cv.png"
}
}

View File

@@ -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: "§Hv2.0猎杀红十月”§!\n\n§C重要新增§!\n\n-兼容原版1.16.5更新\n-新角色:防空导弹巡洋舰\n-新项目:高速轻型引擎\n-新模块高温过热器轻型副炮lv1-lv2\n-新立绘黑太子黛朵级大胆轰鸣卡宁级奥里斯卡尼埃塞克斯级SCB-125改装奥尔巴尼导弹改装长岛普林斯顿勇敢法国黎塞留1944涂装\n-为主要国家添加了更多特殊的模块名称\n\n§C更新§!\n\n-高速引擎科技现在通过新的特殊项目才能解锁\n-高速轻型引擎的效果被削弱了,需要搭配高温过热器才能达到之前的速度\n-巡洋舰现在使用专用的小口径副炮组,原本的副炮在巡洋舰上不再可用\n-1944航母船体现在可以改装为超级航母\n-平衡所有轻型火炮的造价和火力\n-重型装甲科技现在可以在研究完成后自动解锁对应级别的巡洋舰装甲科技,巡洋舰装甲科技可以在研究完成后获得对应级别重型装甲科技的50%加速卡\n-AI会在条件允许的前提下为老式驱逐舰安装声呐\n-潜艇的暴露几率被提高了\n-潜艇鱼雷管现在会带来更高的可见度惩罚\n-在非常规的巡洋舰角色上不能再使用重型舰船的杂项模块\n-更新了部分关键部位受损类型的效果\n-对低可靠性舰船的伤害加成被提高了在0%可靠的情况下这一倍率由5调整为8根据可靠性增加线性降低直至1\n-提高了大型开放式机库的组织度惩罚\n-删除了部分AI航母模板上的低效模块\n-更新部分日本开局的巡洋舰设计\n-为墨西哥的海防舰增加一个立绘\n-英联邦国家现在可以使用英国的额外舰船立绘\n\n§C修复§!\n\n-英国,日本,美国在开局时会在特殊项目中拥有超重主炮而非隐藏该项目\n-瑞典巡洋舰费尔加号的设计根据其1936年时的状态做了修改\n-修复潜艇弹道导弹发射装置种类没有图标和名称的问题\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 此模组中实现最大屏卫效率的屏卫/主力比例为2\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_1_content: "§Hv2.1珊瑚海”§!\n\n§C重要新增§!\n\n-新模块:冷战战列舰改装,冷战航母改装\n-新角色:舰队航母,轻型航母\n-重做海军将领技能和特质的效果\n-为开局大国的海军生产队列添加MIO\n-增加一条规则允许AI使用更强的舰载机设计模板默认为关\n\n§C更新§!\n\n-重做全部轻型和重型引擎图标\n-为一些无法灵活更改的舰船角色增加了高额的拆除成本,从而使改装它们的性价比极低\n-为无法灵活更改的舰船角色添加了小贴士\n-更新开局的轻型航母设计\n-法国的暴风雪级现在被归类为战后船体\n-为法国添加大胆级驱逐舰的设计\n-轻型航母可以使用巡洋舰引擎\n-1944航母无法再被改装为超级航母,但可以使用冷战改装模块\n-降低所有巡洋舰和全导弹布局的可靠性\n-加强潜艇的撤退速度和隐蔽性\n-舰队堆叠的最高阵位惩罚上调到100%\n-装甲舰的初始装甲下调到5\n-装甲科技现在需要战后重型船体作为前提\n-超级航母现在默认使用装甲飞行甲板\n-超级航母的装甲带现在可以正常由4级重型航母装甲带升级而来\n-削弱第二舰岛的效果\n-平衡所有重中型火炮的效果\n\n§C修复§!\n\n-修复过热器和额外装甲模块没有UI中种类图标的问题\n-修复教程中的一些错误信息\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 此模组中实现最大屏卫效率的屏卫/主力比例为2\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20%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风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qq1245385638或海军重置群162239327"

