diff --git a/src/common/achievements/vnr_achievements.txt b/src/common/achievements/vnr_achievements.txt new file mode 100755 index 0000000..fad66b8 --- /dev/null +++ b/src/common/achievements/vnr_achievements.txt @@ -0,0 +1,119 @@ +unique_id = vnr_achievements + +00_vnr_bathtub_war = { + possible = { + has_game_rule = { rule = allow_never_built option = FREE } + } + happened = { + custom_override_tooltip = { + tooltip = 00_vnr_bathtub_war_tt + has_tech = wunderwaffe_modules + } + } +} + +00_vnr_outbuild_the_yankees = { + possible = { + difficulty > 1 + game_rules_allow_achievements = yes + } + happened = { + custom_override_tooltip = { + tooltip = 00_vnr_outbuild_the_yankees_tt + has_navy_size = { archetype = ship_hull_carrier size > 100 } + has_navy_size = { archetype = ship_hull_heavy size > 20 } + has_navy_size = { archetype = ship_hull_cruiser size > 70 } + } + } +} + +00_vnr_the_yamato = { + possible = { + tag = JAP + difficulty > 1 + game_rules_allow_achievements = yes + } + happened = { + has_navy_size = { unit = SH_battleship size > 0 } + } +} + +00_vnr_topgun = { + possible = { + tag = USA + difficulty > 1 + game_rules_allow_achievements = yes + } + happened = { + custom_override_tooltip = { + tooltip = 00_vnr_topgun_tt + has_tech = super_carriers + } + } +} + +00_vnr_seapower_theory = { + possible = { + difficulty > 1 + game_rules_allow_achievements = yes + } + happened = { + has_completed_track = capital_ships + has_completed_track = carriers + has_completed_track = screens + has_completed_track = submarines + } +} + +00_vnr_john_fisher_adherent = { + possible = { + difficulty > 1 + game_rules_allow_achievements = yes + } + happened = { + has_navy_size = { + unit = battle_cruiser + size > 99 + } + } +} + +00_vnr_carrier_liaoning = { + possible = { + custom_override_tooltip = { + tooltip = 00_vnr_carrier_liaoning_tt + has_global_flag = vnr_enabled + } + difficulty > 1 + game_rules_allow_achievements = yes + tag = PRC + } + happened = { + has_navy_size = { type = carrier size > 0 } + } +} + +00_vnr_i_love_destroyers = { + possible = { + difficulty > 1 + game_rules_allow_achievements = yes + } + happened = { + has_navy_size = { unit = destroyer size > 499 } + } +} + +00_vnr_nelson_reborn = { + possible = { + difficulty > 1 + game_rules_allow_achievements = yes + } + happened = { + custom_override_tooltip = { + tooltip = 00_vnr_nelson_reborn_tt + any_navy_leader = { + skill > 6 + } + } + } +} \ No newline at end of file diff --git a/src/common/ai_areas/vnr_ai_areas.txt b/src/common/ai_areas/vnr_ai_areas.txt index 6330599..daf4a2c 100755 --- a/src/common/ai_areas/vnr_ai_areas.txt +++ b/src/common/ai_areas/vnr_ai_areas.txt @@ -12,6 +12,13 @@ areas = { 69 } } + vnr_eng_atlantic_route = { + strategic_regions = { + 47 + 48 + 49 + } + } vnr_ger_baltic = { strategic_regions = { 173 @@ -47,31 +54,40 @@ areas = { 77 } } - vnr_pacific_1 = { # Hawaii, Midway + vnr_pacific_hawaii = { # Hawaii strategic_regions = { - 95 - 97 105 180 } } - vnr_pacific_2 = { # Solomon Islands + vnr_pacific_midway = { # Midway + strategic_regions = { + 95 + 97 + } + } + vnr_pacific_solomons = { # Solomon Islands strategic_regions = { 83 84 } } - vnr_pacific_3 = { # Iow Jima, Gulf Leyte + vnr_pacific_iwo_jima = { # Iow Jima, Gulf Leyte strategic_regions = { 94 78 } } - vnr_pacific_4 = { # the Philippines + vnr_pacific_philippines = { strategic_regions = { 75 80 + } + } + vnr_pacific_okinawa = { + strategic_regions = { 76 + 90 } } } \ No newline at end of file diff --git a/src/common/ai_equipment/vnr_battleships.txt b/src/common/ai_equipment/vnr_battleships.txt index 16d7fad..031f419 100755 --- a/src/common/ai_equipment/vnr_battleships.txt +++ b/src/common/ai_equipment/vnr_battleships.txt @@ -209,7 +209,7 @@ naval_capital_battleship = { priority = { base = 0 modifier = { add = 50 tag = JAP } - modifier = { factor = 0 has_navy_size = { unit = SH_battleship size > 2 } } + modifier = { factor = 0 has_navy_size = { unit = SH_battleship size > 1 } } modifier = { factor = 0 expert_ai_style = yes } } diff --git a/src/common/ai_equipment/vnr_carriers_light.txt b/src/common/ai_equipment/vnr_carriers_light.txt index a82e796..cd51dc5 100755 --- a/src/common/ai_equipment/vnr_carriers_light.txt +++ b/src/common/ai_equipment/vnr_carriers_light.txt @@ -2,7 +2,7 @@ naval_light_carrier = { category = naval #blocked_for = {} roles = { vnr_naval_carrier_light } - priority = { base = 10 } + priority = { base = 0 } light_carrier_1936 = { name = vnr_cvl_1936 diff --git a/src/common/ai_equipment/vnr_cv_planes.txt b/src/common/ai_equipment/vnr_cv_planes.txt index aac663c..60f0a6c 100755 --- a/src/common/ai_equipment/vnr_cv_planes.txt +++ b/src/common/ai_equipment/vnr_cv_planes.txt @@ -105,6 +105,7 @@ vnr_cv_naval_bomber = { modules = { engine_type_slot = engine_2_1x fixed_main_weapon_slot = torpedo_mounting + fixed_auxiliary_weapon_slot_1 = light_mg_4x special_type_slot_1 = self_sealing_fuel_tanks_small special_type_slot_2 = armor_plate_small } @@ -130,6 +131,8 @@ vnr_cv_naval_bomber = { modules = { engine_type_slot = engine_3_1x fixed_main_weapon_slot = torpedo_mounting_2 + fixed_auxiliary_weapon_slot_1 = light_mg_4x + fixed_auxiliary_weapon_slot_2 = heavy_mg_4x special_type_slot_1 = self_sealing_fuel_tanks_small special_type_slot_2 = armor_plate_small } @@ -151,6 +154,8 @@ vnr_cv_naval_bomber = { modules = { engine_type_slot = engine_4_1x fixed_main_weapon_slot = torpedo_mounting_3 + fixed_auxiliary_weapon_slot_1 = light_mg_4x + fixed_auxiliary_weapon_slot_2 = heavy_mg_4x special_type_slot_1 = self_sealing_fuel_tanks_small special_type_slot_2 = armor_plate_small } diff --git a/src/common/ai_equipment/vnr_heavy_cruisers.txt b/src/common/ai_equipment/vnr_heavy_cruisers.txt index b6b0cf3..c668060 100755 --- a/src/common/ai_equipment/vnr_heavy_cruisers.txt +++ b/src/common/ai_equipment/vnr_heavy_cruisers.txt @@ -48,7 +48,7 @@ naval_cruiser_heavy = { role_icon_index = 27 priority = { - base = 0 + base = 1 modifier = { factor = 0.1 has_tech = interwar_ship_hull_cruiser } } @@ -90,7 +90,7 @@ naval_cruiser_heavy = { role_icon_index = 27 priority = { - base = 0 + base = 10 modifier = { factor = 0.1 has_tech = improved_ship_hull_cruiser } } @@ -133,7 +133,7 @@ naval_cruiser_heavy = { role_icon_index = 27 priority = { - base = 0 + base = 20 modifier = { factor = 0.1 has_tech = advanced_ship_hull_cruiser } } @@ -175,7 +175,7 @@ naval_cruiser_heavy = { role_icon_index = 27 priority = { - base = 0 + base = 30 modifier = { factor = 0.1 has_tech = modern_ship_hull_cruiser } } @@ -211,5 +211,46 @@ naval_cruiser_heavy = { ship_anti_air } } + + capital_cruiser_1949 = { + name = vnr_cam_1949 + role_icon_index = 55 + + priority = { + base = 50 + } + + + history = yes + target_variant = { + match_value = 9000.0 + + type = vnr_ship_hull_cruiser_6 + modules = { + fixed_ship_battery_slot = dp_light_battery + fixed_ship_anti_air_slot = ship_missile_aa + fixed_ship_fire_control_system_slot = ship_fire_control_system + fixed_ship_engine_slot = { any_of = { cruiser_ship_engine cruiser_ship_engine_nuclear } } + fixed_ship_radar_slot = { any_of = { ship_radar } } + fixed_ship_armor_slot = { upgrade = current any_of = { ship_armor_cruiser_4 ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } } + fixed_ship_role_slot = ship_hull_cruiser_role_cg + fixed_ship_secondaries_slot = ship_dp_secondaries + fixed_ship_extra_missile_slot = full_missile_upgrade + front_1_custom_slot = dp_light_battery + front_2_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } } + mid_1_custom_slot = ship_missile_aa + mid_2_custom_slot = ship_dp_secondaries + mid_3_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } } + rear_1_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } } + rear_2_custom_slot = ship_missile_aa + } + } + allowed_modules = { + ship_mast + ship_fire_control_system + ship_radar + ship_anti_air + } + } } diff --git a/src/common/ai_equipment/vnr_medium_cruiser.txt b/src/common/ai_equipment/vnr_medium_cruiser.txt index 52d6594..46bed05 100755 --- a/src/common/ai_equipment/vnr_medium_cruiser.txt +++ b/src/common/ai_equipment/vnr_medium_cruiser.txt @@ -3,14 +3,14 @@ naval_cruiser_medium = { #available_for = {} #blocked_for = {} roles = { vnr_naval_cruiser_medium } - priority = { base = 75 } + priority = { base = 0 } medium_cruiser_1924 = { name = vnr_cam_1924 role_icon_index = 27 priority = { - base = 10 + base = 0 modifier = { factor = 0.1 has_tech = interwar_ship_hull_cruiser } } @@ -52,7 +52,7 @@ naval_cruiser_medium = { role_icon_index = 27 priority = { - base = 20 + base = 0 modifier = { factor = 0.1 has_tech = improved_ship_hull_cruiser } } @@ -95,7 +95,7 @@ naval_cruiser_medium = { role_icon_index = 27 priority = { - base = 50 + base = 0 modifier = { factor = 0.1 has_tech = advanced_ship_hull_cruiser } } @@ -137,7 +137,7 @@ naval_cruiser_medium = { role_icon_index = 27 priority = { - base = 70 + base = 0 modifier = { factor = 0.1 has_tech = modern_ship_hull_cruiser } } @@ -180,7 +180,6 @@ naval_cruiser_medium = { priority = { base = 0 - modifier = { add = 100 has_tech = modern_ship_hull_cruiser } modifier = { factor = 0 expert_ai_style = yes } } @@ -227,9 +226,6 @@ naval_cruiser_medium = { priority = { base = 0 - modifier = { add = 80 has_tech = cruiser_missile_upgrade } - modifier = { factor = 0.1 has_tech = modern_ship_hull_cruiser } - modifier = { factor = 0 expert_ai_style = no } } @@ -266,8 +262,6 @@ naval_cruiser_medium = { priority = { base = 0 - modifier = { add = 100 has_tech = modern_ship_hull_cruiser } - modifier = { factor = 0 expert_ai_style = no } } diff --git a/src/common/ai_navy/fleet/ENG_fleet_templates.txt b/src/common/ai_navy/fleet/ENG_fleet_templates.txt index 61e6a50..f79f205 100755 --- a/src/common/ai_navy/fleet/ENG_fleet_templates.txt +++ b/src/common/ai_navy/fleet/ENG_fleet_templates.txt @@ -2,13 +2,20 @@ ENG_dominance_fleet_1 = { required_taskforces = { ENG_StrikeForce_1 = 1 ENG_PatrolDominanceForce_1 = 1 - ENG_PatrolReconForce_1 = 3 + ENG_PatrolReconForce_1 = 2 } optional_taskforces = { ENG_StrikeForce_1 = 1 ENG_PatrolReconForce_1 = 1 + } +} + +ENG_dominance_fleet_2 = { + required_taskforces = { ENG_PatrolDominanceForce_2 = 1 - ENG_PatrolDominanceForce_3 = 1 + } + optional_taskforces = { + ENG_PatrolReconForce_1 = 1 } } @@ -23,9 +30,9 @@ ENG_raiding_fleet_2 = { ENG_escort_fleet_3 = { required_taskforces = { - ENG_ConvoyEscort_1 = 2 + ENG_ConvoyEscort_1 = 1 } optional_taskforces = { - ENG_ConvoyEscort_1 = 2 + ENG_ConvoyEscort_1 = 1 } } diff --git a/src/common/ai_navy/fleet/FRA_fleet_templates.txt b/src/common/ai_navy/fleet/FRA_fleet_templates.txt index ddad650..99c8c35 100755 --- a/src/common/ai_navy/fleet/FRA_fleet_templates.txt +++ b/src/common/ai_navy/fleet/FRA_fleet_templates.txt @@ -15,7 +15,8 @@ FRA_raiding_fleet_2 = { FRA_ConvoyRaiding_1 = 2 } optional_taskforces = { - FRA_ConvoyRaiding_1 = 2 + FRA_ConvoyRaiding_1 = 1 + FRA_ConvoySurfaceRaiding_1 = 1 } } @@ -24,7 +25,6 @@ FRA_escort_fleet_3 = { FRA_ConvoyEscort_1 = 2 } optional_taskforces = { - FRA_ConvoyEscort_1 = 2 - FRA_ConvoySurfaceRaiding_1 = 1 + FRA_ConvoyEscort_1 = 1 } } diff --git a/src/common/ai_navy/fleet/GER_fleet_templates.txt b/src/common/ai_navy/fleet/GER_fleet_templates.txt index e8b0edb..f2baef2 100755 --- a/src/common/ai_navy/fleet/GER_fleet_templates.txt +++ b/src/common/ai_navy/fleet/GER_fleet_templates.txt @@ -2,12 +2,21 @@ GER_dominance_fleet_1 = { required_taskforces = { GER_StrikeForce_1 = 1 GER_PatrolDominanceForce_1 = 1 - GER_PatrolReconForce_1 = 3 + GER_PatrolReconForce_1 = 2 } optional_taskforces = { - GER_StrikeForceCarrier_1 = 1 GER_PatrolReconForce_1 = 1 + } +} + +GER_dominance_fleet_2 = { + required_taskforces = { + GER_StrikeForceCarrier_1 = 1 GER_PatrolDominanceForce_1 = 1 + GER_PatrolReconForce_1 = 1 + } + optional_taskforces = { + GER_PatrolReconForce_1 = 1 } } diff --git a/src/common/ai_navy/fleet/ITA_fleet_templates.txt b/src/common/ai_navy/fleet/ITA_fleet_templates.txt index afe0506..84d3a1f 100755 --- a/src/common/ai_navy/fleet/ITA_fleet_templates.txt +++ b/src/common/ai_navy/fleet/ITA_fleet_templates.txt @@ -2,12 +2,21 @@ ITA_dominance_fleet_1 = { required_taskforces = { ITA_StrikeForce_1 = 1 ITA_PatrolDominanceForce_1 = 1 - ITA_PatrolReconForce_1 = 3 + ITA_PatrolReconForce_1 = 2 } optional_taskforces = { - ITA_StrikeForceCarrier_1 = 1 ITA_PatrolReconForce_1 = 1 + } +} + +ITA_dominance_fleet_2 = { + required_taskforces = { + ITA_StrikeForceCarrier_1 = 1 ITA_PatrolDominanceForce_1 = 1 + ITA_PatrolReconForce_1 = 2 + } + optional_taskforces = { + ITA_PatrolReconForce_1 = 1 } } diff --git a/src/common/ai_navy/fleet/JAP_fleet_templates.txt b/src/common/ai_navy/fleet/JAP_fleet_templates.txt index 6a4338e..0e4e005 100755 --- a/src/common/ai_navy/fleet/JAP_fleet_templates.txt +++ b/src/common/ai_navy/fleet/JAP_fleet_templates.txt @@ -2,14 +2,22 @@ JAP_dominance_fleet_1 = { required_taskforces = { JAP_StrikeForce_1 = 1 JAP_PatrolDominanceForce_1 = 1 - JAP_PatrolReconForce_1 = 3 + JAP_PatrolReconForce_1 = 2 } optional_taskforces = { JAP_StrikeForce_1 = 1 JAP_PatrolReconForce_1 = 1 + } +} + +JAP_dominance_fleet_2 = { + required_taskforces = { JAP_PatrolDominanceForce_2 = 1 + JAP_PatrolReconForce_1 = 1 + } + optional_taskforces = { JAP_PatrolDominanceForce_3 = 1 - JAP_PatrolDominanceForce_4 = 1 + JAP_PatrolReconForce_1 = 1 } } @@ -24,9 +32,9 @@ JAP_raiding_fleet_2 = { JAP_escort_fleet_3 = { required_taskforces = { - JAP_ConvoyEscort_1 = 2 + JAP_ConvoyEscort_1 = 1 } optional_taskforces = { - JAP_ConvoyEscort_1 = 2 + JAP_ConvoyEscort_1 = 1 } } diff --git a/src/common/ai_navy/fleet/SOV_fleet_templates.txt b/src/common/ai_navy/fleet/SOV_fleet_templates.txt index 9d1f4a5..60e2255 100755 --- a/src/common/ai_navy/fleet/SOV_fleet_templates.txt +++ b/src/common/ai_navy/fleet/SOV_fleet_templates.txt @@ -2,10 +2,20 @@ SOV_dominance_fleet_1 = { required_taskforces = { SOV_StrikeForce_1 = 1 SOV_PatrolDominanceForce_1 = 1 - SOV_PatrolReconForce_1 = 3 + SOV_PatrolReconForce_1 = 1 } optional_taskforces = { + SOV_PatrolDominanceForce_2 = 1 + SOV_PatrolReconForce_1 = 1 + } +} + +SOV_dominance_fleet_2 = { + required_taskforces = { SOV_StrikeForceCarrier_1 = 1 + SOV_PatrolReconForce_1 = 2 + } + optional_taskforces = { SOV_PatrolDominanceForce_2 = 1 SOV_PatrolReconForce_1 = 1 } diff --git a/src/common/ai_navy/fleet/USA_fleet_templates.txt b/src/common/ai_navy/fleet/USA_fleet_templates.txt index 1502a11..acf5b70 100755 --- a/src/common/ai_navy/fleet/USA_fleet_templates.txt +++ b/src/common/ai_navy/fleet/USA_fleet_templates.txt @@ -1,30 +1,29 @@ USA_dominance_fleet_1 = { required_taskforces = { - USA_StrikeForce_1 = 1 + USA_StrikeForce_1 = 2 USA_PatrolDominanceForce_1 = 1 - USA_PatrolReconForce_1 = 3 + USA_PatrolReconForce_1 = 2 } optional_taskforces = { USA_StrikeForce_1 = 1 - USA_PatrolDominanceForce_2 = 2 USA_PatrolReconForce_1 = 1 } } USA_raiding_fleet_1 = { required_taskforces = { - USA_ConvoyRaiding_1 = 2 + USA_ConvoyRaiding_1 = 1 } optional_taskforces = { - USA_ConvoyRaiding_1 = 2 + USA_ConvoyRaiding_1 = 1 } } USA_escort_fleet_1 = { required_taskforces = { - USA_ConvoyEscort_1 = 2 + USA_ConvoyEscort_1 = 1 } optional_taskforces = { - USA_ConvoyEscort_1 = 2 + USA_ConvoyEscort_1 = 1 } } diff --git a/src/common/ai_navy/fleet/generic_fleet_templates.txt b/src/common/ai_navy/fleet/generic_fleet_templates.txt index 88595c6..1ca226b 100755 --- a/src/common/ai_navy/fleet/generic_fleet_templates.txt +++ b/src/common/ai_navy/fleet/generic_fleet_templates.txt @@ -1,12 +1,10 @@ generic_dominance_fleet_1 = { required_taskforces = { StrikeForce_1 = 1 - PatrolDominanceForce_CA_1 = 2 - PatrolDominanceForce_BC_1 = 1 + PatrolDominanceForce_CA_1 = 1 PatrolReconForce_1 = 2 } optional_taskforces = { - StrikeForce_1 = 1 PatrolReconForce_1 = 1 PatrolDominanceForce_CA_1 = 1 } @@ -23,7 +21,7 @@ generic_raiding_fleet_2 = { generic_escort_fleet_3 = { required_taskforces = { - ConvoyEscort_1 = 2 + ConvoyEscort_1 = 1 } optional_taskforces = { ConvoyEscort_1 = 1 diff --git a/src/common/ai_navy/goals/goals_ENG.txt b/src/common/ai_navy/goals/goals_ENG.txt index 597f960..e00af36 100755 --- a/src/common/ai_navy/goals/goals_ENG.txt +++ b/src/common/ai_navy/goals/goals_ENG.txt @@ -38,7 +38,7 @@ ENG_coast_defense = { ENG } - min_priority = 10 + min_priority = 5 max_priority = 16 } @@ -49,8 +49,8 @@ ENG_convoy_protection = { ENG } - min_priority = 7 - max_priority = 10 + min_priority = 5 + max_priority = 12 } ENG_convoy_raiding = { @@ -61,7 +61,7 @@ ENG_convoy_raiding = { } min_priority = 3 - max_priority = 10 + max_priority = 12 } ENG_naval_dominance = { @@ -71,7 +71,7 @@ ENG_naval_dominance = { ENG } - min_priority = 12 + min_priority = 7 max_priority = 20 } diff --git a/src/common/ai_navy/goals/goals_JAP.txt b/src/common/ai_navy/goals/goals_JAP.txt index 13bd7d9..5a42b06 100755 --- a/src/common/ai_navy/goals/goals_JAP.txt +++ b/src/common/ai_navy/goals/goals_JAP.txt @@ -72,7 +72,7 @@ JAP_naval_dominance = { } min_priority = 12 - max_priority = 20 + max_priority = 18 } JAP_mine_laying = { diff --git a/src/common/ai_navy/goals/goals_USA.txt b/src/common/ai_navy/goals/goals_USA.txt index 7c8e463..b567e57 100755 --- a/src/common/ai_navy/goals/goals_USA.txt +++ b/src/common/ai_navy/goals/goals_USA.txt @@ -5,8 +5,8 @@ USA_naval_invasion_support = { USA } - min_priority = 10 - max_priority = 20 + min_priority = 8 + max_priority = 14 } USA_mine_sweeping = { @@ -28,7 +28,7 @@ USA_invasion_defense = { } min_priority = 10 - max_priority = 18 + max_priority = 14 } USA_coast_defense = { @@ -49,7 +49,7 @@ USA_convoy_protection = { USA } - min_priority = 7 + min_priority = 3 max_priority = 10 } @@ -71,7 +71,7 @@ USA_naval_dominance = { USA } - min_priority = 15 + min_priority = 10 max_priority = 20 } diff --git a/src/common/ai_navy/taskforce/ENG_taskforce_templates.txt b/src/common/ai_navy/taskforce/ENG_taskforce_templates.txt index 6622ee8..e345d9d 100755 --- a/src/common/ai_navy/taskforce/ENG_taskforce_templates.txt +++ b/src/common/ai_navy/taskforce/ENG_taskforce_templates.txt @@ -7,11 +7,8 @@ ENG_StrikeForce_1 = { } mission = { naval_strike } min_composition = { - battleship = { - amount = 4 - } - destroyer = { - amount = 12 + carrier = { + amount = 2 } } @@ -39,11 +36,11 @@ ENG_PatrolReconForce_1 = { factor = 5 } mission = { naval_patrol } - min_composition = { - destroyer = { - amount = 1 - } - } + # min_composition = { + # destroyer = { + # amount = 1 + # } + # } optimal_composition = { destroyer = { amount = 5 @@ -59,26 +56,23 @@ ENG_PatrolDominanceForce_1 = { factor = 5 } mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 6 - } - } + # min_composition = { + # light_cruiser = { + # amount = 2 + # } + # destroyer = { + # amount = 6 + # } + # } optimal_composition = { - battleship = { + heavy_cruiser = { amount = 4 } - medium_cruiser = { - amount = 2 - } light_cruiser = { amount = 4 } destroyer = { - amount = 10 + amount = 8 } } } @@ -88,58 +82,26 @@ ENG_PatrolDominanceForce_2 = { original_tag = ENG } ai_will_do = { - factor = 3 + factor = 1 } mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 5 - } - } + # min_composition = { + # battle_cruiser = { + # amount = 3 + # } + # destroyer = { + # amount = 5 + # } + # } optimal_composition = { battle_cruiser = { amount = 3 } - medium_cruiser = { - amount = 2 - } - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 8 - } - } -} - -ENG_PatrolDominanceForce_3 = { - allowed = { - original_tag = ENG - } - ai_will_do = { - factor = 5 - } - mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 5 - } - } - optimal_composition = { heavy_cruiser = { - amount = 4 - } - medium_cruiser = { amount = 2 } light_cruiser = { - amount = 3 + amount = 2 } destroyer = { amount = 8 @@ -155,11 +117,11 @@ ENG_ConvoyRaiding_1 = { factor = 5 } mission = { convoy_raiding } - min_composition = { - submarine = { - amount = 4 - } - } + # min_composition = { + # submarine = { + # amount = 4 + # } + # } optimal_composition = { submarine = { @@ -176,15 +138,15 @@ ENG_ConvoyEscort_1 = { factor = 5 } mission = { convoy_escort } - min_composition = { + # min_composition = { + # destroyer = { + # amount = 2 + # } + # } + + optimal_composition = { destroyer = { amount = 5 } } - - optimal_composition = { - destroyer = { - amount = 8 - } - } } diff --git a/src/common/ai_navy/taskforce/FRA_taskforce_templates.txt b/src/common/ai_navy/taskforce/FRA_taskforce_templates.txt index 12aa093..5627d4e 100755 --- a/src/common/ai_navy/taskforce/FRA_taskforce_templates.txt +++ b/src/common/ai_navy/taskforce/FRA_taskforce_templates.txt @@ -6,14 +6,14 @@ FRA_StrikeForce_1 = { factor = 1 } mission = { naval_strike } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 8 - } - } + # min_composition = { + # light_cruiser = { + # amount = 2 + # } + # destroyer = { + # amount = 8 + # } + # } optimal_composition = { carrier = { @@ -40,11 +40,11 @@ FRA_PatrolReconForce_1 = { factor = 5 } mission = { naval_patrol } - min_composition = { - destroyer = { - amount = 1 - } - } + # min_composition = { + # destroyer = { + # amount = 1 + # } + # } optimal_composition = { destroyer = { amount = 5 @@ -60,20 +60,20 @@ FRA_PatrolDominanceForce_1 = { factor = 5 } mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 4 - } - } + # min_composition = { + # light_cruiser = { + # amount = 2 + # } + # destroyer = { + # amount = 4 + # } + # } optimal_composition = { battleship = { amount = 2 } - medium_cruiser = { + heavy_cruiser = { amount = 2 } light_cruiser = { @@ -93,22 +93,19 @@ FRA_PatrolDominanceForce_2 = { factor = 5 } mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 4 - } - } + # min_composition = { + # light_cruiser = { + # amount = 2 + # } + # destroyer = { + # amount = 4 + # } + # } optimal_composition = { heavy_cruiser = { amount = 4 } - medium_cruiser = { - amount = 4 - } light_cruiser = { amount = 4 } @@ -126,11 +123,11 @@ FRA_ConvoyRaiding_1 = { factor = 1 } mission = { convoy_raiding } - min_composition = { - submarine = { - amount = 4 - } - } + # min_composition = { + # submarine = { + # amount = 4 + # } + # } optimal_composition = { submarine = { @@ -147,11 +144,11 @@ FRA_ConvoySurfaceRaiding_1 = { factor = 1 } mission = { convoy_raiding} - min_composition = { - battle_cruiser = { - amount = 1 - } - } + # min_composition = { + # battle_cruiser = { + # amount = 1 + # } + # } optimal_composition = { battle_cruiser = { @@ -168,11 +165,11 @@ FRA_ConvoyEscort_1 = { factor = 5 } mission = { convoy_escort } - min_composition = { - destroyer = { - amount = 5 - } - } + # min_composition = { + # destroyer = { + # amount = 5 + # } + # } optimal_composition = { destroyer = { diff --git a/src/common/ai_navy/taskforce/GER_taskforce_templates.txt b/src/common/ai_navy/taskforce/GER_taskforce_templates.txt index 1e4e72c..527bd85 100755 --- a/src/common/ai_navy/taskforce/GER_taskforce_templates.txt +++ b/src/common/ai_navy/taskforce/GER_taskforce_templates.txt @@ -127,7 +127,7 @@ GER_ConvoyRaiding_1 = { optimal_composition = { submarine = { - amount = 12 + amount = 8 } } } diff --git a/src/common/ai_navy/taskforce/ITA_taskforce_templates.txt b/src/common/ai_navy/taskforce/ITA_taskforce_templates.txt index f3177bc..d129aa3 100755 --- a/src/common/ai_navy/taskforce/ITA_taskforce_templates.txt +++ b/src/common/ai_navy/taskforce/ITA_taskforce_templates.txt @@ -6,11 +6,11 @@ ITA_StrikeForce_1 = { factor = 1 } mission = { naval_strike } - min_composition = { - destroyer = { - amount = 8 - } - } + # min_composition = { + # destroyer = { + # amount = 8 + # } + # } optimal_composition = { battleship = { @@ -32,14 +32,21 @@ ITA_StrikeForceCarrier_1 = { original_tag = ITA } ai_will_do = { - factor = 1 + factor = 10 + modifier = { + factor = 0 + has_navy_size = { + type = carrier + size < 1 + } + } } mission = { naval_strike } - min_composition = { - destroyer = { - amount = 8 - } - } + # min_composition = { + # destroyer = { + # amount = 8 + # } + # } optimal_composition = { carrier = { @@ -48,6 +55,9 @@ ITA_StrikeForceCarrier_1 = { battleship = { amount = 4 } + heavy_cruiser = { + amount = 2 + } light_cruiser = { amount = 10 } @@ -65,11 +75,11 @@ ITA_PatrolReconForce_1 = { factor = 5 } mission = { naval_patrol } - min_composition = { - destroyer = { - amount = 1 - } - } + # min_composition = { + # destroyer = { + # amount = 1 + # } + # } optimal_composition = { destroyer = { amount = 5 @@ -85,22 +95,19 @@ ITA_PatrolDominanceForce_1 = { factor = 5 } mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 4 - } - } + # min_composition = { + # light_cruiser = { + # amount = 2 + # } + # destroyer = { + # amount = 4 + # } + # } optimal_composition = { heavy_cruiser = { amount = 3 } - medium_cruiser = { - amount = 2 - } light_cruiser = { amount = 4 } @@ -118,11 +125,11 @@ ITA_ConvoyRaiding_1 = { factor = 1 } mission = { convoy_raiding } - min_composition = { - submarine = { - amount = 4 - } - } + # min_composition = { + # submarine = { + # amount = 4 + # } + # } optimal_composition = { submarine = { amount = 12 @@ -130,27 +137,6 @@ ITA_ConvoyRaiding_1 = { } } -ITA_ConvoySurfaceRaiding_1 = { - allowed = { - original_tag = ITA - } - ai_will_do = { - factor = 1 - } - mission = { convoy_raiding } - min_composition = { - battle_cruiser = { - amount = 1 - } - } - - optimal_composition = { - battle_cruiser = { - amount = 2 - } - } -} - ITA_ConvoyEscort_1 = { allowed = { original_tag = ITA @@ -167,7 +153,7 @@ ITA_ConvoyEscort_1 = { optimal_composition = { destroyer = { - amount = 6 + amount = 5 } } } diff --git a/src/common/ai_navy/taskforce/JAP_taskforce_templates.txt b/src/common/ai_navy/taskforce/JAP_taskforce_templates.txt index f8685ff..12c1142 100755 --- a/src/common/ai_navy/taskforce/JAP_taskforce_templates.txt +++ b/src/common/ai_navy/taskforce/JAP_taskforce_templates.txt @@ -3,27 +3,24 @@ JAP_StrikeForce_1 = { original_tag = JAP } ai_will_do = { - factor = 15 + factor = 30 } mission = { naval_strike } min_composition = { - battleship = { - amount = 4 - } - destroyer = { - amount = 12 + carrier = { + amount = 2 } } optimal_composition = { carrier = { - amount = 4 + amount = 6 } battleship = { amount = 6 } light_cruiser = { - amount = 10 + amount = 12 } destroyer = { amount = 16 @@ -39,11 +36,11 @@ JAP_PatrolReconForce_1 = { factor = 10 } mission = { naval_patrol } - min_composition = { - destroyer = { - amount = 1 - } - } + # min_composition = { + # destroyer = { + # amount = 1 + # } + # } optimal_composition = { destroyer = { amount = 5 @@ -59,27 +56,24 @@ JAP_PatrolDominanceForce_1 = { factor = 10 } mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 6 - } - } + # min_composition = { + # light_cruiser = { + # amount = 2 + # } + # destroyer = { + # amount = 6 + # } + # } optimal_composition = { - battleship = { + heavy_cruiser = { amount = 4 } - medium_cruiser = { - amount = 2 - } light_cruiser = { amount = 4 } destroyer = { - amount = 10 + amount = 8 } } } @@ -90,24 +84,25 @@ JAP_PatrolDominanceForce_2 = { } ai_will_do = { factor = 10 + modifier = { + factor = 0 + has_navy_size = { + unit = battle_cruiser + size < 1 + } + } } mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 6 - } - } + # min_composition = { + # battle_cruiser = { + # amount = 2 + # } + # } optimal_composition = { battle_cruiser = { amount = 2 } - medium_cruiser = { - amount = 2 - } light_cruiser = { amount = 2 } @@ -122,23 +117,27 @@ JAP_PatrolDominanceForce_3 = { original_tag = JAP } ai_will_do = { - factor = 5 + factor = 10 + modifier = { + factor = 0 + has_navy_size = { + unit = SH_battleship + size < 1 + } + } } mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 6 - } - } + # min_composition = { + # SH_battleship = { + # amount = 2 + # } + # } optimal_composition = { - heavy_cruiser = { - amount = 4 + SH_battleship = { + amount = 2 } - medium_cruiser = { + heavy_cruiser = { amount = 2 } light_cruiser = { @@ -150,46 +149,6 @@ JAP_PatrolDominanceForce_3 = { } } -JAP_PatrolDominanceForce_4 = { - allowed = { - original_tag = JAP - } - ai_will_do = { - factor = 0 - modifier = { - add = 3 - has_navy_size = { - unit = SH_battleship - size > 0 - } - } - } - mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 6 - } - } - - optimal_composition = { - SH_battleship = { - amount = 2 - } - medium_cruiser = { - amount = 2 - } - light_cruiser = { - amount = 4 - } - destroyer = { - amount = 10 - } - } -} - JAP_ConvoyRaiding_1 = { allowed = { original_tag = JAP @@ -198,11 +157,11 @@ JAP_ConvoyRaiding_1 = { factor = 1 } mission = { convoy_raiding } - min_composition = { - submarine = { - amount = 4 - } - } + # min_composition = { + # submarine = { + # amount = 4 + # } + # } optimal_composition = { submarine = { @@ -219,15 +178,14 @@ JAP_ConvoyEscort_1 = { factor = 5 } mission = { convoy_escort } - min_composition = { - destroyer = { - amount = 4 - } - } - + # min_composition = { + # destroyer = { + # amount = 2 + # } + # } optimal_composition = { destroyer = { - amount = 8 + amount = 5 } } } \ No newline at end of file diff --git a/src/common/ai_navy/taskforce/SOV_taskforce_templates.txt b/src/common/ai_navy/taskforce/SOV_taskforce_templates.txt index 9c3346f..b94646d 100755 --- a/src/common/ai_navy/taskforce/SOV_taskforce_templates.txt +++ b/src/common/ai_navy/taskforce/SOV_taskforce_templates.txt @@ -139,9 +139,6 @@ SOV_PatrolDominanceForce_2 = { heavy_cruiser = { amount = 4 } - medium_cruiser = { - amount = 2 - } light_cruiser = { amount = 3 } diff --git a/src/common/ai_navy/taskforce/USA_taskforce_templates.txt b/src/common/ai_navy/taskforce/USA_taskforce_templates.txt index fd6dab6..d85a3ec 100755 --- a/src/common/ai_navy/taskforce/USA_taskforce_templates.txt +++ b/src/common/ai_navy/taskforce/USA_taskforce_templates.txt @@ -7,11 +7,8 @@ USA_StrikeForce_1 = { } mission = { naval_strike } min_composition = { - battleship = { - amount = 4 - } - destroyer = { - amount = 12 + carrier = { + amount = 2 } } @@ -23,7 +20,7 @@ USA_StrikeForce_1 = { amount = 6 } light_cruiser = { - amount = 10 + amount = 14 } destroyer = { amount = 18 @@ -39,11 +36,11 @@ USA_PatrolReconForce_1 = { factor = 5 } mission = { naval_patrol } - min_composition = { - destroyer = { - amount = 1 - } - } + # min_composition = { + # destroyer = { + # amount = 1 + # } + # } optimal_composition = { destroyer = { amount = 5 @@ -59,55 +56,19 @@ USA_PatrolDominanceForce_1 = { factor = 5 } mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 8 - } - } - - optimal_composition = { - battleship = { - amount = 4 - } - medium_cruiser = { - amount = 4 - } - light_cruiser = { - amount = 4 - } - destroyer = { - amount = 10 - } - } -} - -USA_PatrolDominanceForce_2 = { - allowed = { - original_tag = USA - } - ai_will_do = { - factor = 3 - } - mission = { naval_patrol } - min_composition = { - light_cruiser = { - amount = 2 - } - destroyer = { - amount = 8 - } - } + # min_composition = { + # light_cruiser = { + # amount = 2 + # } + # destroyer = { + # amount = 4 + # } + # } optimal_composition = { heavy_cruiser = { amount = 4 } - medium_cruiser = { - amount = 4 - } light_cruiser = { amount = 4 } @@ -125,11 +86,11 @@ USA_ConvoyRaiding_1 = { factor = 5 } mission = { convoy_raiding } - min_composition = { - submarine = { - amount = 4 - } - } + # min_composition = { + # submarine = { + # amount = 4 + # } + # } optimal_composition = { submarine = { @@ -146,15 +107,15 @@ USA_ConvoyEscort_1 = { factor = 1 } mission = { convoy_escort } - min_composition = { - destroyer = { - amount = 4 - } - } + # min_composition = { + # destroyer = { + # amount = 2 + # } + # } optimal_composition = { destroyer = { - amount = 8 + amount = 5 } } } diff --git a/src/common/ai_strategy/naval_production.txt b/src/common/ai_strategy/naval_production.txt index bf53cc1..870d795 100755 --- a/src/common/ai_strategy/naval_production.txt +++ b/src/common/ai_strategy/naval_production.txt @@ -210,7 +210,7 @@ naval_unit_role_ratios_minors_defensive = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 20 } @@ -253,7 +253,7 @@ naval_unit_role_ratios_minors_offensive = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 20 } @@ -302,7 +302,7 @@ naval_unit_role_ratios_minors_global = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 20 } @@ -351,7 +351,7 @@ naval_unit_role_ratios_GER_prewar_early = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 20 } @@ -399,7 +399,7 @@ naval_unit_role_ratios_GER_prewar_late = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 20 } @@ -493,7 +493,7 @@ naval_unit_role_ratios_GER_atwar_many_shipyard = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 30 } @@ -542,7 +542,7 @@ naval_unit_role_ratios_GER_atwar_knock_USA = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 30 } @@ -597,7 +597,7 @@ naval_unit_role_ratios_GER_atwar_No_Naval_Competitor = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 30 } @@ -655,7 +655,7 @@ naval_unit_role_ratios_GER_late_peace = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 10 } @@ -715,7 +715,7 @@ naval_unit_role_ratios_ENG_prewar_early = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = -30 } ai_strategy = { @@ -767,8 +767,8 @@ naval_unit_role_ratios_ENG_prewar_late = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium - value = 50 + id = vnr_naval_cruiser_heavy + value = 30 } ai_strategy = { @@ -812,7 +812,7 @@ naval_unit_role_ratios_ENG_atwar = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 20 } @@ -897,7 +897,7 @@ naval_unit_role_ratios_FRA_prewar = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 15 } ai_strategy = { @@ -938,7 +938,7 @@ naval_unit_role_ratios_FRA_atwar = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 15 } ai_strategy = { @@ -1068,7 +1068,7 @@ naval_unit_role_ratios_SOV_need_to_watch_germany_peace = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 10 } } @@ -1104,7 +1104,7 @@ naval_unit_role_ratios_SOV_no_need_to_watch_germany_peace = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 20 } ai_strategy = { @@ -1149,7 +1149,7 @@ naval_unit_role_ratios_SOV_atwar_with_Germany = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = -100 } ai_strategy = { @@ -1191,7 +1191,7 @@ naval_unit_role_ratios_SOV_atwar_with_major = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 20 } ai_strategy = { @@ -1284,7 +1284,7 @@ naval_unit_role_ratios_JAP_prewar_enough_carrier = { ai_strategy = { type = role_ratio id = vnr_naval_screen - value = 300 + value = 350 } ai_strategy = { type = role_ratio @@ -1293,7 +1293,7 @@ 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 = { @@ -1304,7 +1304,7 @@ naval_unit_role_ratios_JAP_prewar_enough_carrier = { ai_strategy = { type = role_ratio id = vnr_naval_carrier - value = 150 + value = 90 } ai_strategy = { type = dockyard_to_military_factory_ratio @@ -1333,11 +1333,11 @@ naval_unit_role_ratios_JAP_atwar = { ai_strategy = { type = role_ratio id = vnr_naval_screen - value = 350 + value = 400 } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 30 } ai_strategy = { @@ -1385,22 +1385,17 @@ naval_unit_role_ratios_JAP_late_peace = { ai_strategy = { type = role_ratio id = vnr_naval_screen - value = 250 + value = 300 } ai_strategy = { type = role_ratio id = vnr_naval_cruiser_light value = 65 } - ai_strategy = { - type = role_ratio - id = vnr_naval_cruiser_medium - value = 30 - } ai_strategy = { type = role_ratio id = vnr_naval_cruiser_heavy - value = 10 + value = 30 } ai_strategy = { type = role_ratio @@ -1462,7 +1457,7 @@ naval_unit_role_ratios_USA_great_depression = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 30 } } @@ -1485,18 +1480,18 @@ naval_unit_role_ratios_USA_go_to_war = { ai_strategy = { type = role_ratio id = vnr_naval_screen - value = 300 + value = 450 } ai_strategy = { type = role_ratio id = vnr_naval_cruiser_light - value = 250 + value = 200 } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 40 } @@ -1550,8 +1545,8 @@ naval_unit_role_ratios_USA_atwar = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium - value = 35 + id = vnr_naval_cruiser_heavy + value = 60 } ai_strategy = { @@ -1631,7 +1626,7 @@ naval_unit_role_ratios_ITA_prewar_build_battleships = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 25 } @@ -1675,7 +1670,7 @@ naval_unit_role_ratios_ITA_prewar_enough_battleships = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 30 } @@ -1774,7 +1769,7 @@ naval_unit_role_ratios_ITA_atwar_with_major = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 30 } ai_strategy = { @@ -1825,7 +1820,7 @@ naval_unit_role_ratios_ITA_late_peace = { } ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 25 } @@ -2192,21 +2187,36 @@ we_need_screen_1 = { allowed = { OR = { tag = ENG - tag = FRA tag = JAP - tag = GER tag = USA - tag = ITA - tag = SOV } } - enable = { has_navy_size = { size < 50 type = screen_ship archetype = ship_hull_light } } + enable = { has_navy_size = { size < 100 archetype = ship_hull_light } } abort_when_not_enabled = yes ai_strategy = { type = role_ratio id = vnr_naval_screen - value = 300 + value = 500 + } +} + +we_need_screen_2 = { + allowed = { + OR = { + tag = FRA + tag = GER + tag = ITA + tag = SOV + } + } + enable = { has_navy_size = { size < 50 archetype = ship_hull_light } } + abort_when_not_enabled = yes + + ai_strategy = { + type = role_ratio + id = vnr_naval_screen + value = 200 } } @@ -2220,42 +2230,6 @@ we_need_cv_planes_1 = { } abort_when_not_enabled = yes - ai_strategy = { - type = unit_ratio - id = cv_fighter - value = 25 - } - - ai_strategy = { - type = unit_ratio - id = cv_naval_bomber - value = 20 - } - - ai_strategy = { - type = unit_ratio - id = cv_cas - value = 15 - } - - ai_strategy = { - type = equipment_production_factor - id = cv_fighter - value = 30 - } - - ai_strategy = { - type = equipment_production_factor - id = cv_naval_bomber - value = 50 - } - - ai_strategy = { - type = equipment_production_factor - id = cv_cas - value = 30 - } - ai_strategy = { type = equipment_production_min_factories id = cv_fighter @@ -2273,12 +2247,6 @@ we_need_cv_planes_1 = { id = cv_cas value = 3 } - - ai_strategy = { - type = equipment_variant_production_factor - id = cv_small_plane_airframe - value = 20 - } } we_need_cv_planes_2 = { @@ -2291,64 +2259,22 @@ we_need_cv_planes_2 = { } abort_when_not_enabled = yes - ai_strategy = { - type = unit_ratio - id = cv_fighter - value = 30 - } - - ai_strategy = { - type = unit_ratio - id = cv_naval_bomber - value = 45 - } - - ai_strategy = { - type = unit_ratio - id = cv_cas - value = 30 - } - - ai_strategy = { - type = equipment_production_factor - id = cv_fighter - value = 35 - } - - ai_strategy = { - type = equipment_production_factor - id = cv_naval_bomber - value = 50 - } - - ai_strategy = { - type = equipment_production_factor - id = cv_cas - value = 35 - } - ai_strategy = { type = equipment_production_min_factories id = cv_fighter - value = 4 + value = 5 } ai_strategy = { type = equipment_production_min_factories id = cv_naval_bomber - value = 4 + value = 5 } ai_strategy = { type = equipment_production_min_factories id = cv_cas - value = 4 - } - - ai_strategy = { - type = equipment_variant_production_factor - id = cv_small_plane_airframe - value = 40 + value = 5 } } @@ -2361,64 +2287,22 @@ we_need_cv_planes_3 = { } abort_when_not_enabled = yes - ai_strategy = { - type = unit_ratio - id = cv_fighter - value = 45 - } - - ai_strategy = { - type = unit_ratio - id = cv_naval_bomber - value = 60 - } - - ai_strategy = { - type = unit_ratio - id = cv_cas - value = 45 - } - - ai_strategy = { - type = equipment_production_factor - id = cv_fighter - value = 60 - } - - ai_strategy = { - type = equipment_production_factor - id = cv_naval_bomber - value = 100 - } - - ai_strategy = { - type = equipment_production_factor - id = cv_cas - value = 50 - } - ai_strategy = { type = equipment_production_min_factories id = cv_fighter - value = 5 + value = 7 } ai_strategy = { type = equipment_production_min_factories id = cv_naval_bomber - value = 5 + value = 8 } ai_strategy = { type = equipment_production_min_factories id = cv_cas - value = 5 - } - - ai_strategy = { - type = equipment_variant_production_factor - id = cv_small_plane_airframe - value = 50 + value = 8 } } @@ -2434,7 +2318,7 @@ build_more_missile_cruisers = { ai_strategy = { type = role_ratio - id = vnr_naval_cruiser_medium + id = vnr_naval_cruiser_heavy value = 120 } diff --git a/src/common/ai_strategy/vnr_naval_strategy.txt b/src/common/ai_strategy/vnr_naval_strategy.txt index 126674d..10b8df0 100755 --- a/src/common/ai_strategy/vnr_naval_strategy.txt +++ b/src/common/ai_strategy/vnr_naval_strategy.txt @@ -59,7 +59,7 @@ ENG_avoid_baltic = { ai_strategy = { type = naval_dominance id = vnr_ger_baltic - value = 0 + value = -100 } } @@ -220,6 +220,9 @@ JAP_destroy_china_navy_quick = { enable = { has_war_with = CHI NOT = { has_war_with = USA } + CHI = { + has_navy_size = { size > 9 } + } enable_vnr_naval_ai = yes } abort_when_not_enabled = yes @@ -235,33 +238,72 @@ JAP_destroy_china_navy_quick = { } } +JAP_turuk_base = { + allowed = { + original_tag = JAP + } + enable = { + 684 = { is_controlled_by_ROOT_or_ally = yes } + } + abort_when_not_enabled = yes + + ai_strategy = { + type = strike_force_home_base + id = 84 + value = 100 + } +} + +JAP_pacific_war_naval_stage_zero = { + allowed = { + original_tag = JAP + } + enable = { + NOT = { has_war_with = USA } + threat > 0.65 + } + abort_when_not_enabled = yes + + ai_strategy = { + type = naval_dominance + id = vnr_pacific_okinawa + value = 100 + } + ai_strategy = { + type = naval_dominance + id = vnr_pacific_iwo_jima + value = 100 + } +} + JAP_pacific_war_naval_stage_one = { allowed = { original_tag = JAP } enable = { has_war_with = USA - naval_strength_ratio = { - tag = USA - ratio < 0.5 - } + has_war_with = PHI + has_war_with = MAL + has_war_with = AST + PHI = { has_capitulated = no } + MAL = { has_capitulated = no } enable_vnr_naval_ai = yes } abort_when_not_enabled = yes ai_strategy = { type = naval_dominance - id = vnr_pacific_3 - value = 80 + id = vnr_pacific_philippines + value = 100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_4 + id = vnr_pacific_solomons value = 100 } ai_strategy = { - type = invade - id = AST - value = 100 + type = naval_dominance + id = vnr_pacific_iwo_jima + value = 70 } ai_strategy = { type = invade @@ -273,6 +315,22 @@ JAP_pacific_war_naval_stage_one = { id = MAL value = 1000 } + ai_strategy = { + type = invade + id = USA + value = 500 + } + ai_strategy = { + type = invade + id = AST + value = 100 + } + ai_strategy = { + type = front_control + area = pacific + ordertype = invasion + execute_order = yes + } } JAP_pacific_war_naval_stage_two = { @@ -281,28 +339,28 @@ JAP_pacific_war_naval_stage_two = { } enable = { has_war_with = USA - OR = { - naval_strength_ratio = { - tag = USA - ratio > 0.5 - } - AND = { - PHI = { has_capitulated = yes } - MAL = { has_capitulated = yes } - } - } + has_war_with = PHI + has_war_with = MAL + has_war_with = AST + PHI = { has_capitulated = yes } + MAL = { has_capitulated = yes } enable_vnr_naval_ai = yes } abort_when_not_enabled = yes ai_strategy = { type = naval_dominance - id = vnr_pacific_2 + id = vnr_pacific_midway value = 100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_1 - value = 85 + id = vnr_pacific_hawaii + value = 100 + } + ai_strategy = { + type = naval_dominance + id = vnr_pacific_solomons + value = 75 } ai_strategy = { type = invade @@ -317,7 +375,7 @@ JAP_pacific_war_naval_stage_two = { ai_strategy = { type = invade id = INS - value = 500 + value = 800 } ai_strategy = { type = front_control @@ -328,6 +386,28 @@ JAP_pacific_war_naval_stage_two = { } ### USA ### +USA_pacific_fleet_command = { + allowed = { + original_tag = USA + } + + enable = { + 629 = { is_controlled_by_ROOT_or_ally = yes } + } + abort_when_not_enabled = yes + + ai_strategy = { + type = strike_force_home_base + id = 105 + value = 1000 + } + ai_strategy = { + type = strike_force_home_base + id = 89 + value = -100 + } +} + USA_pacific_war_naval_avoid_first = { allowed = { original_tag = USA @@ -385,11 +465,6 @@ USA_pacific_war_naval_avoid_first = { id = 80 value = 1000 } - ai_strategy = { - type = naval_avoid_region - id = 84 - value = 50 - } ai_strategy = { type = naval_avoid_region id = 90 @@ -408,18 +483,28 @@ USA_pacific_war_naval_avoid_first = { ai_strategy = { type = naval_dominance - id = vnr_pacific_1 + id = vnr_pacific_hawaii value = 100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_3 - value = 0 + id = vnr_pacific_midway + value = 100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_4 - value = 0 + id = vnr_pacific_philippines + value = -100 + } + ai_strategy = { + type = naval_dominance + id = vnr_pacific_iwo_jima + value = -100 + } + ai_strategy = { + type = naval_dominance + id = vnr_pacific_okinawa + value = -100 } } @@ -487,9 +572,9 @@ USA_pacific_war_naval_counterattack_1 = { ratio > 5 } } - NOT = { - controls_state = 633 - controls_state = 684 + OR = { + 633 = { is_controlled_by_ROOT_or_ally = no } + 684 = { is_controlled_by_ROOT_or_ally = no } } enable_vnr_naval_ai = yes } @@ -552,24 +637,30 @@ USA_pacific_war_naval_counterattack_1 = { ai_strategy = { type = naval_dominance - id = vnr_pacific_2 + id = vnr_pacific_solomons value = 100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_1 - value = 80 + id = vnr_pacific_midway + value = 100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_3 - value = 0 + id = vnr_pacific_iwo_jima + value = -100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_4 - value = 0 + id = vnr_pacific_philippines + value = -100 } + ai_strategy = { + type = naval_dominance + id = vnr_pacific_okinawa + value = -100 + } + ai_strategy = { type = invade id = JAP @@ -602,6 +693,10 @@ USA_pacific_war_naval_counterattack_1 = { ordertype = invasion execute_order = yes } + ai_strategy = { + type = naval_invasion_dominance_weight + value = 60 + } } USA_pacific_war_naval_counterattack_2 = { @@ -617,11 +712,9 @@ USA_pacific_war_naval_counterattack_2 = { ratio > 5 } } - controls_state = 633 - controls_state = 684 - NOT = { - controls_state = 645 - } + 633 = { is_controlled_by_ROOT_or_ally = yes } + 684 = { is_controlled_by_ROOT_or_ally = yes } + 645 = { is_controlled_by_ROOT_or_ally = no } enable_vnr_naval_ai = yes } abort_when_not_enabled = yes @@ -663,18 +756,18 @@ USA_pacific_war_naval_counterattack_2 = { ai_strategy = { type = naval_dominance - id = vnr_pacific_3 + id = vnr_pacific_philippines value = 100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_2 - value = 40 + id = vnr_pacific_iwo_jima + value = 100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_1 - value = 10 + id = vnr_pacific_midway + value = 70 } ai_strategy = { type = invade @@ -711,6 +804,10 @@ USA_pacific_war_naval_counterattack_2 = { ordertype = invasion execute_order = yes } + ai_strategy = { + type = naval_invasion_dominance_weight + value = 60 + } } USA_pacific_war_naval_counterattack_3 = { @@ -726,9 +823,9 @@ USA_pacific_war_naval_counterattack_3 = { ratio > 5 } } - controls_state = 633 - controls_state = 684 - controls_state = 645 + 633 = { is_controlled_by_ROOT_or_ally = yes } + 684 = { is_controlled_by_ROOT_or_ally = yes } + 645 = { is_controlled_by_ROOT_or_ally = yes } enable_vnr_naval_ai = yes } abort_when_not_enabled = yes @@ -745,22 +842,22 @@ USA_pacific_war_naval_counterattack_3 = { ai_strategy = { type = naval_dominance - id = vnr_pacific_4 + id = vnr_pacific_okinawa value = 100 } ai_strategy = { type = naval_dominance - id = vnr_pacific_3 + id = vnr_pacific_iwo_jima + value = 100 + } + ai_strategy = { + type = naval_dominance + id = vnr_pacific_philippines value = 75 } ai_strategy = { type = naval_dominance - id = vnr_pacific_2 - value = 10 - } - ai_strategy = { - type = naval_dominance - id = vnr_pacific_1 + id = vnr_pacific_hawaii value = 0 } ai_strategy = { @@ -798,6 +895,36 @@ USA_pacific_war_naval_counterattack_3 = { ordertype = invasion execute_order = yes } + ai_strategy = { + type = naval_invasion_dominance_weight + value = 100 + } +} + +USA_atlantic_war = { + allowed = { + original_tag = USA + } + enable = { + is_ally_with = ENG + has_war_with = GER + has_navy_size = { + type = carrier + size > 19 + } + } + abort_when_not_enabled = yes + + ai_strategy = { + type = strike_force_home_base + id = 43 + value = 100 + } + ai_strategy = { + type = naval_dominance + id = vnr_eng_atlantic_route + value = 90 + } } ### ITA ### @@ -868,10 +995,6 @@ GER_unrestricted_submarine_warfare = { } enable = { has_war_with = ENG - naval_strength_ratio = { - tag = ENG - ratio < 0.7 - } enable_vnr_naval_ai = yes } abort_when_not_enabled = yes @@ -911,12 +1034,12 @@ GER_avoid_mediterranean = { ai_strategy = { type = naval_dominance id = vnr_eng_med_zones - value = 0 + value = -100 } ai_strategy = { type = naval_dominance id = vnr_ita_med_zones - value = 0 + value = -100 } } diff --git a/src/common/decisions/categories/navy_rework_cats.txt b/src/common/decisions/categories/navy_rework_cats.txt index 81adb18..b4bd687 100755 --- a/src/common/decisions/categories/navy_rework_cats.txt +++ b/src/common/decisions/categories/navy_rework_cats.txt @@ -1,5 +1,6 @@ navy_rework_category = { picture = GFX_decision_cat_navy_rework + scripted_gui = vnr_manual_handbook_gui allowed = { has_dlc = "Man the Guns" } priority = 12 } diff --git a/src/common/decisions/naval_lore.txt b/src/common/decisions/naval_lore.txt index 7da65d8..8ed0b03 100755 --- a/src/common/decisions/naval_lore.txt +++ b/src/common/decisions/naval_lore.txt @@ -2,37 +2,37 @@ navy_rework_category = { eng_naval_history = { icon = GFX_vnr_eng_flag allowed = { tag = ENG } - complete_effect = { set_global_flag = naval_lore_gui_show } + complete_effect = { set_country_flag = naval_lore_gui_show } } usa_naval_history = { icon = GFX_vnr_usa_flag allowed = { tag = USA } - complete_effect = { set_global_flag = naval_lore_gui_show } + complete_effect = { set_country_flag = naval_lore_gui_show } } jap_naval_history = { icon = GFX_vnr_jap_flag allowed = { tag = JAP } - complete_effect = { set_global_flag = naval_lore_gui_show } + complete_effect = { set_country_flag = naval_lore_gui_show } } fra_naval_history = { icon = GFX_vnr_fra_flag allowed = { tag = FRA } - complete_effect = { set_global_flag = naval_lore_gui_show } + complete_effect = { set_country_flag = naval_lore_gui_show } } ita_naval_history = { icon = GFX_vnr_ita_flag allowed = { tag = ITA } - complete_effect = { set_global_flag = naval_lore_gui_show } + complete_effect = { set_country_flag = naval_lore_gui_show } } ger_naval_history = { icon = GFX_vnr_ger_flag allowed = { tag = GER } - complete_effect = { set_global_flag = naval_lore_gui_show } + complete_effect = { set_country_flag = naval_lore_gui_show } } sov_naval_history = { icon = GFX_vnr_sov_flag allowed = { tag = SOV } - complete_effect = { set_global_flag = naval_lore_gui_show } + complete_effect = { set_country_flag = naval_lore_gui_show } } chi_naval_history = { icon = GFX_vnr_chi_flag @@ -42,20 +42,20 @@ navy_rework_category = { tag = PRC } } - complete_effect = { set_global_flag = naval_lore_gui_show } + complete_effect = { set_country_flag = naval_lore_gui_show } } ast_naval_history = { icon = GFX_vnr_ast_flag allowed = { tag = AST } - complete_effect = { set_global_flag = naval_lore_gui_show } + complete_effect = { set_country_flag = naval_lore_gui_show } } show_intro_panel = { visible = { - NOT = { has_global_flag = navy_rework_splash_show } + NOT = { has_country_flag = navy_rework_splash_show } } complete_effect = { - set_global_flag = navy_rework_splash_show + set_country_flag = navy_rework_splash_show set_variable = { navy_rework_welcome_splash_variable = 1 } } } diff --git a/src/common/defines/VNR_naval_defines.lua b/src/common/defines/VNR_naval_defines.lua index eb22802..a632135 100755 --- a/src/common/defines/VNR_naval_defines.lua +++ b/src/common/defines/VNR_naval_defines.lua @@ -8,7 +8,7 @@ NDefines.NNavy.COMBAT_BASE_HIT_CHANCE = 0.08 -- base chance for hit (was 0.1) NDefines.NNavy.COMBAT_BASE_CRITICAL_CHANCE = 0.2 -- Base chance for receiving a critical chance. It get's scaled down with ship reliability. (was 0.05) NDefines.NNavy.CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT = 0.9 -- the game will roll between 0-1 and will damage a random part if below this val on naval critical hits (was 0.1, critical hit will definitely destroy critical parts) NDefines.NNavy.COMBAT_CRITICAL_DAMAGE_MULT = 8 -- Multiplier for the critical damage. Scaled down with the ship reliability. (was 5, punish low reliability designs) -NDefines.NNavy.CONVOY_ATTACK_BASE_FACTOR = 0.2 -- base % of convoys that get intercepted (was 0.15) +NDefines.NNavy.CONVOY_ATTACK_BASE_FACTOR = 0.1 -- base % of convoys that get intercepted (was 0.15) NDefines.NNavy.CONVOY_HIT_PROFILE = 90 -- convoys has this contant hit profile (was 85) NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_CHANCE = 0.4 -- chance for critical hit from torpedo. (was 0.1, torpedo needs more love) NDefines.NNavy.NAVY_PIERCING_THRESHOLDS = { 2.0, 1.0, 0.85, 0.75, 0.7, 0.65, 0.6, 0.55, 0.5, 0.3, 0.0 } -- Our piercing / their armor must be this value to deal damage fraction equal to the index in the array below [higher number = higher penetration]. If armor is 0, 1.00 will be returned. @@ -37,7 +37,8 @@ NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.0 NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.2 -- the accumulated penalty from new ships will be clamped to this value (was 0.25) NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.5 -- if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has (was 0.25) NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 3 -- maximum penalty to get from larger fleets (was 0.75, aggressively punish deathstacking) -NDefines.NNavy.MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.2 -- max penalty from stronger carrier air force +NDefines.NNavy.HIGHER_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.05 -- penalty if other side has stronger carrier air force (was 0.2) +NDefines.NNavy.MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.15 -- max penalty from stronger carrier air force (was 0.2) NDefines.NNavy.DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.9 -- damage penalty at 0% positioning (was 0.5) NDefines.NNavy.SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 1.25 -- screening efficiency (screen to capital ratio) at 0% positioning (was 0.5) NDefines.NNavy.AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.75 -- AA penalty at 0% positioning (was 0.7) @@ -61,7 +62,7 @@ NDefines.NNavy.MISSION_SPREADS = { -- mission spreads in the case a ship join c NDefines.NNavy.NAVAL_DOMINANCE_STRIKE_FORCE_MULTIREGION_DECAY = 0.1 -- Percentage that the strike force mission's naval dominance multiplier decreases with for each additional assigned region (was 0.05) NDefines.NNavy.NAVAL_DOMINANCE_MINES_PLANTING_BONUS = 0.1 -- Naval planting bonus when having naval dominance in the region (was 0.2) NDefines.NNavy.NAVAL_DOMINANCE_MINES_SWEEPING_BONUS = 0.1 -- Naval sweeping bonus when having naval dominance in the region (was 0.2) -NDefines.NNavy.NAVAL_DOMINANCE_SHIP_RECOVERY_CHANCE = 0.05 -- Sunk ship recovery chance (does this require repair ship or not?) (was 0.1) +NDefines.NNavy.NAVAL_DOMINANCE_SHIP_RECOVERY_CHANCE = 0.0 -- Sunk ship recovery chance (does this require repair ship or not?) (was 0.1) NDefines.NNavy.MISSION_DOMINANCE_RATIOS = { 0.0, -- HOLD 1.0, -- PATROL @@ -104,6 +105,7 @@ NDefines.NNavy.ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE = 0.15 -- received air dam NDefines.NNavy.ANTI_AIR_TARGETTING_TO_CHANCE = 0.25 -- Balancing value to determine the chance of ground AA hitting an attacking airplane, affecting both the effective average damage done by AA to airplanes, and the reduction of damage done by airplanes due to AA support (was 0.07) NDefines.NNavy.BASE_CARRIER_SORTIE_EFFICIENCY = 0.4 -- factor of planes that can sortie by default from a carrier (was 0.5) NDefines.NNavy.CARRIER_OFFENSIVE_STANCE_SORTIE_RATIO = {0.25, 0.37, 0.50, 0.62, 0.75} -- The defensive stance sortie is 1.0 - value in index so their sum equals 1 +NDefines.NNavy.CARRIER_OFFENSIVE_STANCE_DEFAULT_INDEX = 4 -- The default offensive sortie index in CARRIER_OFFENSIVE_STANCE_SORTIE_RATIO (was 2) NDefines.NNavy.NAVAL_COMBAT_PLANE_MIN_STACKING_PENALTY = 180 -- How many planes flying in a naval combat before penalties are introduced (was 80) NDefines.NNavy.NAVAL_COMBAT_PLANE_STACKING_PENALTY_EFFECT = 0.01 -- Each plane above the optimal amount decreases the amount of airplanes being able to takeoff by such %. Subject to diminishing returns (was 0.005) NDefines.NNavy.SHIP_SILHOUETTE_VALUE_PLANES_CARRIER = 500 --For dynamic plane efficacy, silhouette value (nominally in planes, but very abstract) (was 16) @@ -145,6 +147,18 @@ NDefines.NNavy.UNIT_EXPERIENCE_PER_COMBAT_HOUR = 5 -- Unit xp gain per combat NDefines.NNavy.UNIT_EXPERIENCE_SCALE = 0.8 -- total unit xp factor (was 1) +--Aggression +NDefines.NNavy.AGGRESSION_ARMOR_EFFICIENCY_MULTIPLIER = 1.0 -- armor to enemy piercing ratio is multiplied by this value, which will increase the strength of ships while considering them for aggression +NDefines.NNavy.AGGRESSION_MIN_ARMOR_EFFICIENCY = 1.0 -- armor multiplier has a min and max caps while being factored in aggression (was 0.5) +NDefines.NNavy.AGGRESSION_MAX_ARMOR_EFFICIENCY = 1.5 -- armor multiplier has a min and max caps while being factored in aggression +NDefines.NNavy.AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_LIGHT_SHIPS = 1.0 -- ratio for scoring for different gun types against light ships +NDefines.NNavy.AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_LIGHT_SHIPS = 0.75 -- ratio for scoring for different gun types against light ships (was 0.25) +NDefines.NNavy.AGGRESSION_TORPEDO_EFFICIENCY_ON_LIGHT_SHIPS = 0.5 -- ratio for scoring for different gun types against light ships (was 0.1) +NDefines.NNavy.AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_HEAVY_SHIPS = 0.1 -- ratio for scoring for different gun types against heavy ships +NDefines.NNavy.AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_HEAVY_SHIPS = 1.0 -- ratio for scoring for different gun types against heavy ships +NDefines.NNavy.AGGRESSION_TORPEDO_EFFICIENCY_ON_HEAVY_SHIPS = 1.1 -- ratio for scoring for different gun types against heavy ships + + --Naval Misc NDefines.NNavy.CONVOY_EFFICIENCY_MIN_VALUE = 0 -- To avoid complete 0% efficiency, set the lower limit. (was 0.05) NDefines.NNavy.PRIDE_OF_THE_FLEET_UNASSIGN_COST = 25 -- cost to unassign/replace pride of the fleet (was 100) @@ -161,6 +175,7 @@ NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = { 10000, -- I am death incarnate! } NDefines.NNavy.MIN_TRACTED_ASSIST_DAMAGE_RATIO = 0.5 -- How much damage counts as assist damage (was 0.05) +NDefines.NNavy.NAVAL_HOMEBASE_CALCULATION_DISTANCE_CUTOFF = 3000 -- Tuning parameter for homebase calculation. Distance to normalize against. Everything above said value will be treated as score = 0. (was 1000) @@ -203,6 +218,7 @@ NDefines.NAI.VARIANT_CREATION_XP_RESERVE_AIR = 30 -- If the AI lacks air XP to --AI Mission +NDefines.NAI.NAVAL_MISSION_DISTANCE_BASE = 4200 -- Base value when AI is evaluating distance score to places (was 3500) NDefines.NAI.NAVAL_MISSION_ESCORT_NEAR_OWNED = 0 -- Extra escort mission score near owned provinces (was 300) NDefines.NAI.NAVAL_MISSION_ESCORT_NEAR_CONTROLLED = 0 -- Extra escort mission score near controlled provinces (was 200) NDefines.NAI.AI_MIN_DOMINANCE_MARGIN = 100 -- When trying to get control of a region, AI will try to exceed the required dominance by at least this amount (was 200) @@ -243,9 +259,10 @@ NDefines.NAI.MAX_MISSION_PER_TASKFORCE = { 6, -- NAVAL INVASION SUPPORT } NDefines.NAI.CONVOY_ESCORT_SCORE_FROM_CONVOYS = 25 -- score for each convoy you have in area (was 15) -NDefines.NAI.MAX_ALLOWED_NAVAL_DANGER = 500 -- AI will ignore naval paths that has danger value of above this threshold while assigning units (was 80) +NDefines.NAI.MAX_ALLOWED_NAVAL_DANGER = 200 -- AI will ignore naval paths that has danger value of above this threshold while assigning units (was 80) NDefines.NAI.REGION_THREAT_PER_SUNK_CONVOY = 5 -- Threat value per convoy sunk in a region. Decays over time. (was 25) NDefines.NAI.REGION_CONVOY_DANGER_DAILY_DECAY = 1.5 -- When convoys are sunk it generates threat in the region which the AI uses to prio naval missions (was 1) +NDefines.NAI.DANGEROUS_ENEMY_ARMY_SIZE = 10000 -- If the size of the enemy's army of the attacking country is more than this value, the AI will add naval invasion defense importance (was 100) --AI Misc diff --git a/src/common/doctrines/grand_doctrines/sea_grand_doctrines.txt b/src/common/doctrines/grand_doctrines/sea_grand_doctrines.txt index 8eab80e..a0d6d70 100755 --- a/src/common/doctrines/grand_doctrines/sea_grand_doctrines.txt +++ b/src/common/doctrines/grand_doctrines/sea_grand_doctrines.txt @@ -75,6 +75,7 @@ new_fleet_in_being = { #Carriers carrier = { carrier_surface_detection = 0.1 + carrier_sub_detection = 0.05 } fighter_sortie_efficiency = 0.1 effect = { @@ -146,9 +147,9 @@ new_convoy_raiding = { submarine = { max_organisation = 10 - surface_detection = 0.10 + surface_detection = 0.05 } - convoy_raiding_efficiency_factor = 0.05 + convoy_raiding_efficiency_factor = 0.1 milestones = { { @@ -193,7 +194,7 @@ new_convoy_raiding = { { #Carriers carrier = { - carrier_surface_detection = 0.05 + carrier_surface_detection = 0.1 carrier_sub_detection = 0.1 } effect = { @@ -307,6 +308,10 @@ new_base_strike = { #Carriers carrier_capacity_penalty_reduction = -0.1 sortie_efficiency = 0.1 + carrier = { + carrier_surface_detection = 0.05 + carrier_sub_detection = 0.05 + } effect = { if = { limit = { @@ -324,15 +329,7 @@ new_base_strike = { { #Capital Ships navy_anti_air_attack_factor = 0.1 - battleship = { - surface_detection = 0.05 - } - battle_cruiser = { - surface_detection = 0.05 - } - SH_battleship = { - surface_detection = 0.05 - } + positioning = 0.1 effect = { if = { limit = { diff --git a/src/common/doctrines/subdoctrines/sea/navy_capital_subdoctrines.txt b/src/common/doctrines/subdoctrines/sea/navy_capital_subdoctrines.txt index 6901048..bac1b32 100755 --- a/src/common/doctrines/subdoctrines/sea/navy_capital_subdoctrines.txt +++ b/src/common/doctrines/subdoctrines/sea/navy_capital_subdoctrines.txt @@ -8,7 +8,10 @@ fast_battleship_primacy = { xp_type = navy available = { - always = yes + has_navy_size = { + archetype = ship_hull_heavy + size > 3 + } } ai_will_do = { @@ -112,7 +115,14 @@ battlecruiser_supremacy = { xp_type = navy available = { - always = yes + has_navy_size = { + unit = battle_cruiser + size > 1 + } + has_navy_size = { + unit = battleship + size > 1 + } } ai_will_do = { @@ -225,7 +235,10 @@ armored_raiders = { xp_type = navy available = { - always = yes + has_navy_size = { + archetype = ship_hull_heavy + size > 0 + } } ai_will_do = { @@ -394,9 +407,6 @@ naval_gunfire_support = { xp_cost = 75 xp_type = navy - available = { - always = yes - } visible = { has_dlc = "No Compromise, No Surrender" } @@ -417,8 +427,11 @@ naval_gunfire_support = { } inshore_aa_screen = { - modifier = { - navy_anti_air_attack_factor = 0.1 + heavy_cruiser = { + anti_air_attack = 0.1 + } + medium_cruiser = { + anti_air_attack = 0.1 } } @@ -473,7 +486,11 @@ battleship_antiair_screen = { xp_type = navy available = { - always = yes + has_navy_size = { + archetype = ship_hull_heavy + size > 3 + } + has_tech = aviation_dawn } ai_will_do = { diff --git a/src/common/doctrines/subdoctrines/sea/navy_carrier_doctrines.txt b/src/common/doctrines/subdoctrines/sea/navy_carrier_doctrines.txt index c7b5e33..b70c1d6 100755 --- a/src/common/doctrines/subdoctrines/sea/navy_carrier_doctrines.txt +++ b/src/common/doctrines/subdoctrines/sea/navy_carrier_doctrines.txt @@ -19,11 +19,7 @@ carrier_battlegroups = { has_tech = aviation_dawn has_navy_size = { unit = carrier - size > 4 - } - NOT = { - has_doctrine = coastal_defence_fleet - has_doctrine = naval_gunfire_support + size > 3 } } @@ -52,7 +48,6 @@ carrier_battlegroups = { carrier_sub_detection = 0.05 } modifier = { - navy_carrier_air_agility_factor = 0.1 naval_strike_agility_factor = 0.1 } } @@ -64,19 +59,18 @@ carrier_battlegroups = { sortie_efficiency = 0.1 } } - fleet_antiair = { + early_warning_system = { carrier = { max_organisation = 15 anti_air_attack = 0.15 } modifier = { - sortie_efficiency = 0.1 fighter_sortie_efficiency = 0.1 } } alpha_strike = { modifier = { - sortie_efficiency = 0.1 + sortie_efficiency = 0.2 naval_strike_targetting_factor = 0.15 carrier_capacity_penalty_reduction = -0.1 } @@ -97,11 +91,7 @@ floating_airfields = { has_tech = aviation_dawn has_navy_size = { unit = carrier - size > 4 - } - NOT = { - has_doctrine = coastal_defence_fleet - has_doctrine = naval_gunfire_support + size > 3 } } @@ -129,7 +119,7 @@ floating_airfields = { carrier_surface_detection = 0.05 carrier_sub_detection = 0.05 } - navy_anti_air_attack_factor = 0.10 + navy_carrier_air_attack_factor = 0.10 rewards = { enclosed_hangar = { @@ -149,10 +139,8 @@ floating_airfields = { } dogfight_training = { navy_carrier_air_agility_factor = 0.1 + navy_carrier_air_attack_factor = 0.05 sortie_efficiency = 0.05 - carrier = { - anti_air_attack = 0.05 - } } all_weather_combat = { sortie_efficiency = 0.1 @@ -246,10 +234,6 @@ carrier_concentration = { unit = carrier size > 5 } - NOT = { - has_doctrine = coastal_defence_fleet - has_doctrine = naval_gunfire_support - } } sortie_efficiency = 0.1 @@ -321,7 +305,9 @@ naval_airfoce = { } naval_retreat_speed_after_initial_combat = 0.1 - naval_strike_attack_factor = 0.05 + category_nav_bomber = { + naval_strike_attack = 0.1 + } rewards = { direct_fire_avoidance = { @@ -332,14 +318,16 @@ naval_airfoce = { land_based_support = { category_nav_bomber = { air_range = 0.25 + naval_strike_attack = 0.05 } } air_raiders = { category_nav_bomber = { air_defence = 0.1 + naval_strike_targetting = 0.1 } modifier = { - naval_strike_targetting_factor = 0.1 + air_weather_penalty = -0.1 } } evasive_engagements_focus = { @@ -349,8 +337,11 @@ naval_airfoce = { naval_enemy_fleet_size_ratio_penalty_factor = 0.1 } airpower = { - naval_strike_attack_factor = 0.1 - naval_strike_agility_factor = 0.1 + category_nav_bomber = { + naval_strike_attack = 0.1 + naval_strike_targetting = 0.1 + air_agility = 0.1 + } } } mastery = { diff --git a/src/common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt b/src/common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt index ffbfd29..cb29b15 100755 --- a/src/common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt +++ b/src/common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt @@ -8,7 +8,10 @@ convoy_escort = { xp_type = navy available = { - always = yes + has_navy_size = { + type = screen_ship + size > 9 + } } ai_will_do = { @@ -83,7 +86,14 @@ support_integrated_operations = { xp_type = navy available = { - always = yes + has_navy_size = { + unit = light_cruiser + size > 3 + } + has_navy_size = { + unit = destroyer + size > 9 + } } ai_will_do = { @@ -165,7 +175,11 @@ hunter_killers = { xp_type = navy available = { - + has_navy_size = { + type = screen_ship + size > 9 + } + has_tech = sonar } ai_will_do = { @@ -243,7 +257,11 @@ torpedo_primacy = { } } available = { - always = yes + has_navy_size = { + type = screen_ship + size > 9 + } + has_tech = basic_torpedo } naval_torpedo_hit_chance_factor = 0.1 naval_torpedo_cooldown_factor = -0.125 @@ -294,8 +312,11 @@ jeune_ecole = { xp_type = navy available = { - #TODO: special project - always = yes + has_navy_size = { + type = screen_ship + size > 9 + } + has_tech = basic_torpedo } ai_will_do = { factor = 1 diff --git a/src/common/doctrines/subdoctrines/sea/navy_submarine_doctrines.txt b/src/common/doctrines/subdoctrines/sea/navy_submarine_doctrines.txt index 8caea1b..707c4cf 100755 --- a/src/common/doctrines/subdoctrines/sea/navy_submarine_doctrines.txt +++ b/src/common/doctrines/subdoctrines/sea/navy_submarine_doctrines.txt @@ -8,7 +8,11 @@ wolfpacks = { xp_type = navy available = { - always = yes + has_navy_size = { + type = submarine + size > 9 + } + has_tech = basic_ship_hull_submarine } ai_will_do = { @@ -76,7 +80,10 @@ submarine_fleet_operations = { xp_type = navy available = { - always = yes + has_navy_size = { + type = submarine + size > 9 + } } ai_will_do = { @@ -155,7 +162,10 @@ capital_hunters = { } } available = { - always = yes + has_navy_size = { + type = submarine + size > 9 + } } naval_torpedo_reveal_chance_factor = -0.1 @@ -206,6 +216,10 @@ submarine_coastal_defense = { } available = { + has_navy_size = { + type = submarine + size > 0 + } has_tech = midget_submarines } @@ -273,6 +287,13 @@ submarine_area_denial = { description = SUBDOCTRINE_SUBMARINE_AREA_DENIAL_DESC icon = GFX_doctrine_submarine_area_denial_medium + available = { + has_navy_size = { + type = submarine + size > 9 + } + } + xp_cost = 100 xp_type = navy ai_will_do = { diff --git a/src/common/ideas/vnr_ai.txt b/src/common/ideas/vnr_ai.txt index 9df8dfa..8c2edbb 100755 --- a/src/common/ideas/vnr_ai.txt +++ b/src/common/ideas/vnr_ai.txt @@ -3,6 +3,7 @@ ideas = { vnr_mad = { cancel = { is_ai = no + is_debug = no } modifier = { convoy_raiding_efficiency_factor = 0.3 @@ -38,6 +39,7 @@ ideas = { vnr_hard = { cancel = { is_ai = no + is_debug = no } modifier = { convoy_raiding_efficiency_factor = 0.2 @@ -73,6 +75,7 @@ ideas = { vnr_normal = { cancel = { is_ai = no + is_debug = no } modifier = { convoy_raiding_efficiency_factor = 0.1 @@ -109,6 +112,7 @@ ideas = { vnr_mad_production = { cancel = { is_ai = no + is_debug = no } picture = generic_navy_bonus modifier = { @@ -125,6 +129,7 @@ ideas = { vnr_hard_production = { cancel = { is_ai = no + is_debug = no } picture = generic_navy_bonus modifier = { @@ -141,6 +146,7 @@ ideas = { vnr_normal_production = { cancel = { is_ai = no + is_debug = no } picture = generic_navy_bonus modifier = { @@ -184,6 +190,7 @@ ideas = { vnr_cv_plane_output_boost = { cancel = { is_ai = no + is_debug = no } equipment_bonus = { cv_small_plane_airframe = { @@ -200,24 +207,26 @@ ideas = { vnr_ai_dd_output_boost_1 = { cancel = { is_ai = no + is_debug = no } # for historical mode equipment_bonus = { ship_hull_light = { instant = yes - build_cost_ic = -0.25 + build_cost_ic = -0.35 } } } vnr_ai_dd_output_boost_2 = { cancel = { is_ai = no + is_debug = no } # for expert mode equipment_bonus = { ship_hull_light = { instant = yes - build_cost_ic = -0.5 + build_cost_ic = -0.65 } } } diff --git a/src/common/ideas/vnr_tech.txt b/src/common/ideas/vnr_tech.txt deleted file mode 100755 index 27ae270..0000000 --- a/src/common/ideas/vnr_tech.txt +++ /dev/null @@ -1,48 +0,0 @@ -ideas = { - hidden_ideas = { - vnr_cruiser_cost_1 = { - equipment_bonus = { - ship_hull_cruiser = { - instant = yes - build_cost_ic = -0.05 - } - } - } - - vnr_cruiser_cost_2 = { - equipment_bonus = { - ship_hull_cruiser = { - instant = yes - build_cost_ic = -0.1 - } - } - } - - vnr_destroyer_cost_1 = { - equipment_bonus = { - ship_hull_light = { - instant = yes - build_cost_ic = -0.1 - } - } - } - - vnr_carrier_cost_1 = { - equipment_bonus = { - ship_hull_carrier = { - instant = yes - build_cost_ic = -0.1 - } - } - } - - vnr_submarine_cost_1 = { - equipment_bonus = { - ship_hull_submarine = { - instant = yes - build_cost_ic = -0.15 - } - } - } - } -} \ No newline at end of file diff --git a/src/common/on_actions/00_navy_rework.txt b/src/common/on_actions/00_navy_rework.txt index ff9360b..40c69b1 100755 --- a/src/common/on_actions/00_navy_rework.txt +++ b/src/common/on_actions/00_navy_rework.txt @@ -3,12 +3,15 @@ on_actions = { effect = { # VNR enable flag, so that other mods will load oob designed for VNR set_global_flag = vnr_enabled - # show welcome splash - set_global_flag = navy_rework_splash_show + # VNR language + # set_global_flag = navy_rework_english + set_global_flag = navy_rework_chinese # show the first panel of intro splash every_country = { limit = { is_ai = no } + # show welcome splash + set_country_flag = navy_rework_splash_show set_variable = { navy_rework_welcome_splash_variable = 1 } } diff --git a/src/common/scripted_effects/_add_naval_variants.txt b/src/common/scripted_effects/_add_naval_variants.txt index ae23022..a83f519 100755 --- a/src/common/scripted_effects/_add_naval_variants.txt +++ b/src/common/scripted_effects/_add_naval_variants.txt @@ -4411,6 +4411,7 @@ AST_start_naval_variants = { fixed_ship_engine_slot = cruiser_ship_engine_2 fixed_ship_armor_slot = ship_armor_cruiser_1 fixed_ship_secondaries_slot = ship_secondaries_1_light + fixed_ship_role_slot = ship_hull_cruiser_role_ca front_1_custom_slot = ship_medium_battery_2_double mid_2_custom_slot = ship_anti_air_1 mid_3_custom_slot = ship_torpedo_2 @@ -5317,7 +5318,7 @@ HOL_start_naval_variants = { obsolete = yes } create_equipment_variant = { - name = "特朗普级" # Tromp Class + name = "特隆普级" # Tromp Class parent_version = 0 show_position = no role_icon_index = 33 diff --git a/src/common/scripted_effects/_add_starting_tech.txt b/src/common/scripted_effects/_add_starting_tech.txt index 2f137f5..19ea461 100755 --- a/src/common/scripted_effects/_add_starting_tech.txt +++ b/src/common/scripted_effects/_add_starting_tech.txt @@ -65,6 +65,7 @@ add_starting_techs = { sonar = 1 basic_super_heavy_battery = 1 + bb_conversion_carrier = 1 popup = no } } @@ -103,6 +104,7 @@ add_starting_techs = { basic_super_heavy_battery = 1 usa_8in_mk9 = 1 + bb_conversion_carrier = 1 popup = no } } @@ -142,6 +144,7 @@ add_starting_techs = { basic_super_heavy_battery = 1 eng_14in_mk7 = 1 + bb_conversion_carrier = 1 popup = no } } @@ -229,6 +232,7 @@ add_starting_techs = { cruiser_submarines = 1 midget_submarines = 1 fra_13in_1931 = 1 + bb_conversion_carrier = 1 popup = no } @@ -258,6 +262,7 @@ add_starting_techs = { cruiser_submarines = 1 improved_ship_torpedo_launcher = 1 ita_extra_armor = 1 + bb_conversion_carrier = 1 popup = no } diff --git a/src/common/scripted_effects/_delete_starting_naval.txt b/src/common/scripted_effects/_delete_starting_naval.txt index 3eb35c3..10bfaaa 100755 --- a/src/common/scripted_effects/_delete_starting_naval.txt +++ b/src/common/scripted_effects/_delete_starting_naval.txt @@ -36,7 +36,12 @@ special_project_workaround = { ai_doctrine_workaround = { ENG = { if = { - limit = { is_ai = yes } + limit = { + OR = { + is_ai = yes + is_debug = yes + } + } set_sub_doctrine = fast_battleship_primacy set_sub_doctrine = floating_airfields set_sub_doctrine = hunter_killers @@ -45,7 +50,12 @@ ai_doctrine_workaround = { } USA = { if = { - limit = { is_ai = yes } + limit = { + OR = { + is_ai = yes + is_debug = yes + } + } set_sub_doctrine = battleship_antiair_screen set_sub_doctrine = carrier_battlegroups set_sub_doctrine = support_integrated_operations @@ -54,7 +64,12 @@ ai_doctrine_workaround = { } JAP = { if = { - limit = { is_ai = yes } + limit = { + OR = { + is_ai = yes + is_debug = yes + } + } set_sub_doctrine = fast_battleship_primacy set_sub_doctrine = carrier_concentration set_sub_doctrine = torpedo_primacy @@ -63,7 +78,12 @@ ai_doctrine_workaround = { } GER = { if = { - limit = { is_ai = yes } + limit = { + OR = { + is_ai = yes + is_debug = yes + } + } set_sub_doctrine = armored_raiders set_sub_doctrine = jeune_ecole set_sub_doctrine = wolfpacks @@ -71,7 +91,12 @@ ai_doctrine_workaround = { } FRA = { if = { - limit = { is_ai = yes } + limit = { + OR = { + is_ai = yes + is_debug = yes + } + } set_sub_doctrine = battlecruiser_primacy set_sub_doctrine = subsidiary_carrier_support set_sub_doctrine = jeune_ecole @@ -80,7 +105,12 @@ ai_doctrine_workaround = { } ITA = { if = { - limit = { is_ai = yes } + limit = { + OR = { + is_ai = yes + is_debug = yes + } + } set_sub_doctrine = fast_battleship_primacy set_sub_doctrine = convoy_escort set_sub_doctrine = capital_hunters @@ -88,7 +118,12 @@ ai_doctrine_workaround = { } SOV = { if = { - limit = { is_ai = yes } + limit = { + OR = { + is_ai = yes + is_debug = yes + } + } set_sub_doctrine = armored_raiders set_sub_doctrine = jeune_ecole set_sub_doctrine = submarine_coastal_defense diff --git a/src/common/scripted_guis/00_navy_rework_lore_gui.txt b/src/common/scripted_guis/00_navy_rework_lore_gui.txt index b29ed45..90c0d34 100755 --- a/src/common/scripted_guis/00_navy_rework_lore_gui.txt +++ b/src/common/scripted_guis/00_navy_rework_lore_gui.txt @@ -5,11 +5,11 @@ scripted_gui = { ai_enabled = { always = no } - visible = { has_global_flag = naval_lore_gui_show } + visible = { has_country_flag = naval_lore_gui_show } effects = { naval_lore_gui_option_button_click = { - clr_global_flag = naval_lore_gui_show + clr_country_flag = naval_lore_gui_show } } } @@ -21,7 +21,7 @@ scripted_gui = { ai_enabled = { always = no } - visible = { has_global_flag = naval_lore_gui_show } + visible = { has_country_flag = naval_lore_gui_show } properties = { naval_lore_intro_icon = { diff --git a/src/common/scripted_guis/00_navy_rework_welcome_splash_gui.txt b/src/common/scripted_guis/00_navy_rework_welcome_splash_gui.txt index 1e580d9..dedcc50 100755 --- a/src/common/scripted_guis/00_navy_rework_welcome_splash_gui.txt +++ b/src/common/scripted_guis/00_navy_rework_welcome_splash_gui.txt @@ -7,7 +7,7 @@ scripted_gui = { ai_enabled = { always = no } visible = { - has_global_flag = navy_rework_splash_show + has_country_flag = navy_rework_splash_show } properties = { @@ -31,7 +31,7 @@ scripted_gui = { tab_4_click = { set_variable = { navy_rework_welcome_splash_variable = 4 } } navy_rework_options_button_click = { - clr_global_flag = navy_rework_splash_show + clr_country_flag = navy_rework_splash_show clear_variable = navy_rework_welcome_splash_variable if = { limit = { NOT = { has_global_flag = vnr_oob_loaded } } @@ -89,5 +89,19 @@ scripted_gui = { check_variable = { navy_rework_welcome_splash_variable = 4 } } } + + vnr_manual_handbook_gui = { + context_type = decision_category + window_name = vnr_manual_handbook_gui_window + + triggers = { + navy_rework_manual_button_english_visible = { + has_global_flag = navy_rework_english + } + navy_rework_manual_button_chinese_visible = { + has_global_flag = navy_rework_chinese + } + } + } } diff --git a/src/common/scripted_triggers/_vnr_scripted_triggers.txt b/src/common/scripted_triggers/_vnr_scripted_triggers.txt index 56388e4..e205175 100755 --- a/src/common/scripted_triggers/_vnr_scripted_triggers.txt +++ b/src/common/scripted_triggers/_vnr_scripted_triggers.txt @@ -55,7 +55,10 @@ is_ai_naval_major = { tag = SOV tag = USA } - is_ai = yes + OR = { + is_ai = yes + is_debug = yes + } } allow_to_use_expert_navy = { @@ -73,6 +76,9 @@ allow_to_use_expert_navy = { has_game_rule = { rule = usa_start_expert_navy option = FREE } } } - is_ai = yes + OR = { + is_ai = yes + is_debug = yes + } has_game_rule = { rule = ai_ship_design_style option = EXPERT } } \ No newline at end of file diff --git a/src/common/special_projects/projects/naval_projects.txt b/src/common/special_projects/projects/naval_projects.txt index 3cd9a61..6b6fe23 100755 --- a/src/common/special_projects/projects/naval_projects.txt +++ b/src/common/special_projects/projects/naval_projects.txt @@ -274,6 +274,49 @@ sp_naval_proximity_fuze = { ship_vt_shell } } + + unique_prototype_rewards = { + sp_naval_proximity_fuze_unique_reward_a = { + fire_only_once = yes + threshold = { + min = 50 + max = 90 + } + weight = { base = 100 } + option = { + token = sp_naval_proximity_fuze_preference_a + iteration_output = { + sub_unit_bonus = { + light_cruiser = { + anti_air_attack = 0.05 + } + destroyer = { + anti_air_attack = 0.05 + } + } + } + } + option = { + token = sp_naval_proximity_fuze_preference_b + iteration_output = { + sub_unit_bonus = { + light_cruiser = { + anti_air_attack = 0.1 + } + destroyer = { + anti_air_attack = 0.1 + } + } + equipment_bonus = { + screen_ship = { + build_cost_ic = 0.1 + instant = yes + } + } + } + } + } + } generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 @@ -312,14 +355,14 @@ sp_super_heavy_guns = { } } breakthrough_cost = { - specialization_naval = 1 + specialization_naval = 2 } resource_cost = { resources = { steel=6 tungsten=3 } } prototype_time = sp_time.prototype.medium - complexity = sp_complexity.medium + complexity = sp_complexity.large project_output = { country_effects = { @@ -410,7 +453,7 @@ sp_naval_underway_replenishment = { } breakthrough_cost = { - specialization_naval = 2 + specialization_naval = 1 } complexity = sp_complexity.medium @@ -594,7 +637,7 @@ sp_naval_nuclear_missile_submarine = { } } complexity = sp_complexity.large - prototype_time = sp_time.prototype.long + prototype_time = sp_time.prototype.short allowed = { has_dlc = "Gotterdammerung" } @@ -939,6 +982,59 @@ sp_submarine_snorkel = { } } + generic_prototype_rewards = { + sp_naval_generic_reward_scientist_xp_1 + sp_naval_generic_reward_scientist_xp_2 + sp_naval_generic_reward_scientist_xp_3 + sp_naval_generic_reward_navy_xp_1 + sp_naval_generic_reward_navy_xp_2 + sp_naval_generic_reward_navy_xp_3 + sp_naval_generic_reward_major_progress_1 + sp_naval_generic_reward_major_progress_2 + sp_naval_generic_reward_major_progress_3 + sp_naval_generic_reward_test_failure_1 + sp_naval_generic_reward_test_failure_2 + sp_naval_generic_reward_test_failure_3 + } +} + +sp_shipping_container = { + specialization = specialization_naval + project_tags = { sp_tag_surface_ship } + allowed = { + has_dlc = "Man the Guns" + } + available = { + FROM = { + has_tech = mtg_tank_landing_craft + } + } + resource_cost = { + resources = { + steel = 4 + chromium = 2 + } + } + breakthrough_cost = { + specialization_naval = 1 + } + + prototype_time = sp_time.prototype.medium + + complexity = sp_complexity.small + + project_output = { + enable_equipment_modules = { + shipping_container + } + equipment_bonus = { + convoy_1 = { + instant = yes + build_cost_ic = -0.3 + } + } + } + generic_prototype_rewards = { sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 diff --git a/src/common/technologies/MTG_naval.txt b/src/common/technologies/MTG_naval.txt index 0b4cf75..cc76995 100755 --- a/src/common/technologies/MTG_naval.txt +++ b/src/common/technologies/MTG_naval.txt @@ -930,7 +930,17 @@ technologies = { } on_research_complete = { - hidden_effect = { add_ideas = vnr_destroyer_cost_1 } + hidden_effect = { + add_equipment_bonus = { + name = vnr_destroyer_cost_1 + bonus = { + ship_hull_light = { + instant = yes + build_cost_ic = -0.1 + } + } + } + } } ai_will_do = { @@ -1532,10 +1542,20 @@ technologies = { position = { x = 4 y = @1948_module } } on_research_complete = { - hidden_effect = { add_ideas = vnr_cruiser_cost_2 } + hidden_effect = { + add_equipment_bonus = { + name = vnr_cruiser_cost_2 + bonus = { + ship_hull_cruiser = { + instant = yes + build_cost_ic = -0.1 + } + } + } + } } ai_will_do = { - factor = 0 + factor = 0.5 } special_project_specialization = { specialization_naval } @@ -2085,7 +2105,17 @@ technologies = { } on_research_complete = { - hidden_effect = { add_ideas = vnr_cruiser_cost_1 } + hidden_effect = { + add_equipment_bonus = { + name = vnr_cruiser_cost_1 + bonus = { + ship_hull_cruiser = { + instant = yes + build_cost_ic = -0.05 + } + } + } + } } ai_will_do = { @@ -4157,8 +4187,6 @@ technologies = { ship_deck_space_more carrier_spared_squad carrier_wooden_deck - carrier_bb_conversion - carrier_bc_conversion ship_hull_civilian_role_av ship_hull_carrier_role_cv ship_hull_carrier_role_cvl @@ -4199,7 +4227,6 @@ technologies = { } enable_equipments = { - vnr_ship_hull_carrier_conversion_bb vnr_ship_hull_carrier_conversion_ca } @@ -4293,7 +4320,7 @@ technologies = { arresting_gear = 1 } - research_cost = 1.5 + research_cost = 2 start_year = 1932 @@ -4778,7 +4805,18 @@ technologies = { } on_research_complete = { - hidden_effect = { add_ideas = vnr_carrier_cost_1 } + custom_effect_tooltip = cv_tech_6_tt + hidden_effect = { + add_equipment_bonus = { + name = vnr_carrier_cost_1 + bonus = { + ship_hull_carrier = { + instant = yes + build_cost_ic = -0.1 + } + } + } + } } ai_will_do = { @@ -5669,7 +5707,17 @@ technologies = { } on_research_complete = { - hidden_effect = { add_ideas = vnr_submarine_cost_1 } + hidden_effect = { + add_equipment_bonus = { + name = vnr_submarine_cost_1 + bonus = { + ship_hull_submarine = { + instant = yes + build_cost_ic = -0.15 + } + } + } + } } ai_will_do = { @@ -6137,10 +6185,15 @@ technologies = { } } converted_super_heavy_carrier = { + enable_equipments = { + vnr_ship_hull_carrier_conversion_bb + } enable_equipment_modules = { carrier_shbb_conversion ship_deck_space_converted ship_armor_carrier_shbb + carrier_bb_conversion + carrier_bc_conversion } research_cost = 1 @@ -6210,10 +6263,6 @@ technologies = { } research_cost = 0.4 start_year = 1940 - - ai_will_do = { - factor = 1 - } } super_carriers = { on_research_complete = { @@ -6276,6 +6325,21 @@ technologies = { } } + bb_conversion_carrier = { + allow = { + always = no + } + enable_equipments = { + vnr_ship_hull_carrier_conversion_bb + } + enable_equipment_modules = { + carrier_bb_conversion + carrier_bc_conversion + } + research_cost = 1 + start_year = 1918 + } + obsolete_vanilla_hulls = { enable_equipments = { ship_hull_light_1 diff --git a/src/common/technologies/MTG_naval_Support.txt b/src/common/technologies/MTG_naval_Support.txt index 2f5fd18..9cfad80 100755 --- a/src/common/technologies/MTG_naval_Support.txt +++ b/src/common/technologies/MTG_naval_Support.txt @@ -1596,7 +1596,9 @@ technologies = { } electric_torpedo = { - + allow = { + NOT = { has_tech = oxygen_torpedo } + } xp_research_type = navy xp_boost_cost = 20 xp_research_bonus = 1.50 @@ -1641,7 +1643,9 @@ technologies = { } oxygen_torpedo = { - + allow = { + NOT = { has_tech = electric_torpedo } + } xp_research_type = navy xp_boost_cost = 20 xp_research_bonus = 1.50 diff --git a/src/common/units/critical_parts/00_critical_parts.txt b/src/common/units/critical_parts/00_critical_parts.txt index a367ddf..987e0c4 100755 --- a/src/common/units/critical_parts/00_critical_parts.txt +++ b/src/common/units/critical_parts/00_critical_parts.txt @@ -208,6 +208,6 @@ critical_parts = { } chance = 0.05 org_damage_multiplier = 50 - str_damage = 150 + str_damage = 200 } } \ No newline at end of file diff --git a/src/common/units/equipment/modules/00_ship_modules_support.txt b/src/common/units/equipment/modules/00_ship_modules_support.txt index 7a46edc..4682c0a 100755 --- a/src/common/units/equipment/modules/00_ship_modules_support.txt +++ b/src/common/units/equipment/modules/00_ship_modules_support.txt @@ -978,6 +978,16 @@ equipment_modules = { reliability = 0.05 } } + shipping_container = { + category = ship_auxiliary + add_stats = { + naval_range = 1000 + build_cost_ic = 10 + } + multiply_stats = { + reliability = 0.05 + } + } supply_hub = { category = ship_auxiliary multiply_stats = { diff --git a/src/common/units/names_ships/HOL_ship_names.txt b/src/common/units/names_ships/HOL_ship_names.txt index c4641c2..1897a27 100755 --- a/src/common/units/names_ships/HOL_ship_names.txt +++ b/src/common/units/names_ships/HOL_ship_names.txt @@ -31,7 +31,7 @@ HOL_CL_HISTORICAL = { fallback_name = "Kruiser %d" unique = { - "爪哇" "苏门答腊" "德·鲁伊特" "特朗普" "雅各布·范黑姆斯克尔克" "七省" "团结" "海尔德兰" "泽兰" "弗里斯兰" "海尔德兰" "北布拉班特" + "爪哇" "苏门答腊" "德·鲁伊特" "特隆普" "雅各布·范黑姆斯克尔克" "七省" "团结" "海尔德兰" "泽兰" "弗里斯兰" "海尔德兰" "北布拉班特" "乌德勒支" "德伦特" "布拉班特" "林堡" } } diff --git a/src/descriptor.mod b/src/descriptor.mod index 534bc9c..ba849f2 100755 --- a/src/descriptor.mod +++ b/src/descriptor.mod @@ -1,4 +1,4 @@ -version="v2.7 - Mariana Storm" +version="v2.8 - Leyte Gulf" tags={ "Military" "Translation" diff --git a/src/documentation/Guide.md b/src/documentation/Guide.md index b0cce0c..041ab1a 100755 --- a/src/documentation/Guide.md +++ b/src/documentation/Guide.md @@ -214,7 +214,7 @@ If you are patient enough, *Air-Sea Operation* will give you ample rewards bette **Carrier Taskforce** -This is the authentic USN carrier tactics, with every features designed to showcase its success in history, such as leading sortie rate, deck management, and aerial attack capabilities. Just like *air-sea operation* strategy itself, *carrier taskforce* also has a humble start, but becomes horrible at the end. It provides the best sortie efficiency, reconnaissance, and carrier overfilling in all doctrines. +This is the authentic USN carrier tactics, with every feature designed to showcase its success in history, such as leading sortie rate, deck management, and aerial attack capabilities. Just like *air-sea operation* strategy itself, *carrier taskforce* also has a humble start, but becomes horrible at the end. It provides the best sortie efficiency, reconnaissance, and carrier overfilling in all doctrines. **Carrier Concentration** @@ -278,7 +278,7 @@ This is an authentic USN strategy adopted during WWII, which makes screen ships **The New School** -*The New School*, or *Jeune Ecole* in French, was a doctrine developed with the advent of torpedo in reality. In the mod, it also emphasizes the importance of torpedo attacks but inferior to Japanese pratice. Instead, it is the only doctrine enabling screen ship convoy raiding with dedicated bonuses, mixed with other rewards on coastal defense and mine warfare. +*The New School*, or *Jeune Ecole* in French, was a doctrine developed with the advent of torpedo in reality. In the mod, it also emphasizes the importance of torpedo attacks but inferior to Japanese practice. Instead, it is the only doctrine enabling screen ship convoy raiding with dedicated bonuses, mixed with other rewards on coastal defense and mine warfare. ### Sub Doctrine - Submarine ### diff --git a/src/documentation/Modding_Tutorial.md b/src/documentation/Modding_Tutorial.md index 61e40d0..ea7f3b7 100755 --- a/src/documentation/Modding_Tutorial.md +++ b/src/documentation/Modding_Tutorial.md @@ -19,22 +19,38 @@ The files in this folder will be loaded once you boot up HOI4 (in the loading sc **Structure** +- achievements + + Customized achievements + +- ai_areas + + Pre-defined areas, usually contain a collection of several strategic areas. These areas are only visible to AI, and can be used to merge similar AI strategies on different regions into one. + - ai_equipment AI's ship design templates are stored here. Each file within indicates a type of ship, with specific templates of each level that gradually evolve. AI will replace the template with newer ones if it has enough navy XP, weighted by factors in the file to simulate its desire. The variable "role" is the keyword telling AI what to produce in its strategy. +- ai_navy + + Introduced with NCNS DLC, ai_navy is a new goal-based AI system to direct its behaviors in assigning naval missions and creating fleets. The folder is split into 3 parts, with fleet composition, taskforce template, and priority of different naval missions, on a country base. + - ai_strategy AI strategies are stored here. Production AI uses roles defined in ai_equipment, it directly tells AI what to produce, and assigning a value to it determines how willing AI is to produce such templates. Theoretically, any value over 0 will make AI execute the strategy, unless the number of AI's dockyards is too low to make that happen. Naval Management AI will decide where and how to concentrate its fleet in different scenarios of war. - decisions - A place where decisions are stored. Everything about decision categories of naval rework, naval development, and naval treaty are put here. + A place where decisions are stored. Everything about decision categories of naval rework, naval development, and naval treaty is put here. - defines Here you modify some static constants in the game mechanism. Since formulas are hard-coded in bottom-level and can not be modded, editing these values is the only way to scale their effects. +- doctrines + + Doctrine tree definitions, introduced by NCNS DLC. + - dynamic_modifiers The dynamic modifiers are customized spirits with constantly changing effects, and it can be applied to not only countries but also states. @@ -49,11 +65,11 @@ The files in this folder will be loaded once you boot up HOI4 (in the loading sc - modifiers - Static modifiers applied by weather, time, and unit experience. + Static modifiers applied by weather, time, unit experience, etc. - on_actions - It declares some starting, global and triggering variables, including intro panel display and definition of major naval powers. + It declares some starting, global, or triggering variables that are used by the mod. - scripted_effects @@ -61,11 +77,11 @@ The files in this folder will be loaded once you boot up HOI4 (in the loading sc - scripted_gui - Just the starting intro panel. + Definitions of non-default UIs. It now includes intro panel, lore panel, and other stuff. - scripted_localisation - Defines alternative text for behemoth events. (used by different countries) + It defines alternative text of events (or country-specific GFX used by scripted GUI), changing based on the country triggering the event. - scripted_triggers @@ -91,7 +107,9 @@ The files in this folder will be loaded once you boot up HOI4 (in the loading sc Defining units, equipments and modules. - Unit is the smallest element of combat in the game, such as carrier, destroyer, and battleship. Equipment is more specifically the ship hull you see in the game, with other definitions including allowed modules on each slot, and base stats such as speed, armor, and fuel consumption. To summarize their relations, equipment is the variant you can produce in the production menu, and it becomes a unit once deployed. Modules are the parts you put in every slot in ship designers. Plus, ship names are stored in names_ships, sorted by country tag. + Unit is the smallest element of combat in the game, such as carrier, destroyer, and battleship. Equipment is more specifically the ship hull you see in the game, with other definitions including allowed modules on each slot, and base stats such as speed, armor, and fuel consumption. To summarize their relations, equipment is the variant you can produce in the production menu, and it becomes a unit once deployed. Modules are the parts you put in every slot in ship designers. + + Plus, ship names are stored in names_ships, sorted by country tag. ### Events ### @@ -109,13 +127,13 @@ All the pictures, icons and 3D assets are put here. The ship insignia and their tooltips. --entities +- entities 3D assets definitions (they are not models). - event_pictures - Pictures used by in-game events. + Pictures used by in-game events/decisions. - interface @@ -159,17 +177,21 @@ This folder is in close relation to GFX, which it defines the name of GFX files, **Structure** +- doctrines + + Icon definitions of sub-doctrines. + - equipmentdesigner -The topviews in ship designers are defined here. Each hull and module has its texture defined in these files, or it won't show up in designer. + The topviews in ship designers are defined here. Each hull and module has its texture defined in these files, or it won't show up in designer. - .gfx files -Any files end with .gfx is the definitions of picture/icon texture. It directly points to the location where these icons are stored. + Any files end with .gfx is the definitions of picture/icon texture. It directly points to the location where these icons are stored. - .gui files -Any files end with .gui is the UI definition, including size and position of these elements. + Any files end with .gui is the UI definition, including size and position of these elements. ### Localisation ### @@ -184,8 +206,9 @@ Despite the most sraightforward approach, it will bring harms to compatibility a To counter it, the post-loading mechanism is created. It is not some fancy skill, but I want it recorded, so the late comers know how to do that. -The basis of post-loading is achieved in following steps: -1. Put all vanilla ship hulls to a hidden and disallowed tech. This blocks any variants using these hulls from appearing and won't cause any crash/error, because variants using blocked tech will be unlocked after the tech is researched. But in this case, it will never be researched. Then simply replacing them with hulls of different IDs, and these hulls become totally independent from literally everything from basegame or other mods. +The post-loading is achieved by following steps: + +1. Put all vanilla ship hulls to a hidden and disallowed tech. This blocks any variants using these hulls from appearing and won't cause any crash/error, because variants using blocked tech will be unlocked after the tech is researched. But in this case, it will never be researched. Then simply replacing them with hulls of different IDs, and these hulls become totally independent from literally everything in basegame or other mods. 2. Overwrite all vanilla OOBs with empty files. OOB, or Order of Battle, is the definition of starting military forces in history/units. Unlike country history files, unit files are less sensitive since they only take effect when loaded in your script. Combining