View File

@@ -88,25 +88,25 @@
ship_hull_light_role_dl_desc: "大型驱逐舰或驱逐领舰。"
ship_hull_light_role_cl: "超级驱逐舰角色"
ship_hull_light_role_cl_short: "超级驱逐舰"
ship_hull_light_role_cl_desc: "超大型驱逐舰或轻型巡洋舰。"
ship_hull_light_role_cl_desc: "超大型驱逐舰或轻型巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_light_role_de: "护航驱逐舰角色"
ship_hull_light_role_de_short: "护航驱逐舰"
ship_hull_light_role_de_desc: "护航驱逐舰或护卫舰。"
ship_hull_light_role_de_desc: "护航驱逐舰或护卫舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_c: "舰队巡洋舰角色"
ship_hull_cruiser_role_c_short: "舰队巡洋舰"
ship_hull_cruiser_role_c_desc: "普通的多用途舰队巡洋舰。"
ship_hull_cruiser_role_cb: "大型巡洋舰角色"
ship_hull_cruiser_role_cb_short: "大型巡洋舰"
ship_hull_cruiser_role_cb_desc: "装备战巡级别火力的巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_cb_desc: "装备战巡级别火力的巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_aa: "防空巡洋舰角色"
ship_hull_cruiser_role_aa_short: "防空巡洋舰"
ship_hull_cruiser_role_aa_desc: "对防空火力特化的巡洋舰。"
ship_hull_cruiser_role_cg: "导弹巡洋舰角色"
ship_hull_cruiser_role_cg_short: "导弹巡洋舰"
ship_hull_cruiser_role_cg_desc: "可以发射导弹的巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_cg_desc: "可以发射导弹的巡洋舰。"
ship_hull_cruiser_role_clc: "殖民地巡洋舰角色"
ship_hull_cruiser_role_clc_short: "殖民地巡洋舰"
ship_hull_cruiser_role_clc_desc: "为在遥远的海域行动而设计的巡洋舰。"
ship_hull_cruiser_role_clc_desc: "为在遥远的海域行动而设计的巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
light_ship_engine_5:0 "55000马力引擎"
light_ship_engine_5_short:0 "轻型蒸汽引擎 V"
light_ship_engine_5_desc:0 "导电材料和电池技术的崛起催生了蒸汽-电力联合动力系统,可以更好地为舰船的电力设备供能。"
@@ -706,7 +706,7 @@
EQ_MOD_CAT_raider_kit_TITLE: "伏击伪装"
ship_hull_cruiser_role_rc: "掠袭巡洋舰角色"
ship_hull_cruiser_role_rc_short: "掠袭巡洋舰"
ship_hull_cruiser_role_rc_desc: "用于袭击贸易路线的特殊巡洋舰,通常可见度较低。"
ship_hull_cruiser_role_rc_desc: "用于袭击贸易路线的特殊巡洋舰,通常可见度较低。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_cruiser_camo_1: "炫目迷彩"
ship_cruiser_camo_1_short: "伪装油漆"
ship_cruiser_camo_1_desc: "一种伪装涂装,会使舰船更难以被发现或瞄准。\n\n此模块§R不允许§!安装§Y双联和三联轻巡火炮§!。"
@@ -787,13 +787,13 @@
ship_medium_battery_4_single_short: "单装203mm自动装填炮组"
ship_hull_light_role_ff: "护卫舰角色"
ship_hull_light_role_ff_short: "护卫舰"
ship_hull_light_role_ff_desc: "护卫舰、轻型护卫舰或近海巡防舰。"
ship_hull_light_role_ff_desc: "护卫舰、轻型护卫舰或近海巡防舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_ac: "装甲巡洋舰角色"
ship_hull_cruiser_role_ac_short: "装甲巡洋舰"
ship_hull_cruiser_role_ac_desc: "建造于世界大战之前的装甲巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_ac_desc: "建造于世界大战之前的装甲巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_cd: "岸防舰角色"
ship_hull_cruiser_role_cd_short: "岸防舰"
ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。"
ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色"
EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型蒸汽引擎"
ship_deck_space_short: "中型开放式机库"
@@ -959,7 +959,7 @@
EQ_MOD_CAT_ship_sub_missile_TITLE: "潜射巡航导弹"
ship_hull_cruiser_role_ca: "主力巡洋舰角色"
ship_hull_cruiser_role_ca_short: "主力巡洋舰"
ship_hull_cruiser_role_ca_desc: "普通的多用途主力巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_ca_desc: "普通的多用途主力巡洋舰。"
ger_11in_c34_triple: "28cm SK C/34火炮"
ger_11in_c34_triple_short: "三联28cm SK C/34火炮"
ger_11in_c34_triple_desc: "为德国的装甲舰所设计的火炮。"
@@ -970,7 +970,7 @@
EQ_MOD_CAT_ship_secondaries_special_TITLE: "大口径副炮组"
ship_hull_cruiser_role_pc: "防护巡洋舰角色"
ship_hull_cruiser_role_pc_short: "防护巡洋舰"
ship_hull_cruiser_role_pc_desc: "有装甲保护的早期巡洋舰。"
ship_hull_cruiser_role_pc_desc: "有装甲保护的早期巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_heavy_ship_engine_nuclear_TITLE: "重型核动力引擎"
ship_anti_air_1_h: "6cm 防空炮"
ship_anti_air_1_h_short: "重型防空炮 I"
@@ -1034,7 +1034,7 @@
ship_radar_finder_desc: "一套用于定位测距无线电源的设备。"
ship_hull_cruiser_role_mo: "岸防战列舰角色"
ship_hull_cruiser_role_mo_short: "岸防战列舰"
ship_hull_cruiser_role_mo_desc: "使用中到大口径舰炮的岸防舰。"
ship_hull_cruiser_role_mo_desc: "使用中到大口径舰炮的岸防舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_sub_airplane_launcher_TITLE: "飞机设施"
sub_airplane_launcher_1: "水上飞机弹射器"
sub_airplane_launcher_1_desc: "一个潜艇专用的小型飞机弹射器可以把一架小型侦察机送上天。"
@@ -1055,13 +1055,13 @@
EQ_MOD_CAT_bb_carrier_role_TITLE: "改装航母基础船体"
carrier_bb_conversion: "由战列舰改装而来"
carrier_bb_conversion_short: "战列舰船体"
carrier_bb_conversion_desc: "一艘基于战列舰船体改装的航母。"
carrier_bb_conversion_desc: "一艘基于战列舰船体改装的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
carrier_bc_conversion: "由战列巡洋舰改装而来"
carrier_bc_conversion_short: "战列巡洋舰船体"
carrier_bc_conversion_desc: "一艘基于战列巡洋舰船体改装的航母。"
carrier_bc_conversion_desc: "一艘基于战列巡洋舰船体改装的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
carrier_shbb_conversion: "由超重型战列舰改装而来"
carrier_shbb_conversion_short: "超重型战列舰船体"
carrier_shbb_conversion_desc: "一艘基于超重型战列舰船体改装的航母。\n\n§G在舰尾解锁一个额外机库。§!"
carrier_shbb_conversion_desc: "一艘基于超重型战列舰船体改装的航母。\n\n§G在舰尾解锁一个额外机库。§!\n§R此角色为起源性角色一旦安装后将难以替换§!"
carrier_helipad_asw: "反潜直升机"
carrier_helipad_asw_desc: "一队带有反潜武器的直升机。"
carrier_helipad_aew: "预警直升机"
@@ -1113,10 +1113,10 @@
ship_hull_civilian_role_ap_desc: "为补给和支援设计的通用型舰队支援舰。"
ship_hull_civilian_role_ao: "大型舰队油轮角色"
ship_hull_civilian_role_ao_short: "大型舰队油轮"
ship_hull_civilian_role_ao_desc: "有着大型储油罐的专用舰队油轮。"
ship_hull_civilian_role_ao_desc: "有着大型储油罐的专用舰队油轮。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_civilian_role_av: "水上飞机母舰角色"
ship_hull_civilian_role_av_short: "水上飞机母舰"
ship_hull_civilian_role_av_desc: "带有水上飞机弹射器和机库的辅助船。"
ship_hull_civilian_role_av_desc: "带有水上飞机弹射器和机库的辅助船。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_SLOT_fixed_ship_conning_tower_slot_TITLE: "指挥塔"
EQ_MOD_CAT_ap_role_TITLE: "辅助船角色"
sub_ship_periscope_4: "潜望镜 IV"
@@ -1151,4 +1151,22 @@
ship_secondaries_2_light: "127mm速射炮"
ship_secondaries_2_light_short: "轻型副炮组2"
ship_secondaries_2_light_desc: "安放在小型炮塔上的速射炮,用于应对驱逐舰和鱼雷艇。"
EQ_MOD_CAT_sub_rocket_TITLE: "潜射导弹发射器"
EQ_MOD_CAT_sub_rocket_TITLE: "潜射导弹发射器"
EQ_MOD_CAT_coldwar_upgrade_cv_TITLE: "冷战航母改装"
coldwar_upgrade_bb: "冷战战列舰改装"
coldwar_upgrade_bb_short: "冷战改装"
coldwar_upgrade_bb_desc: "使这艘战舰面向未来的全面改装。"
coldwar_upgrade_cv: "冷战航母改装"
coldwar_upgrade_cv_short: "冷战改装"
coldwar_upgrade_cv_desc: "使这艘战舰面向未来的全面改装。"
ship_hull_carrier_role_cv: "舰队航母角色"
ship_hull_carrier_role_cv_short: "舰队航母"
ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl: "轻型航母角色"
ship_hull_carrier_role_cvl_short: "轻型航母"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装"
EQ_MOD_CAT_cv_role_TITLE: "航母角色"
EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带"
carrier_helipad_asw_short: "反潜直升机"
carrier_helipad_aew_short: "预警直升机"

View File

@@ -49,4 +49,8 @@
RULE_OPTION_BUFF_60: "增加全满"
RULE_OPTION_BUFF_30: "增加一半"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_60_DESC: "船厂的产出为4点IC/日比原版§G快60%§!。"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。"
RULE_AI_AIR_DESIGN: "启用AI改进舰载机设计"
RULE_AI_AIR_DESIGN_FREE_DESC: "为AI§G启用§!改进过的舰载机设计模板。\n§R请勿将本选项与修改空军科技的mod混用。§!"
RULE_AI_AIR_DESIGN_BLOCKED_DESC: "为AI§R关闭§!改进过的舰载机设计模板。\n§Y使用原版或其他激活状态mod提供的飞机模板。§!"
vnr_cv_plane_output_boost: "海军重置舰载机产出加成"

View File

@@ -90,9 +90,13 @@
sp_early_informatization_system_unique_reward_a_desc: "在计算机科技领域处于领导地位的研发团队提出了一项旨在扩展信息化系统,以及合并所有海军舰船上电子设备的集成化计算机系统。这是一个有趣的点子,但也会在很大程度上影响目前的项目进度。"
sp_early_informatization_system_perference_a: "慢慢来。"
sp_early_informatization_system_perference_b: "分出一部分预算。"
lack_maintainence_facilities: "缺乏维护"
lack_maintainence_facilities_desc: "我们拥有的海军设施无力维护现有的舰队。"
murwik_naval_academy: "缪尔维克海军学院"
murwik_naval_academy_desc: "缪尔维克海军学院是德国海军军官的主要训练培养机构其在1910年基尔海军学院解散重组后设立成为德国最重要的海军院校。该机构致力于通过海军火器训练和工程学教育培养职业化的德国海军军官。"
sp_high_speed_light_engine: "高速轻型引擎"
sp_high_speed_light_engine_desc: "高温过热器和强劲的蒸汽涡轮的结合可以将舰船加速到前所未有的速度。"
sp_high_speed_light_engine_desc: "高温过热器和强劲的蒸汽涡轮的结合可以将舰船加速到前所未有的速度。"
theoretic_breakthrough_1: "理论突破 I"
theoretic_breakthrough_1_desc: "海军的理论革命正在影响这位海军上将。"
theoretic_breakthrough_2: "理论突破 II"
theoretic_breakthrough_2_desc: "海军的理论革命正在影响这位海军上将。"
lack_maintenance_facilities: "缺乏维护"
lack_maintenance_facilities_desc: "我们拥有的海军设施无力维护现有的舰队。"

View File

@@ -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: "§Hv2.0猎杀红十月”§!\n\n§C重要新增§!\n\n-兼容原版1.16.5更新\n-新角色:防空导弹巡洋舰\n-新项目:高速轻型引擎\n-新模块高温过热器轻型副炮lv1-lv2\n-新立绘黑太子黛朵级大胆轰鸣卡宁级奥里斯卡尼埃塞克斯级SCB-125改装奥尔巴尼导弹改装长岛普林斯顿勇敢法国黎塞留1944涂装\n-为主要国家添加了更多特殊的模块名称\n\n§C更新§!\n\n-高速引擎科技现在通过新的特殊项目才能解锁\n-高速轻型引擎的效果被削弱了,需要搭配高温过热器才能达到之前的速度\n-巡洋舰现在使用专用的小口径副炮组,原本的副炮在巡洋舰上不再可用\n-1944航母船体现在可以改装为超级航母\n-平衡所有轻型火炮的造价和火力\n-重型装甲科技现在可以在研究完成后自动解锁对应级别的巡洋舰装甲科技,巡洋舰装甲科技可以在研究完成后获得对应级别重型装甲科技的50%加速卡\n-AI会在条件允许的前提下为老式驱逐舰安装声呐\n-潜艇的暴露几率被提高了\n-潜艇鱼雷管现在会带来更高的可见度惩罚\n-在非常规的巡洋舰角色上不能再使用重型舰船的杂项模块\n-更新了部分关键部位受损类型的效果\n-对低可靠性舰船的伤害加成被提高了在0%可靠的情况下这一倍率由5调整为8根据可靠性增加线性降低直至1\n-提高了大型开放式机库的组织度惩罚\n-删除了部分AI航母模板上的低效模块\n-更新部分日本开局的巡洋舰设计\n-为墨西哥的海防舰增加一个立绘\n-英联邦国家现在可以使用英国的额外舰船立绘\n\n§C修复§!\n\n-英国,日本,美国在开局时会在特殊项目中拥有超重主炮而非隐藏该项目\n-瑞典巡洋舰费尔加号的设计根据其1936年时的状态做了修改\n-修复潜艇弹道导弹发射装置种类没有图标和名称的问题\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 此模组中实现最大屏卫效率的屏卫/主力比例为2\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_1_content: "§Hv2.1珊瑚海”§!\n\n§C重要新增§!\n\n-新模块:冷战战列舰改装,冷战航母改装\n-新角色:舰队航母,轻型航母\n-重做海军将领技能和特质的效果\n-为开局大国的海军生产队列添加MIO\n-增加一条规则允许AI使用更强的舰载机设计模板默认为关\n\n§C更新§!\n\n-重做全部轻型和重型引擎图标\n-为一些无法灵活更改的舰船角色增加了高额的拆除成本,从而使改装它们的性价比极低\n-为无法灵活更改的舰船角色添加了小贴士\n-更新开局的轻型航母设计\n-法国的暴风雪级现在被归类为战后船体\n-为法国添加大胆级驱逐舰的设计\n-轻型航母可以使用巡洋舰引擎\n-1944航母无法再被改装为超级航母,但可以使用冷战改装模块\n-降低所有巡洋舰和全导弹布局的可靠性\n-加强潜艇的撤退速度和隐蔽性\n-舰队堆叠的最高阵位惩罚上调到100%\n-装甲舰的初始装甲下调到5\n-装甲科技现在需要战后重型船体作为前提\n-超级航母现在默认使用装甲飞行甲板\n-超级航母的装甲带现在可以正常由4级重型航母装甲带升级而来\n-削弱第二舰岛的效果\n-平衡所有重中型火炮的效果\n\n§C修复§!\n\n-修复过热器和额外装甲模块没有UI中种类图标的问题\n-修复教程中的一些错误信息\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 此模组中实现最大屏卫效率的屏卫/主力比例为2\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20%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风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qq1245385638或海军重置群162239327"