step 1 and step 2 will give you a clean state on game start, no country has naval variant or fleet. Then you got to paint your stuff on a blank sheet. diff --git a/src/events/MTG_naval_treaty_events.txt b/src/events/MTG_naval_treaty_events.txt index 1425f23..66938e1 100755 --- a/src/events/MTG_naval_treaty_events.txt +++ b/src/events/MTG_naval_treaty_events.txt @@ -360,6 +360,7 @@ country_event = { #notification about 2nd London Naval Conference OR = { has_government = fascism has_government = communism + tag = JAP } } custom_effect_tooltip = fascism_renew_naval_treaty_tt diff --git a/src/gfx/achievements/00_vnr_bathtub_war.dds b/src/gfx/achievements/00_vnr_bathtub_war.dds new file mode 100755 index 0000000..e065674 Binary files /dev/null and b/src/gfx/achievements/00_vnr_bathtub_war.dds differ diff --git a/src/gfx/achievements/00_vnr_bathtub_war_grey.dds b/src/gfx/achievements/00_vnr_bathtub_war_grey.dds new file mode 100755 index 0000000..f49b10b Binary files /dev/null and b/src/gfx/achievements/00_vnr_bathtub_war_grey.dds differ diff --git 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a/src/gfx/interface/doctrines/background/screen.png b/src/gfx/interface/doctrines/background/screen.png new file mode 100755 index 0000000..faf8b4e Binary files /dev/null and b/src/gfx/interface/doctrines/background/screen.png differ diff --git a/src/gfx/interface/doctrines/background/submarine.png b/src/gfx/interface/doctrines/background/submarine.png new file mode 100755 index 0000000..f4dfb5e Binary files /dev/null and b/src/gfx/interface/doctrines/background/submarine.png differ diff --git a/src/gfx/interface/technologies/doctrine_tree/fast_battleship_primacy.png b/src/gfx/interface/doctrines/icons/fast_battleship_primacy.png similarity index 100% rename from src/gfx/interface/technologies/doctrine_tree/fast_battleship_primacy.png rename to src/gfx/interface/doctrines/icons/fast_battleship_primacy.png diff --git a/src/gfx/interface/technologies/doctrine_tree/naval_airforce.png b/src/gfx/interface/doctrines/icons/naval_airforce.png similarity index 100% rename from src/gfx/interface/technologies/doctrine_tree/naval_airforce.png rename to src/gfx/interface/doctrines/icons/naval_airforce.png diff --git a/src/gfx/interface/technologies/doctrine_tree/submarine_area_denial.png b/src/gfx/interface/doctrines/icons/submarine_area_denial.png similarity index 100% rename from src/gfx/interface/technologies/doctrine_tree/submarine_area_denial.png rename to src/gfx/interface/doctrines/icons/submarine_area_denial.png diff --git a/src/gfx/interface/technologies/doctrine_tree/torpedo_groups.png b/src/gfx/interface/doctrines/icons/torpedo_groups.png similarity index 100% rename from src/gfx/interface/technologies/doctrine_tree/torpedo_groups.png rename to src/gfx/interface/doctrines/icons/torpedo_groups.png diff --git a/src/gfx/interface/equipmentdesigner/naval/modules/icons/shipping_container.png b/src/gfx/interface/equipmentdesigner/naval/modules/icons/shipping_container.png new file mode 100755 index 0000000..0cafa3a Binary files /dev/null and b/src/gfx/interface/equipmentdesigner/naval/modules/icons/shipping_container.png differ diff --git a/src/gfx/interface/special_project/project_icons/sp_shipping_container.png b/src/gfx/interface/special_project/project_icons/sp_shipping_container.png new file mode 100755 index 0000000..4c7a4c5 Binary files /dev/null and b/src/gfx/interface/special_project/project_icons/sp_shipping_container.png differ diff --git a/src/gfx/interface/vnr_main_menu_bg.dds b/src/gfx/interface/vnr_main_menu_bg.dds index 1d549a2..374adc9 100755 Binary files a/src/gfx/interface/vnr_main_menu_bg.dds and b/src/gfx/interface/vnr_main_menu_bg.dds differ diff --git a/src/history/units/00_HOL_vnr_naval.txt b/src/history/units/00_HOL_vnr_naval.txt index 4527a54..e687aa8 100755 --- a/src/history/units/00_HOL_vnr_naval.txt +++ b/src/history/units/00_HOL_vnr_naval.txt @@ -81,9 +81,9 @@ instant_effect = { equipment = { type = vnr_ship_hull_cruiser_3 creator = "HOL" - version_name = "特朗普级" + version_name = "特隆普级" } - name = "HrMs 特朗普" + name = "HrMs 特隆普" requested_factories = 1 progress = 0.05 amount = 2 diff --git a/src/interface/countrytechtreeview.gui b/src/interface/countrytechtreeview.gui index 3afa6f3..cf5ebe5 100755 --- a/src/interface/countrytechtreeview.gui +++ b/src/interface/countrytechtreeview.gui @@ -1511,6 +1511,297 @@ guiTypes = { format = "UP" } } + + containerWindowType = { + name = "naval_folder" + position = { x=0 y=47 } + size = { width = 100%% height = 100%% } + margin = { top = 13 left = 13 bottom = 24 right = 25} + drag_scroll = { left middle } + verticalScrollbar = "right_vertical_slider" + horizontalScrollbar = "bottom_horizontal_slider" + scroll_wheel_factor = 40 + + background = { + name = "Background" + quadTextureSprite ="GFX_tiled_window_2b_border" + } + +# containerWindowType = { +# name = "size_filler" +# position = { x=0 y=0 } +# size = { width = 1700 height = 1200 } +# +# } + + iconType = { + name ="naval_techtree_bg" + spriteType = "GFX_naval_techtree_bg" + position = { x=0 y=0 } + } + + instantTextBoxType = { + name = "naval_year1" + position = { x = 224 y = 20 } + textureFile = "" + font = "hoi_36header" + borderSize = {x = 0 y = 4} + text = "1922" + maxWidth = 170 + maxHeight = 32 + format = left + Orientation = "UPPER_LEFT" + } + + instantTextBoxType = { + name = "naval_year2" + position = { x = 644 y = 20 } + textureFile = "" + font = "hoi_36header" + borderSize = {x = 0 y = 4} + text = "1936" + maxWidth = 170 + maxHeight = 32 + format = left + Orientation = "UPPER_LEFT" + } + + instantTextBoxType = { + name = "naval_year3" + position = { x = 1064 y = 20 } + textureFile = "" + font = "hoi_36header" + borderSize = {x = 0 y = 4} + text = "1940" + maxWidth = 170 + maxHeight = 32 + format = left + Orientation = "UPPER_LEFT" + } + + instantTextBoxType = { + name = "naval_year4" + position = { x = 1484 y = 20 } + textureFile = "" + font = "hoi_36header" + borderSize = {x = 0 y = 4} + text = "1944" + maxWidth = 170 + maxHeight = 32 + format = left + Orientation = "UPPER_LEFT" + } + + instantTextBoxType = { + name = "naval_subtitle_destroyer" + position = { x = 30 y = 55 } + textureFile = "" + font = "hoi_33" + borderSize = {x = 0 y = 4} + text = "NAVAL_TITLE_DESTROYERS" + maxWidth = 600 + maxHeight = 62 + format = left + Orientation = "UPPER_LEFT" + pdx_tooltip = "destroyer_desc" + } + + instantTextBoxType = { + name = "naval_subtitle_cruiser" + position = { x = 30 y = 185 } + textureFile = "" + font = "hoi_33" + borderSize = {x = 0 y = 4} + text = "NAVAL_TITLE_CRUISERS" + maxWidth = 600 + maxHeight = 62 + format = left + Orientation = "UPPER_LEFT" + pdx_tooltip = "both_cruisers_desc" + } + + instantTextBoxType = { + name = "naval_subtitle_battlecruiser" + position = { x = 30 y = 465 } + textureFile = "" + font = "hoi_33" + borderSize = {x = 0 y = 4} + text = "NAVAL_TITLE_BATTLECRUISERS" + maxWidth = 600 + maxHeight = 62 + format = left + Orientation = "UPPER_LEFT" + pdx_tooltip = "battle_cruiser_desc" + } + + instantTextBoxType = { + name = "naval_subtitle_battleship" + position = { x = 30 y = 605 } + textureFile = "" + font = "hoi_33" + borderSize = {x = 0 y = 4} + text = "NAVAL_TITLE_BATTLESHIPS" + maxWidth = 600 + maxHeight = 62 + format = left + Orientation = "UPPER_LEFT" + pdx_tooltip = "battleship_desc" + } + + instantTextBoxType = { + name = "naval_subtitle_carrier" + position = { x = 30 y = 893 } + textureFile = "" + font = "hoi_33" + borderSize = {x = 0 y = 4} + text = "NAVAL_TITLE_CARRIERS" + maxWidth = 600 + maxHeight = 62 + format = left + Orientation = "UPPER_LEFT" + pdx_tooltip = "carrier_desc" + } + + instantTextBoxType = { + name = "naval_subtitle_sub" + position = { x = 30 y = 1032 } + textureFile = "" + font = "hoi_33" + borderSize = {x = 0 y = 4} + text = "NAVAL_TITLE_SUBMARINES" + maxWidth = 600 + maxHeight = 62 + format = left + Orientation = "UPPER_LEFT" + pdx_tooltip = "submarine_desc" + } + + instantTextBoxType = { + name = "naval_subtitle_transport" + position = { x = 30 y = 1177 } + textureFile = "" + font = "hoi_33" + borderSize = {x = 0 y = 4} + text = "NAVAL_TITLE_TRANSPORTS" + maxWidth = 600 + maxHeight = 62 + format = left + Orientation = "UPPER_LEFT" + } + + containerWindowType = { + name = "tiled_window_transparent_transparent" + position = { x= 0 y= 0 } + size = { + width=1700 height=1300 + min = { width=100%% height=100%% } + } + clipping = no + + background = { + name = "Background" + quadTextureSprite ="GFX_tiled_window_transparent_transparent" + } + } + + gridboxtype = { + name = "early_destroyer_tree" + position = { x = 150 y = 60} + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + } + + gridboxtype = { + name = "early_ship_hull_light_tree" + position = { x = 150 y = 60} + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + } + + gridboxtype = { + name = "early_heavy_cruiser_tree" + position = { x = 150 y = 260 } + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + } + + gridboxtype = { + name = "early_light_cruiser_tree" + position = { x = 150 y = 260 } + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + } + + gridboxtype = { + name = "transport_tree" + position = { x = 150 y = 1180 } + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + } + + + #gridboxtype = { + #name = "sp_multi_product_supply_ships_tree" + #position = { x = 150 y = 1250 } + #size = { width = 100 height = 140 } + #slotsize = { width = 70 height = 70 } + #format = "LEFT" + #} + + #gridboxtype = { + #name = "sp_shock_hardening_techniques_tree" + #position = { x = 180 y = 465 } + #size = { width = 100 height = 140 } + #slotsize = { width = 70 height = 70 } + #format = "LEFT" + #} + + gridboxtype = { + name = "early_battleship_tree" + position = { x = 150 y = 540 } + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + } + + gridboxtype = { + name = "early_battlecruiser_tree" + position = { x = 150 y = 540 } + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + } + + + gridboxType = { + name = "heavy_battleship2_tree" + position = { x = 150 y = 760 } + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + + } + gridboxtype = { + name = "early_carrier_tree" + position = { x = 150 y = 900 } + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + } + + gridboxtype = { + name = "early_submarine_tree" + position = { x = 150 y = 1040 } + size = { width = 100 height = 140 } + slotsize = { width = 70 height = 70 } + format = "LEFT" + } + } containerWindowType = { name = "mtgnavalfolder" diff --git a/src/interface/doctrines/vnr_doctrines.gfx b/src/interface/doctrines/vnr_doctrines.gfx index efea811..59278a8 100755 --- a/src/interface/doctrines/vnr_doctrines.gfx +++ b/src/interface/doctrines/vnr_doctrines.gfx @@ -1,22 +1,39 @@ spriteTypes = { spriteType = { name = "GFX_doctrine_fast_battleship_primacy_medium" - textureFile = "gfx/interface/technologies/doctrine_tree/fast_battleship_primacy.png" + textureFile = "gfx/interface/doctrines/icons/fast_battleship_primacy.png" alwaystransparent = yes } spriteType = { name = "GFX_doctrine_torpedo_groups_medium" - textureFile = "gfx/interface/technologies/doctrine_tree/torpedo_groups.png" + textureFile = "gfx/interface/doctrines/icons/torpedo_groups.png" alwaystransparent = yes } spriteType = { name = "GFX_doctrine_naval_airforce_medium" - textureFile = "gfx/interface/technologies/doctrine_tree/naval_airforce.png" + textureFile = "gfx/interface/doctrines/icons/naval_airforce.png" alwaystransparent = yes } spriteType = { name = "GFX_doctrine_submarine_area_denial_medium" - textureFile = "gfx/interface/technologies/doctrine_tree/submarine_area_denial.png" + textureFile = "gfx/interface/doctrines/icons/submarine_area_denial.png" alwaystransparent = yes } + + spriteType = { + name = "GFX_fleet_in_being_bg" + textureFile = "gfx/interface/doctrines/background/battleship.png" + } + spriteType = { + name = "GFX_base_strike_bg" + textureFile = "gfx/interface/doctrines/background/carrier.png" + } + spriteType = { + name = "GFX_screens_bg" + textureFile = "gfx/interface/doctrines/background/screen.png" + } + spriteType = { + name = "GFX_trade_interdiction_bg" + textureFile = "gfx/interface/doctrines/background/submarine.png" + } } diff --git a/src/interface/navy_rework_welcome_splash.gui b/src/interface/navy_rework_welcome_splash.gui index 3dce0c3..b6b71f0 100755 --- a/src/interface/navy_rework_welcome_splash.gui +++ b/src/interface/navy_rework_welcome_splash.gui @@ -280,5 +280,36 @@ guiTypes = { } } } + + containerWindowType = { + name = vnr_manual_handbook_gui_window + position = { x = 0 y = 0 } + size = { width = 100% height= 50 } + + buttonType = { + name = "navy_rework_manual_button_english" + position = { x = 15 y = 10 } + + quadTextureSprite = "GFX_strategic_air_sort" + buttonText = "navy_rework_manual_button_text" + buttonFont = "hoi_18mbs" + clicksound = click_default + oversound = ui_menu_over + pdx_tooltip = navy_rework_manual_button_tt + web_link = "https://docs.google.com/document/u/0/d/16inMWQ2u25Rc79-vdva-XhHRw6VqSzbpkVAO5ZfN_4k" + } + buttonType = { + name = "navy_rework_manual_button_chinese" + position = { x = 15 y = 10 } + + quadTextureSprite = "GFX_strategic_air_sort" + buttonText = "navy_rework_manual_button_text" + buttonFont = "hoi_18mbs" + clicksound = click_default + oversound = ui_menu_over + pdx_tooltip = navy_rework_manual_button_tt + web_link = "https://docs.qq.com/doc/DZkRRSHJyWHNKWXRY" + } + } } diff --git a/src/interface/z_navy_techtree.gfx b/src/interface/z_navy_techtree.gfx index c5ea9fc..1e8b1c0 100755 --- a/src/interface/z_navy_techtree.gfx +++ b/src/interface/z_navy_techtree.gfx @@ -755,4 +755,8 @@ spriteTypes = { name = "GFX_sp_submarine_snorkel" textureFile = "gfx/interface/special_project/project_icons/sp_naval_anechoic_tiles.dds" } + spriteType = { + name = "GFX_sp_shipping_container" + textureFile = "gfx/interface/special_project/project_icons/sp_shipping_container.png" + } } diff --git a/src/interface/z_ship_modules.gfx b/src/interface/z_ship_modules.gfx index 45fd2e9..5f12e5b 100755 --- a/src/interface/z_ship_modules.gfx +++ b/src/interface/z_ship_modules.gfx @@ -1646,4 +1646,8 @@ spriteTypes = { name = "GFX_SMI_ship_sub_snorkel_2" textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_sub_snorkel_2.png" } + spriteType = { + name = "GFX_SMI_shipping_container" + textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/shipping_container.png" + } } diff --git a/src/localisation/english/replace/achievements_l_english.yml b/src/localisation/english/replace/achievements_l_english.yml new file mode 100755 index 0000000..8cb636b --- /dev/null +++ b/src/localisation/english/replace/achievements_l_english.yml @@ -0,0 +1,25 @@ +l_english: + vnr_achievements: "海军重置系列" + 00_vnr_bathtub_war_NAME: "澡盆海战" + 00_vnr_bathtub_war_DESC: "我们打赢了这场浴缸里的大海战。" + 00_vnr_outbuild_the_yankees_NAME: "比扬基佬强!" + 00_vnr_outbuild_the_yankees_DESC: "小富兰克林,你看,这也没什么难的。" + 00_vnr_the_yamato_NAME: "大和" + 00_vnr_the_yamato_DESC: "再听到你们谈论飞机我就扎聋自己的耳朵!" + 00_vnr_topgun_NAME: "壮志凌云" + 00_vnr_topgun_DESC: "Take my breath away~" + 00_vnr_seapower_theory_NAME: "海权理论" + 00_vnr_seapower_theory_DESC: "统治海洋者统治世界。" + 00_vnr_john_fisher_adherent_NAME: "约翰·费舍尔的门徒" + 00_vnr_john_fisher_adherent_DESC: "速度就是一切,一切为了速度。" + 00_vnr_carrier_liaoning_NAME: "辽宁舰" + 00_vnr_carrier_liaoning_DESC: "中国人民有志气,有能力,一定要在不远的将来,赶上和超越世界先进水平。" + 00_vnr_i_love_destroyers_NAME: "我爱驱逐舰" + 00_vnr_i_love_destroyers_DESC: "而驱逐舰,她们棒极了。" + 00_vnr_nelson_reborn_NAME: "纳尔逊再世" + 00_vnr_nelson_reborn_DESC: "英格兰希望每个人都能履行自己的职责" + 00_vnr_bathtub_war_tt: "使用作弊并获得§H一艘战争巨兽§!。" + 00_vnr_outbuild_the_yankees_tt: "已拥有一支舰队:\n£white_dot > 100艘航母\n£white_dot > 20艘战列舰\n£white_dot > 70艘巡洋舰" + 00_vnr_carrier_liaoning_tt: "已启用§H原版海军重置§!" + 00_vnr_nelson_reborn_tt: "已拥有一位§H等级高于6级§!