View File

@@ -88,25 +88,25 @@
ship_hull_light_role_dl_desc: "大型驱逐舰或驱逐领舰。"
ship_hull_light_role_cl: "超级驱逐舰角色"
ship_hull_light_role_cl_short: "超级驱逐舰"
ship_hull_light_role_cl_desc: "超大型驱逐舰或轻型巡洋舰。"
ship_hull_light_role_cl_desc: "超大型驱逐舰或轻型巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_light_role_de: "护航驱逐舰角色"
ship_hull_light_role_de_short: "护航驱逐舰"
ship_hull_light_role_de_desc: "护航驱逐舰或护卫舰。"
ship_hull_light_role_de_desc: "护航驱逐舰或护卫舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_c: "舰队巡洋舰角色"
ship_hull_cruiser_role_c_short: "舰队巡洋舰"
ship_hull_cruiser_role_c_desc: "普通的多用途舰队巡洋舰。"
ship_hull_cruiser_role_cb: "大型巡洋舰角色"
ship_hull_cruiser_role_cb_short: "大型巡洋舰"
ship_hull_cruiser_role_cb_desc: "装备战巡级别火力的巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_cb_desc: "装备战巡级别火力的巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_aa: "防空巡洋舰角色"
ship_hull_cruiser_role_aa_short: "防空巡洋舰"
ship_hull_cruiser_role_aa_desc: "对防空火力特化的巡洋舰。"
ship_hull_cruiser_role_cg: "导弹巡洋舰角色"
ship_hull_cruiser_role_cg_short: "导弹巡洋舰"
ship_hull_cruiser_role_cg_desc: "可以发射导弹的巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_cg_desc: "可以发射导弹的巡洋舰。"
ship_hull_cruiser_role_clc: "殖民地巡洋舰角色"
ship_hull_cruiser_role_clc_short: "殖民地巡洋舰"
ship_hull_cruiser_role_clc_desc: "为在遥远的海域行动而设计的巡洋舰。"
ship_hull_cruiser_role_clc_desc: "为在遥远的海域行动而设计的巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
light_ship_engine_5:0 "55000马力引擎"
light_ship_engine_5_short:0 "轻型蒸汽引擎 V"
light_ship_engine_5_desc:0 "导电材料和电池技术的崛起催生了蒸汽-电力联合动力系统,可以更好地为舰船的电力设备供能。"
@@ -706,7 +706,7 @@
EQ_MOD_CAT_raider_kit_TITLE: "伏击伪装"
ship_hull_cruiser_role_rc: "掠袭巡洋舰角色"
ship_hull_cruiser_role_rc_short: "掠袭巡洋舰"
ship_hull_cruiser_role_rc_desc: "用于袭击贸易路线的特殊巡洋舰,通常可见度较低。"
ship_hull_cruiser_role_rc_desc: "用于袭击贸易路线的特殊巡洋舰,通常可见度较低。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_cruiser_camo_1: "炫目迷彩"
ship_cruiser_camo_1_short: "伪装油漆"
ship_cruiser_camo_1_desc: "一种伪装涂装,会使舰船更难以被发现或瞄准。\n\n此模块§R不允许§!安装§Y双联和三联轻巡火炮§!。"
@@ -787,13 +787,13 @@
ship_medium_battery_4_single_short: "单装203mm自动装填炮组"
ship_hull_light_role_ff: "护卫舰角色"
ship_hull_light_role_ff_short: "护卫舰"
ship_hull_light_role_ff_desc: "护卫舰、轻型护卫舰或近海巡防舰。"
ship_hull_light_role_ff_desc: "护卫舰、轻型护卫舰或近海巡防舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_ac: "装甲巡洋舰角色"
ship_hull_cruiser_role_ac_short: "装甲巡洋舰"
ship_hull_cruiser_role_ac_desc: "建造于世界大战之前的装甲巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_ac_desc: "建造于世界大战之前的装甲巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_cd: "岸防舰角色"
ship_hull_cruiser_role_cd_short: "岸防舰"
ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。"
ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色"
EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型蒸汽引擎"
ship_deck_space_short: "中型开放式机库"
@@ -959,7 +959,7 @@
EQ_MOD_CAT_ship_sub_missile_TITLE: "潜射巡航导弹"
ship_hull_cruiser_role_ca: "主力巡洋舰角色"
ship_hull_cruiser_role_ca_short: "主力巡洋舰"
ship_hull_cruiser_role_ca_desc: "普通的多用途主力巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_ca_desc: "普通的多用途主力巡洋舰。"
ger_11in_c34_triple: "28cm SK C/34火炮"
ger_11in_c34_triple_short: "三联28cm SK C/34火炮"
ger_11in_c34_triple_desc: "为德国的装甲舰所设计的火炮。"
@@ -970,7 +970,7 @@
EQ_MOD_CAT_ship_secondaries_special_TITLE: "大口径副炮组"
ship_hull_cruiser_role_pc: "防护巡洋舰角色"
ship_hull_cruiser_role_pc_short: "防护巡洋舰"
ship_hull_cruiser_role_pc_desc: "有装甲保护的早期巡洋舰。"
ship_hull_cruiser_role_pc_desc: "有装甲保护的早期巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_heavy_ship_engine_nuclear_TITLE: "重型核动力引擎"
ship_anti_air_1_h: "6cm 防空炮"
ship_anti_air_1_h_short: "重型防空炮 I"
@@ -1034,7 +1034,7 @@
ship_radar_finder_desc: "一套用于定位测距无线电源的设备。"
ship_hull_cruiser_role_mo: "岸防战列舰角色"
ship_hull_cruiser_role_mo_short: "岸防战列舰"
ship_hull_cruiser_role_mo_desc: "使用中到大口径舰炮的岸防舰。"
ship_hull_cruiser_role_mo_desc: "使用中到大口径舰炮的岸防舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_sub_airplane_launcher_TITLE: "飞机设施"
sub_airplane_launcher_1: "水上飞机弹射器"
sub_airplane_launcher_1_desc: "一个潜艇专用的小型飞机弹射器可以把一架小型侦察机送上天。"
@@ -1055,13 +1055,13 @@
EQ_MOD_CAT_bb_carrier_role_TITLE: "改装航母基础船体"
carrier_bb_conversion: "由战列舰改装而来"
carrier_bb_conversion_short: "战列舰船体"
carrier_bb_conversion_desc: "一艘基于战列舰船体改装的航母。"
carrier_bb_conversion_desc: "一艘基于战列舰船体改装的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
carrier_bc_conversion: "由战列巡洋舰改装而来"
carrier_bc_conversion_short: "战列巡洋舰船体"
carrier_bc_conversion_desc: "一艘基于战列巡洋舰船体改装的航母。"
carrier_bc_conversion_desc: "一艘基于战列巡洋舰船体改装的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
carrier_shbb_conversion: "由超重型战列舰改装而来"
carrier_shbb_conversion_short: "超重型战列舰船体"
carrier_shbb_conversion_desc: "一艘基于超重型战列舰船体改装的航母。\n\n§G在舰尾解锁一个额外机库。§!"
carrier_shbb_conversion_desc: "一艘基于超重型战列舰船体改装的航母。\n\n§G在舰尾解锁一个额外机库。§!\n§R此角色为起源性角色一旦安装后将难以替换§!"
carrier_helipad_asw: "反潜直升机"
carrier_helipad_asw_desc: "一队带有反潜武器的直升机。"
carrier_helipad_aew: "预警直升机"
@@ -1113,10 +1113,10 @@
ship_hull_civilian_role_ap_desc: "为补给和支援设计的通用型舰队支援舰。"
ship_hull_civilian_role_ao: "大型舰队油轮角色"
ship_hull_civilian_role_ao_short: "大型舰队油轮"
ship_hull_civilian_role_ao_desc: "有着大型储油罐的专用舰队油轮。"
ship_hull_civilian_role_ao_desc: "有着大型储油罐的专用舰队油轮。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_civilian_role_av: "水上飞机母舰角色"
ship_hull_civilian_role_av_short: "水上飞机母舰"
ship_hull_civilian_role_av_desc: "带有水上飞机弹射器和机库的辅助船。"
ship_hull_civilian_role_av_desc: "带有水上飞机弹射器和机库的辅助船。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_SLOT_fixed_ship_conning_tower_slot_TITLE: "指挥塔"
EQ_MOD_CAT_ap_role_TITLE: "辅助船角色"
sub_ship_periscope_4: "潜望镜 IV"
@@ -1151,4 +1151,22 @@
ship_secondaries_2_light: "127mm速射炮"
ship_secondaries_2_light_short: "轻型副炮组2"
ship_secondaries_2_light_desc: "安放在小型炮塔上的速射炮,用于应对驱逐舰和鱼雷艇。"
EQ_MOD_CAT_sub_rocket_TITLE: "潜射导弹发射器"
EQ_MOD_CAT_sub_rocket_TITLE: "潜射导弹发射器"
EQ_MOD_CAT_coldwar_upgrade_cv_TITLE: "冷战航母改装"
coldwar_upgrade_bb: "冷战战列舰改装"
coldwar_upgrade_bb_short: "冷战改装"
coldwar_upgrade_bb_desc: "使这艘战舰面向未来的全面改装。"
coldwar_upgrade_cv: "冷战航母改装"
coldwar_upgrade_cv_short: "冷战改装"
coldwar_upgrade_cv_desc: "使这艘战舰面向未来的全面改装。"
ship_hull_carrier_role_cv: "舰队航母角色"
ship_hull_carrier_role_cv_short: "舰队航母"
ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl: "轻型航母角色"
ship_hull_carrier_role_cvl_short: "轻型航母"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装"
EQ_MOD_CAT_cv_role_TITLE: "航母角色"
EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带"
carrier_helipad_asw_short: "反潜直升机"
carrier_helipad_aew_short: "预警直升机"

View File

@@ -49,4 +49,8 @@
RULE_OPTION_BUFF_60: "增加全满"
RULE_OPTION_BUFF_30: "增加一半"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_60_DESC: "船厂的产出为4点IC/日比原版§G快60%§!。"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。"
RULE_AI_AIR_DESIGN: "启用AI改进舰载机设计"
RULE_AI_AIR_DESIGN_FREE_DESC: "为AI§G启用§!改进过的舰载机设计模板。\n§R请勿将本选项与修改空军科技的mod混用。§!"
RULE_AI_AIR_DESIGN_BLOCKED_DESC: "为AI§R关闭§!改进过的舰载机设计模板。\n§Y使用原版或其他激活状态mod提供的飞机模板。§!"
vnr_cv_plane_output_boost: "海军重置舰载机产出加成"

View File

@@ -90,9 +90,13 @@
sp_early_informatization_system_unique_reward_a_desc: "在计算机科技领域处于领导地位的研发团队提出了一项旨在扩展信息化系统,以及合并所有海军舰船上电子设备的集成化计算机系统。这是一个有趣的点子,但也会在很大程度上影响目前的项目进度。"
sp_early_informatization_system_perference_a: "慢慢来。"
sp_early_informatization_system_perference_b: "分出一部分预算。"
lack_maintainence_facilities: "缺乏维护"
lack_maintainence_facilities_desc: "我们拥有的海军设施无力维护现有的舰队。"
murwik_naval_academy: "缪尔维克海军学院"
murwik_naval_academy_desc: "缪尔维克海军学院是德国海军军官的主要训练培养机构其在1910年基尔海军学院解散重组后设立成为德国最重要的海军院校。该机构致力于通过海军火器训练和工程学教育培养职业化的德国海军军官。"
sp_high_speed_light_engine: "高速轻型引擎"
sp_high_speed_light_engine_desc: "高温过热器和强劲的蒸汽涡轮的结合可以将舰船加速到前所未有的速度。"
sp_high_speed_light_engine_desc: "高温过热器和强劲的蒸汽涡轮的结合可以将舰船加速到前所未有的速度。"
theoretic_breakthrough_1: "理论突破 I"
theoretic_breakthrough_1_desc: "海军的理论革命正在影响这位海军上将。"
theoretic_breakthrough_2: "理论突破 II"
theoretic_breakthrough_2_desc: "海军的理论革命正在影响这位海军上将。"
lack_maintenance_facilities: "缺乏维护"
lack_maintenance_facilities_desc: "我们拥有的海军设施无力维护现有的舰队。"

View File

@@ -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: "§Hv2.0猎杀红十月”§!\n\n§C重要新增§!\n\n-兼容原版1.16.5更新\n-新角色:防空导弹巡洋舰\n-新项目:高速轻型引擎\n-新模块高温过热器轻型副炮lv1-lv2\n-新立绘黑太子黛朵级大胆轰鸣卡宁级奥里斯卡尼埃塞克斯级SCB-125改装奥尔巴尼导弹改装长岛普林斯顿勇敢法国黎塞留1944涂装\n-为主要国家添加了更多特殊的模块名称\n\n§C更新§!\n\n-高速引擎科技现在通过新的特殊项目才能解锁\n-高速轻型引擎的效果被削弱了,需要搭配高温过热器才能达到之前的速度\n-巡洋舰现在使用专用的小口径副炮组,原本的副炮在巡洋舰上不再可用\n-1944航母船体现在可以改装为超级航母\n-平衡所有轻型火炮的造价和火力\n-重型装甲科技现在可以在研究完成后自动解锁对应级别的巡洋舰装甲科技,巡洋舰装甲科技可以在研究完成后获得对应级别重型装甲科技的50%加速卡\n-AI会在条件允许的前提下为老式驱逐舰安装声呐\n-潜艇的暴露几率被提高了\n-潜艇鱼雷管现在会带来更高的可见度惩罚\n-在非常规的巡洋舰角色上不能再使用重型舰船的杂项模块\n-更新了部分关键部位受损类型的效果\n-对低可靠性舰船的伤害加成被提高了在0%可靠的情况下这一倍率由5调整为8根据可靠性增加线性降低直至1\n-提高了大型开放式机库的组织度惩罚\n-删除了部分AI航母模板上的低效模块\n-更新部分日本开局的巡洋舰设计\n-为墨西哥的海防舰增加一个立绘\n-英联邦国家现在可以使用英国的额外舰船立绘\n\n§C修复§!\n\n-英国,日本,美国在开局时会在特殊项目中拥有超重主炮而非隐藏该项目\n-瑞典巡洋舰费尔加号的设计根据其1936年时的状态做了修改\n-修复潜艇弹道导弹发射装置种类没有图标和名称的问题\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 此模组中实现最大屏卫效率的屏卫/主力比例为2\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_1_content: "§Hv2.1珊瑚海”§!\n\n§C重要新增§!\n\n-新模块:冷战战列舰改装,冷战航母改装\n-新角色:舰队航母,轻型航母\n-重做海军将领技能和特质的效果\n-为开局大国的海军生产队列添加MIO\n-增加一条规则允许AI使用更强的舰载机设计模板默认为关\n\n§C更新§!\n\n-重做全部轻型和重型引擎图标\n-为一些无法灵活更改的舰船角色增加了高额的拆除成本,从而使改装它们的性价比极低\n-为无法灵活更改的舰船角色添加了小贴士\n-更新开局的轻型航母设计\n-法国的暴风雪级现在被归类为战后船体\n-为法国添加大胆级驱逐舰的设计\n-轻型航母可以使用巡洋舰引擎\n-1944航母无法再被改装为超级航母,但可以使用冷战改装模块\n-降低所有巡洋舰和全导弹布局的可靠性\n-加强潜艇的撤退速度和隐蔽性\n-舰队堆叠的最高阵位惩罚上调到100%\n-装甲舰的初始装甲下调到5\n-装甲科技现在需要战后重型船体作为前提\n-超级航母现在默认使用装甲飞行甲板\n-超级航母的装甲带现在可以正常由4级重型航母装甲带升级而来\n-削弱第二舰岛的效果\n-平衡所有重中型火炮的效果\n\n§C修复§!\n\n-修复过热器和额外装甲模块没有UI中种类图标的问题\n-修复教程中的一些错误信息\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 此模组中实现最大屏卫效率的屏卫/主力比例为2\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20%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风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qq1245385638或海军重置群162239327"

View File

@@ -88,25 +88,25 @@
ship_hull_light_role_dl_desc: "大型驱逐舰或驱逐领舰。"
ship_hull_light_role_cl: "超级驱逐舰角色"
ship_hull_light_role_cl_short: "超级驱逐舰"
ship_hull_light_role_cl_desc: "超大型驱逐舰或轻型巡洋舰。"
ship_hull_light_role_cl_desc: "超大型驱逐舰或轻型巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_light_role_de: "护航驱逐舰角色"
ship_hull_light_role_de_short: "护航驱逐舰"
ship_hull_light_role_de_desc: "护航驱逐舰或护卫舰。"
ship_hull_light_role_de_desc: "护航驱逐舰或护卫舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_c: "舰队巡洋舰角色"
ship_hull_cruiser_role_c_short: "舰队巡洋舰"
ship_hull_cruiser_role_c_desc: "普通的多用途舰队巡洋舰。"
ship_hull_cruiser_role_cb: "大型巡洋舰角色"
ship_hull_cruiser_role_cb_short: "大型巡洋舰"
ship_hull_cruiser_role_cb_desc: "装备战巡级别火力的巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_cb_desc: "装备战巡级别火力的巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_aa: "防空巡洋舰角色"
ship_hull_cruiser_role_aa_short: "防空巡洋舰"
ship_hull_cruiser_role_aa_desc: "对防空火力特化的巡洋舰。"
ship_hull_cruiser_role_cg: "导弹巡洋舰角色"
ship_hull_cruiser_role_cg_short: "导弹巡洋舰"
ship_hull_cruiser_role_cg_desc: "可以发射导弹的巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_cg_desc: "可以发射导弹的巡洋舰。"
ship_hull_cruiser_role_clc: "殖民地巡洋舰角色"
ship_hull_cruiser_role_clc_short: "殖民地巡洋舰"
ship_hull_cruiser_role_clc_desc: "为在遥远的海域行动而设计的巡洋舰。"
ship_hull_cruiser_role_clc_desc: "为在遥远的海域行动而设计的巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
light_ship_engine_5:0 "55000马力引擎"
light_ship_engine_5_short:0 "轻型蒸汽引擎 V"
light_ship_engine_5_desc:0 "导电材料和电池技术的崛起催生了蒸汽-电力联合动力系统,可以更好地为舰船的电力设备供能。"
@@ -706,7 +706,7 @@
EQ_MOD_CAT_raider_kit_TITLE: "伏击伪装"
ship_hull_cruiser_role_rc: "掠袭巡洋舰角色"
ship_hull_cruiser_role_rc_short: "掠袭巡洋舰"
ship_hull_cruiser_role_rc_desc: "用于袭击贸易路线的特殊巡洋舰,通常可见度较低。"
ship_hull_cruiser_role_rc_desc: "用于袭击贸易路线的特殊巡洋舰,通常可见度较低。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_cruiser_camo_1: "炫目迷彩"
ship_cruiser_camo_1_short: "伪装油漆"
ship_cruiser_camo_1_desc: "一种伪装涂装,会使舰船更难以被发现或瞄准。\n\n此模块§R不允许§!安装§Y双联和三联轻巡火炮§!。"
@@ -787,13 +787,13 @@
ship_medium_battery_4_single_short: "单装203mm自动装填炮组"
ship_hull_light_role_ff: "护卫舰角色"
ship_hull_light_role_ff_short: "护卫舰"
ship_hull_light_role_ff_desc: "护卫舰、轻型护卫舰或近海巡防舰。"
ship_hull_light_role_ff_desc: "护卫舰、轻型护卫舰或近海巡防舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_ac: "装甲巡洋舰角色"
ship_hull_cruiser_role_ac_short: "装甲巡洋舰"
ship_hull_cruiser_role_ac_desc: "建造于世界大战之前的装甲巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_ac_desc: "建造于世界大战之前的装甲巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_cruiser_role_cd: "岸防舰角色"
ship_hull_cruiser_role_cd_short: "岸防舰"
ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。"
ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色"
EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型蒸汽引擎"
ship_deck_space_short: "中型开放式机库"
@@ -959,7 +959,7 @@
EQ_MOD_CAT_ship_sub_missile_TITLE: "潜射巡航导弹"
ship_hull_cruiser_role_ca: "主力巡洋舰角色"
ship_hull_cruiser_role_ca_short: "主力巡洋舰"
ship_hull_cruiser_role_ca_desc: "普通的多用途主力巡洋舰。\n§R安装此模块的巡洋舰将被视为主力舰。§!"
ship_hull_cruiser_role_ca_desc: "普通的多用途主力巡洋舰。"
ger_11in_c34_triple: "28cm SK C/34火炮"
ger_11in_c34_triple_short: "三联28cm SK C/34火炮"
ger_11in_c34_triple_desc: "为德国的装甲舰所设计的火炮。"
@@ -970,7 +970,7 @@
EQ_MOD_CAT_ship_secondaries_special_TITLE: "大口径副炮组"
ship_hull_cruiser_role_pc: "防护巡洋舰角色"
ship_hull_cruiser_role_pc_short: "防护巡洋舰"
ship_hull_cruiser_role_pc_desc: "有装甲保护的早期巡洋舰。"
ship_hull_cruiser_role_pc_desc: "有装甲保护的早期巡洋舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_heavy_ship_engine_nuclear_TITLE: "重型核动力引擎"
ship_anti_air_1_h: "6cm 防空炮"
ship_anti_air_1_h_short: "重型防空炮 I"
@@ -1034,7 +1034,7 @@
ship_radar_finder_desc: "一套用于定位测距无线电源的设备。"
ship_hull_cruiser_role_mo: "岸防战列舰角色"
ship_hull_cruiser_role_mo_short: "岸防战列舰"
ship_hull_cruiser_role_mo_desc: "使用中到大口径舰炮的岸防舰。"
ship_hull_cruiser_role_mo_desc: "使用中到大口径舰炮的岸防舰。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_sub_airplane_launcher_TITLE: "飞机设施"
sub_airplane_launcher_1: "水上飞机弹射器"
sub_airplane_launcher_1_desc: "一个潜艇专用的小型飞机弹射器可以把一架小型侦察机送上天。"
@@ -1055,13 +1055,13 @@
EQ_MOD_CAT_bb_carrier_role_TITLE: "改装航母基础船体"
carrier_bb_conversion: "由战列舰改装而来"
carrier_bb_conversion_short: "战列舰船体"
carrier_bb_conversion_desc: "一艘基于战列舰船体改装的航母。"
carrier_bb_conversion_desc: "一艘基于战列舰船体改装的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
carrier_bc_conversion: "由战列巡洋舰改装而来"
carrier_bc_conversion_short: "战列巡洋舰船体"
carrier_bc_conversion_desc: "一艘基于战列巡洋舰船体改装的航母。"
carrier_bc_conversion_desc: "一艘基于战列巡洋舰船体改装的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
carrier_shbb_conversion: "由超重型战列舰改装而来"
carrier_shbb_conversion_short: "超重型战列舰船体"
carrier_shbb_conversion_desc: "一艘基于超重型战列舰船体改装的航母。\n\n§G在舰尾解锁一个额外机库。§!"
carrier_shbb_conversion_desc: "一艘基于超重型战列舰船体改装的航母。\n\n§G在舰尾解锁一个额外机库。§!\n§R此角色为起源性角色一旦安装后将难以替换§!"
carrier_helipad_asw: "反潜直升机"
carrier_helipad_asw_desc: "一队带有反潜武器的直升机。"
carrier_helipad_aew: "预警直升机"
@@ -1113,10 +1113,10 @@
ship_hull_civilian_role_ap_desc: "为补给和支援设计的通用型舰队支援舰。"
ship_hull_civilian_role_ao: "大型舰队油轮角色"
ship_hull_civilian_role_ao_short: "大型舰队油轮"
ship_hull_civilian_role_ao_desc: "有着大型储油罐的专用舰队油轮。"
ship_hull_civilian_role_ao_desc: "有着大型储油罐的专用舰队油轮。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_civilian_role_av: "水上飞机母舰角色"
ship_hull_civilian_role_av_short: "水上飞机母舰"
ship_hull_civilian_role_av_desc: "带有水上飞机弹射器和机库的辅助船。"
ship_hull_civilian_role_av_desc: "带有水上飞机弹射器和机库的辅助船。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_SLOT_fixed_ship_conning_tower_slot_TITLE: "指挥塔"
EQ_MOD_CAT_ap_role_TITLE: "辅助船角色"
sub_ship_periscope_4: "潜望镜 IV"
@@ -1151,4 +1151,22 @@
ship_secondaries_2_light: "127mm速射炮"
ship_secondaries_2_light_short: "轻型副炮组2"
ship_secondaries_2_light_desc: "安放在小型炮塔上的速射炮,用于应对驱逐舰和鱼雷艇。"
EQ_MOD_CAT_sub_rocket_TITLE: "潜射导弹发射器"
EQ_MOD_CAT_sub_rocket_TITLE: "潜射导弹发射器"
EQ_MOD_CAT_coldwar_upgrade_cv_TITLE: "冷战航母改装"
coldwar_upgrade_bb: "冷战战列舰改装"
coldwar_upgrade_bb_short: "冷战改装"
coldwar_upgrade_bb_desc: "使这艘战舰面向未来的全面改装。"
coldwar_upgrade_cv: "冷战航母改装"
coldwar_upgrade_cv_short: "冷战改装"
coldwar_upgrade_cv_desc: "使这艘战舰面向未来的全面改装。"
ship_hull_carrier_role_cv: "舰队航母角色"
ship_hull_carrier_role_cv_short: "舰队航母"
ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl: "轻型航母角色"
ship_hull_carrier_role_cvl_short: "轻型航母"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装"
EQ_MOD_CAT_cv_role_TITLE: "航母角色"
EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带"
carrier_helipad_asw_short: "反潜直升机"
carrier_helipad_aew_short: "预警直升机"

View File

@@ -49,4 +49,8 @@
RULE_OPTION_BUFF_60: "增加全满"
RULE_OPTION_BUFF_30: "增加一半"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_60_DESC: "船厂的产出为4点IC/日比原版§G快60%§!。"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。"
RULE_SHIPYARD_OUTPUT_BOOST_BUFF_30_DESC: "船厂的产出为3.25点IC/日比原版§G快30%§!。"
RULE_AI_AIR_DESIGN: "启用AI改进舰载机设计"
RULE_AI_AIR_DESIGN_FREE_DESC: "为AI§G启用§!改进过的舰载机设计模板。\n§R请勿将本选项与修改空军科技的mod混用。§!"
RULE_AI_AIR_DESIGN_BLOCKED_DESC: "为AI§R关闭§!改进过的舰载机设计模板。\n§Y使用原版或其他激活状态mod提供的飞机模板。§!"
vnr_cv_plane_output_boost: "海军重置舰载机产出加成"

View File

@@ -90,9 +90,13 @@
sp_early_informatization_system_unique_reward_a_desc: "在计算机科技领域处于领导地位的研发团队提出了一项旨在扩展信息化系统,以及合并所有海军舰船上电子设备的集成化计算机系统。这是一个有趣的点子,但也会在很大程度上影响目前的项目进度。"
sp_early_informatization_system_perference_a: "慢慢来。"
sp_early_informatization_system_perference_b: "分出一部分预算。"
lack_maintainence_facilities: "缺乏维护"
lack_maintainence_facilities_desc: "我们拥有的海军设施无力维护现有的舰队。"
murwik_naval_academy: "缪尔维克海军学院"
murwik_naval_academy_desc: "缪尔维克海军学院是德国海军军官的主要训练培养机构其在1910年基尔海军学院解散重组后设立成为德国最重要的海军院校。该机构致力于通过海军火器训练和工程学教育培养职业化的德国海军军官。"
sp_high_speed_light_engine: "高速轻型引擎"
sp_high_speed_light_engine_desc: "高温过热器和强劲的蒸汽涡轮的结合可以将舰船加速到前所未有的速度。"
sp_high_speed_light_engine_desc: "高温过热器和强劲的蒸汽涡轮的结合可以将舰船加速到前所未有的速度。"
theoretic_breakthrough_1: "理论突破 I"
theoretic_breakthrough_1_desc: "海军的理论革命正在影响这位海军上将。"
theoretic_breakthrough_2: "理论突破 II"
theoretic_breakthrough_2_desc: "海军的理论革命正在影响这位海军上将。"
lack_maintenance_facilities: "缺乏维护"
lack_maintenance_facilities_desc: "我们拥有的海军设施无力维护现有的舰队。"