的海军上将" + 00_vnr_topgun_tt: "已研发§H超级航母§!" \ No newline at end of file diff --git a/src/localisation/english/replace/doctrines_l_english.yml b/src/localisation/english/replace/doctrines_l_english.yml index 65b3303..680e37f 100755 --- a/src/localisation/english/replace/doctrines_l_english.yml +++ b/src/localisation/english/replace/doctrines_l_english.yml @@ -53,7 +53,6 @@ carrier_battlegroups_long_distance_logistics: "远洋后勤" carrier_battlegroups_bomber_scouting: "全载荷侦察" carrier_battlegroups_professional_deck_management: "专业甲板管制" - carrier_battlegroups_fleet_antiair: "舰队保护伞" carrier_battlegroups_alpha_strike: "全甲板攻击" SUBDOCTRINE_CARRIER_AIRFIELDS: "海上机场" SUBDOCTRINE_CARRIER_AIRFIELDS_DESC: "航母甲板是地球上最昂贵的“地产”,必须不遗余力地从任何种类的航空攻击中保存它的完整性。" @@ -152,4 +151,5 @@ submarine_area_denial_low_echo_hull: "低回声设计" submarine_area_denial_slow_electric_torpedo: "慢速电动鱼雷" submarine_area_denial_simplified_launching_protocal: "简化发射流程" - floating_airfields_all_weather_combat: "全天候作战" \ No newline at end of file + floating_airfields_all_weather_combat: "全天候作战" + carrier_battlegroups_early_warning_system: "早期预警体系" \ No newline at end of file diff --git a/src/localisation/english/replace/navy_rework_welcome_l_english.yml b/src/localisation/english/replace/navy_rework_welcome_l_english.yml index c80b4d2..7ca59a9 100755 --- a/src/localisation/english/replace/navy_rework_welcome_l_english.yml +++ b/src/localisation/english/replace/navy_rework_welcome_l_english.yml @@ -4,7 +4,8 @@ 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: "§Hv2.7 “马里亚纳暴雨”§!\n\n§C重要新增:§!\n\n-为潜艇分支添加新的子学说“区域防御”\n-重做航母战斗机制:与原版新的舰载机补给时间对应,加倍了舰载机伤害,攻击目标选择回调到1.17更新前的状态(强制锁定航母)\n-降低航程和航速带来的舰船制海权加成,增加重炮数值的加成\n-缩小AI舰队的编制,阵位惩罚起始点改为41船\n\n§C更新:§!\n\n-为航母机库添加以飞机填充率为基准的反潜探测值\n-削弱每个海军大战略中非学说核心舰船分支的里程碑奖励\n-加强狼群战术学说对潜艇的加成\n-为航母类学说添加检查航母数量的可用性检查\n-降低许多科技的研究时间\n-改进型指挥塔科技的效果改为增加主力舰的协同性和探测\n-删除战列舰防空改装科技的防空数值加成\n-舵效改良科技的效果改为增加撤退速度\n-大小燃料舱科技的效果改为仅为主力舰增加航程\n-为俾斯麦级战列舰添加特殊炮塔\n-为AI的舰队编组逻辑中加入部分超重型战列舰模板\n-美国AI会在战时建造更多驱逐舰和船坞\n-加速索敌流程\n-移除部分海军军官团精神对学说的检查\n-增加所有航母重型装甲带的造价\n-为美国的超级航母科技添加了可以解锁TOPGUN精神的说明\n\n§C修复:§!\n\n-修复日本选择不签署海军条约会损失大量政治点的问题\n-修复中途补给特殊项目无法研究的问题\n-修复光学助降系统科技提供负面效果的问题\n-修复美国和意大利开局建造队列中MIO分配错误的问题\n-修复一些语法问题\n\n感谢你的游玩!" + navy_rework_welcome_splash_tab_1_content: "§Hv2.8 “莱特湾之战”§!\n\n§C重要新增:§!\n\n-新增9个独特的海军重置成就\n-新特殊项目:集装箱\n-新模块:集装箱\n-在游戏内添加能够访问海军重置说明文档的网页浏览器,可以在海军重置决议栏进入\n\n§C更新:§!\n\n-战列舰改装航母改为特殊科技,仅开局部分国家可以使用,其余国家需通过超重型航母改装决议解锁\n-调整AI舰队和特遣队的编制\n-美国AI在部分战略岛屿被盟友控制的情况下也会正常启动后续阶段的太平洋战争AI策略脚本\n-美国AI在航母较充足的情况下会试图在大西洋支援英国\n-开启专家AI舰载机规则时,AI会在舰载鱼雷机上安装机枪模块\n-默认航母进攻姿态调整为最高侵略性\n-移除部分航母学说对主力舰学说的依赖\n-为所有学说添加相应的舰船数量或科技检查\n-调整航母特混舰队学说的效果\n-加强以空制海学说对海军轰炸机的加成\n-调整大战略的里程碑奖励效果\n-油气泄露会直接造成200点HP的固定伤害\n-增加超重型主炮项目所需的突破点\n-降低中途补给项目所需的突破点\n-为VT引信项目添加一个研究过程中的特殊奖励事件\n-替换海军学说的背景图片\n-介绍板弹出的检查参数由全局改为当前国家。可以在多人游戏中防止无关的人类玩家因他人操作看到弹窗。\n-在debug模式下,玩家使用控制台切换到AI国家时不会取消AI的加成\n-更新模组设计教程文档\n\n§C修复:§!\n\n-修复澳大利亚的肯特级重巡洋舰使用了错误角色的问题\n-修复压缩氧气鱼雷和电动鱼雷科技可以被反复解锁来刷军工组织的问题\n-修复英国将海军上将级战列巡洋舰作为首选主力舰模板的问题\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200%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,70%到75%为45%伤害,65%到70%为35%伤害,60%到65%为20%伤害,55%到60%为10%伤害,50%到55%为5%伤害,30%到50%为2%伤害,小于30%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 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%,最高可达300%。只有舰队规模超过40时才会触发。\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qq:1245385638,或海军重置群:162239327" \ No newline at end of file + 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qq:1245385638,或海军重置群:162239327" + navy_rework_manual_button_text: "指南文档" \ No newline at end of file diff --git a/src/localisation/english/replace/research_l_english.yml b/src/localisation/english/replace/research_l_english.yml index 6561000..60bee2d 100755 --- a/src/localisation/english/replace/research_l_english.yml +++ b/src/localisation/english/replace/research_l_english.yml @@ -386,4 +386,5 @@ dd_tech_10_tt: "\n\n\n\n\n£GFX_dd_tech_10\n\n\n\n\n\n" dd_tech_11_tt: "\n\n\n\n\n£GFX_dd_tech_11\n\n\n\n\n\n" dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n" - topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!" \ No newline at end of file + topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!" + bb_conversion_carrier: "重型改装航空母舰" \ No newline at end of file diff --git a/src/localisation/english/replace/ship_modules_l_english.yml b/src/localisation/english/replace/ship_modules_l_english.yml index 551f300..8427fec 100755 --- a/src/localisation/english/replace/ship_modules_l_english.yml +++ b/src/localisation/english/replace/ship_modules_l_english.yml @@ -1200,4 +1200,6 @@ EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹" ger_15in_c34_double: "38cm SK C/34火炮" ger_15in_c34_double_short: "双联38cm SK C/34火炮" - ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。" \ No newline at end of file + ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。" + shipping_container: "集装箱" + shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或陆上载具运输,在军用和民用领域都极大提升了物流效率。" \ No newline at end of file diff --git a/src/localisation/english/replace/vnr_naval_develop_l_english.yml b/src/localisation/english/replace/vnr_naval_develop_l_english.yml index bdff95c..764a84b 100755 --- a/src/localisation/english/replace/vnr_naval_develop_l_english.yml +++ b/src/localisation/english/replace/vnr_naval_develop_l_english.yml @@ -105,4 +105,10 @@ usn_fighter_weapons_school: "TOPGUN" usn_fighter_weapons_school_desc: "美国海军战斗机武器学校(俗称“TOPGUN”),是一项旨在为海军飞行员提供空战训练的教学课程,其目的不是为了基础训练而是培训经验丰富的航空教官。该学校通过空气动力学和战术技巧的相关课程,以及对精英主义的重视,意在将学员培养成最顶尖的飞行员。" sp_submarine_snorkel: "潜艇通气管" - sp_submarine_snorkel_desc: "潜艇通气管是一种在潜艇潜航状态下伸出水面的装置,可以让潜艇发动机在水下仍然吸入空气并正常运转。" \ No newline at end of file + sp_submarine_snorkel_desc: "潜艇通气管是一种在潜艇潜航状态下伸出水面的装置,可以让潜艇发动机在水下仍然吸入空气并正常运转。" + sp_shipping_container: "集装箱" + sp_shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或陆上载具运输,在军用和民用领域都极大提升了物流效率。" + sp_naval_proximity_fuze_unique_reward_a: "近炸引信的使用场景" + sp_naval_proximity_fuze_unique_reward_a_desc: "近炸引信使防空炮弹的命中率直线上升,但也带了生产成本的激增。我们可以将这种炮弹的配额集中分配给舰队中专用的防空舰,或者直面高昂的成本,让这项技术优势广泛地应用到所有舰船上。" + sp_naval_proximity_fuze_preference_a: "防空舰船优先" + sp_naval_proximity_fuze_preference_b: "全局优势" \ No newline at end of file diff --git a/src/localisation/replace/achievements_l_english.yml b/src/localisation/replace/achievements_l_english.yml new file mode 100755 index 0000000..8cb636b --- /dev/null +++ b/src/localisation/replace/achievements_l_english.yml @@ -0,0 +1,25 @@ +l_english: + vnr_achievements: "海军重置系列" + 00_vnr_bathtub_war_NAME: "澡盆海战" + 00_vnr_bathtub_war_DESC: "我们打赢了这场浴缸里的大海战。" + 00_vnr_outbuild_the_yankees_NAME: "比扬基佬强!" + 00_vnr_outbuild_the_yankees_DESC: "小富兰克林,你看,这也没什么难的。" + 00_vnr_the_yamato_NAME: "大和" + 00_vnr_the_yamato_DESC: "再听到你们谈论飞机我就扎聋自己的耳朵!" + 00_vnr_topgun_NAME: "壮志凌云" + 00_vnr_topgun_DESC: "Take my breath away~" + 00_vnr_seapower_theory_NAME: "海权理论" + 00_vnr_seapower_theory_DESC: "统治海洋者统治世界。" + 00_vnr_john_fisher_adherent_NAME: "约翰·费舍尔的门徒" + 00_vnr_john_fisher_adherent_DESC: "速度就是一切,一切为了速度。" + 00_vnr_carrier_liaoning_NAME: "辽宁舰" + 00_vnr_carrier_liaoning_DESC: "中国人民有志气,有能力,一定要在不远的将来,赶上和超越世界先进水平。" + 00_vnr_i_love_destroyers_NAME: "我爱驱逐舰" + 00_vnr_i_love_destroyers_DESC: "而驱逐舰,她们棒极了。" + 00_vnr_nelson_reborn_NAME: "纳尔逊再世" + 00_vnr_nelson_reborn_DESC: "英格兰希望每个人都能履行自己的职责" + 00_vnr_bathtub_war_tt: "使用作弊并获得§H一艘战争巨兽§!。" + 00_vnr_outbuild_the_yankees_tt: "已拥有一支舰队:\n£white_dot > 100艘航母\n£white_dot > 20艘战列舰\n£white_dot > 70艘巡洋舰" + 00_vnr_carrier_liaoning_tt: "已启用§H原版海军重置§!" + 00_vnr_nelson_reborn_tt: "已拥有一位§H等级高于6级§!的海军上将" + 00_vnr_topgun_tt: "已研发§H超级航母§!" \ No newline at end of file diff --git a/src/localisation/replace/doctrines_l_english.yml b/src/localisation/replace/doctrines_l_english.yml index 65b3303..680e37f 100755 --- a/src/localisation/replace/doctrines_l_english.yml +++ b/src/localisation/replace/doctrines_l_english.yml @@ -53,7 +53,6 @@ carrier_battlegroups_long_distance_logistics: "远洋后勤" carrier_battlegroups_bomber_scouting: "全载荷侦察" carrier_battlegroups_professional_deck_management: "专业甲板管制" - carrier_battlegroups_fleet_antiair: "舰队保护伞" carrier_battlegroups_alpha_strike: "全甲板攻击" SUBDOCTRINE_CARRIER_AIRFIELDS: "海上机场" SUBDOCTRINE_CARRIER_AIRFIELDS_DESC: "航母甲板是地球上最昂贵的“地产”,必须不遗余力地从任何种类的航空攻击中保存它的完整性。" @@ -152,4 +151,5 @@ submarine_area_denial_low_echo_hull: "低回声设计" submarine_area_denial_slow_electric_torpedo: "慢速电动鱼雷" submarine_area_denial_simplified_launching_protocal: "简化发射流程" - floating_airfields_all_weather_combat: "全天候作战" \ No newline at end of file + floating_airfields_all_weather_combat: "全天候作战" + carrier_battlegroups_early_warning_system: "早期预警体系" \ No newline at end of file diff --git a/src/localisation/replace/navy_rework_welcome_l_english.yml b/src/localisation/replace/navy_rework_welcome_l_english.yml index c80b4d2..7ca59a9 100755 --- a/src/localisation/replace/navy_rework_welcome_l_english.yml +++ b/src/localisation/replace/navy_rework_welcome_l_english.yml @@ -4,7 +4,8 @@ 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: "§Hv2.7 “马里亚纳暴雨”§!\n\n§C重要新增:§!\n\n-为潜艇分支添加新的子学说“区域防御”\n-重做航母战斗机制:与原版新的舰载机补给时间对应,加倍了舰载机伤害,攻击目标选择回调到1.17更新前的状态(强制锁定航母)\n-降低航程和航速带来的舰船制海权加成,增加重炮数值的加成\n-缩小AI舰队的编制,阵位惩罚起始点改为41船\n\n§C更新:§!\n\n-为航母机库添加以飞机填充率为基准的反潜探测值\n-削弱每个海军大战略中非学说核心舰船分支的里程碑奖励\n-加强狼群战术学说对潜艇的加成\n-为航母类学说添加检查航母数量的可用性检查\n-降低许多科技的研究时间\n-改进型指挥塔科技的效果改为增加主力舰的协同性和探测\n-删除战列舰防空改装科技的防空数值加成\n-舵效改良科技的效果改为增加撤退速度\n-大小燃料舱科技的效果改为仅为主力舰增加航程\n-为俾斯麦级战列舰添加特殊炮塔\n-为AI的舰队编组逻辑中加入部分超重型战列舰模板\n-美国AI会在战时建造更多驱逐舰和船坞\n-加速索敌流程\n-移除部分海军军官团精神对学说的检查\n-增加所有航母重型装甲带的造价\n-为美国的超级航母科技添加了可以解锁TOPGUN精神的说明\n\n§C修复:§!\n\n-修复日本选择不签署海军条约会损失大量政治点的问题\n-修复中途补给特殊项目无法研究的问题\n-修复光学助降系统科技提供负面效果的问题\n-修复美国和意大利开局建造队列中MIO分配错误的问题\n-修复一些语法问题\n\n感谢你的游玩!" + navy_rework_welcome_splash_tab_1_content: "§Hv2.8 “莱特湾之战”§!\n\n§C重要新增:§!\n\n-新增9个独特的海军重置成就\n-新特殊项目:集装箱\n-新模块:集装箱\n-在游戏内添加能够访问海军重置说明文档的网页浏览器,可以在海军重置决议栏进入\n\n§C更新:§!\n\n-战列舰改装航母改为特殊科技,仅开局部分国家可以使用,其余国家需通过超重型航母改装决议解锁\n-调整AI舰队和特遣队的编制\n-美国AI在部分战略岛屿被盟友控制的情况下也会正常启动后续阶段的太平洋战争AI策略脚本\n-美国AI在航母较充足的情况下会试图在大西洋支援英国\n-开启专家AI舰载机规则时,AI会在舰载鱼雷机上安装机枪模块\n-默认航母进攻姿态调整为最高侵略性\n-移除部分航母学说对主力舰学说的依赖\n-为所有学说添加相应的舰船数量或科技检查\n-调整航母特混舰队学说的效果\n-加强以空制海学说对海军轰炸机的加成\n-调整大战略的里程碑奖励效果\n-油气泄露会直接造成200点HP的固定伤害\n-增加超重型主炮项目所需的突破点\n-降低中途补给项目所需的突破点\n-为VT引信项目添加一个研究过程中的特殊奖励事件\n-替换海军学说的背景图片\n-介绍板弹出的检查参数由全局改为当前国家。可以在多人游戏中防止无关的人类玩家因他人操作看到弹窗。\n-在debug模式下,玩家使用控制台切换到AI国家时不会取消AI的加成\n-更新模组设计教程文档\n\n§C修复:§!\n\n-修复澳大利亚的肯特级重巡洋舰使用了错误角色的问题\n-修复压缩氧气鱼雷和电动鱼雷科技可以被反复解锁来刷军工组织的问题\n-修复英国将海军上将级战列巡洋舰作为首选主力舰模板的问题\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200%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,70%到75%为45%伤害,65%到70%为35%伤害,60%到65%为20%伤害,55%到60%为10%伤害,50%到55%为5%伤害,30%到50%为2%伤害,小于30%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 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%,最高可达300%。只有舰队规模超过40时才会触发。\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qq:1245385638,或海军重置群:162239327" \ No newline at end of file + 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qq:1245385638,或海军重置群:162239327" + navy_rework_manual_button_text: "指南文档" \ No newline at end of file diff --git a/src/localisation/replace/research_l_english.yml b/src/localisation/replace/research_l_english.yml index 6561000..60bee2d 100755 --- a/src/localisation/replace/research_l_english.yml +++ b/src/localisation/replace/research_l_english.yml @@ -386,4 +386,5 @@ dd_tech_10_tt: "\n\n\n\n\n£GFX_dd_tech_10\n\n\n\n\n\n" dd_tech_11_tt: "\n\n\n\n\n£GFX_dd_tech_11\n\n\n\n\n\n" dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n" - topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!" \ No newline at end of file + topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!" + bb_conversion_carrier: "重型改装航空母舰" \ No newline at end of file diff --git a/src/localisation/replace/ship_modules_l_english.yml b/src/localisation/replace/ship_modules_l_english.yml index 551f300..8427fec 100755 --- a/src/localisation/replace/ship_modules_l_english.yml +++ b/src/localisation/replace/ship_modules_l_english.yml @@ -1200,4 +1200,6 @@ EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹" ger_15in_c34_double: "38cm SK C/34火炮" ger_15in_c34_double_short: "双联38cm SK C/34火炮" - ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。" \ No newline at end of file + ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。" + shipping_container: "集装箱" + shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或陆上载具运输,在军用和民用领域都极大提升了物流效率。" \ No newline at end of file diff --git a/src/localisation/replace/vnr_naval_develop_l_english.yml b/src/localisation/replace/vnr_naval_develop_l_english.yml index bdff95c..764a84b 100755 --- a/src/localisation/replace/vnr_naval_develop_l_english.yml +++ b/src/localisation/replace/vnr_naval_develop_l_english.yml @@ -105,4 +105,10 @@ usn_fighter_weapons_school: "TOPGUN" usn_fighter_weapons_school_desc: "美国海军战斗机武器学校(俗称“TOPGUN”),是一项旨在为海军飞行员提供空战训练的教学课程,其目的不是为了基础训练而是培训经验丰富的航空教官。该学校通过空气动力学和战术技巧的相关课程,以及对精英主义的重视,意在将学员培养成最顶尖的飞行员。" sp_submarine_snorkel: "潜艇通气管" - sp_submarine_snorkel_desc: "潜艇通气管是一种在潜艇潜航状态下伸出水面的装置,可以让潜艇发动机在水下仍然吸入空气并正常运转。" \ No newline at end of file + sp_submarine_snorkel_desc: "潜艇通气管是一种在潜艇潜航状态下伸出水面的装置,可以让潜艇发动机在水下仍然吸入空气并正常运转。" + sp_shipping_container: "集装箱" + sp_shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或陆上载具运输,在军用和民用领域都极大提升了物流效率。" + sp_naval_proximity_fuze_unique_reward_a: "近炸引信的使用场景" + sp_naval_proximity_fuze_unique_reward_a_desc: "近炸引信使防空炮弹的命中率直线上升,但也带了生产成本的激增。我们可以将这种炮弹的配额集中分配给舰队中专用的防空舰,或者直面高昂的成本,让这项技术优势广泛地应用到所有舰船上。" + sp_naval_proximity_fuze_preference_a: "防空舰船优先" + sp_naval_proximity_fuze_preference_b: "全局优势" \ No newline at end of file diff --git a/src/localisation/simp_chinese/replace/achievements_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/achievements_l_simp_chinese.yml new file mode 100755 index 0000000..5ab02ae --- /dev/null +++ b/src/localisation/simp_chinese/replace/achievements_l_simp_chinese.yml @@ -0,0 +1,25 @@ +l_simp_chinese: + vnr_achievements: "海军重置系列" + 00_vnr_bathtub_war_NAME: "澡盆海战" + 00_vnr_bathtub_war_DESC: "我们打赢了这场浴缸里的大海战。" + 00_vnr_outbuild_the_yankees_NAME: "比扬基佬强!" + 00_vnr_outbuild_the_yankees_DESC: "小富兰克林,你看,这也没什么难的。" + 00_vnr_the_yamato_NAME: "大和" + 00_vnr_the_yamato_DESC: "再听到你们谈论飞机我就扎聋自己的耳朵!" + 00_vnr_topgun_NAME: "壮志凌云" + 00_vnr_topgun_DESC: "Take my breath away~" + 00_vnr_seapower_theory_NAME: "海权理论" + 00_vnr_seapower_theory_DESC: "统治海洋者统治世界。" + 00_vnr_john_fisher_adherent_NAME: "约翰·费舍尔的门徒" + 00_vnr_john_fisher_adherent_DESC: "速度就是一切,一切为了速度。" + 00_vnr_carrier_liaoning_NAME: "辽宁舰" + 00_vnr_carrier_liaoning_DESC: "中国人民有志气,有能力,一定要在不远的将来,赶上和超越世界先进水平。" + 00_vnr_i_love_destroyers_NAME: "我爱驱逐舰" + 00_vnr_i_love_destroyers_DESC: "而驱逐舰,她们棒极了。" + 00_vnr_nelson_reborn_NAME: "纳尔逊再世" + 00_vnr_nelson_reborn_DESC: "英格兰希望每个人都能履行自己的职责" + 00_vnr_bathtub_war_tt: "使用作弊并获得§H一艘战争巨兽§!。" + 00_vnr_outbuild_the_yankees_tt: "已拥有一支舰队:\n£white_dot > 100艘航母\n£white_dot > 20艘战列舰\n£white_dot > 70艘巡洋舰" + 00_vnr_carrier_liaoning_tt: "已启用§H原版海军重置§!" + 00_vnr_nelson_reborn_tt: "已拥有一位§H等级高于6级§!的海军上将" + 00_vnr_topgun_tt: "已研发§H超级航母§!" \ No newline at end of file diff --git a/src/localisation/simp_chinese/replace/doctrines_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/doctrines_l_simp_chinese.yml index 27e126d..b6bd953 100755 --- a/src/localisation/simp_chinese/replace/doctrines_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/doctrines_l_simp_chinese.yml @@ -53,7 +53,6 @@ carrier_battlegroups_long_distance_logistics: "远洋后勤" carrier_battlegroups_bomber_scouting: "全载荷侦察" carrier_battlegroups_professional_deck_management: "专业甲板管制" - carrier_battlegroups_fleet_antiair: "舰队保护伞" carrier_battlegroups_alpha_strike: "全甲板攻击" SUBDOCTRINE_CARRIER_AIRFIELDS: "海上机场" SUBDOCTRINE_CARRIER_AIRFIELDS_DESC: "航母甲板是地球上最昂贵的“地产”,必须不遗余力地从任何种类的航空攻击中保存它的完整性。" @@ -152,4 +151,5 @@ submarine_area_denial_low_echo_hull: "低回声设计" submarine_area_denial_slow_electric_torpedo: "慢速电动鱼雷" submarine_area_denial_simplified_launching_protocal: "简化发射流程" - floating_airfields_all_weather_combat: "全天候作战" \ No newline at end of file + floating_airfields_all_weather_combat: "全天候作战" + carrier_battlegroups_early_warning_system: "早期预警体系" \ No newline at end of file diff --git a/src/localisation/simp_chinese/replace/navy_rework_welcome_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/navy_rework_welcome_l_simp_chinese.yml index 555f341..8d27951 100755 --- a/src/localisation/simp_chinese/replace/navy_rework_welcome_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/navy_rework_welcome_l_simp_chinese.yml @@ -4,7 +4,8 @@ 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: "§Hv2.7 “马里亚纳暴雨”§!\n\n§C重要新增:§!\n\n-为潜艇分支添加新的子学说“区域防御”\n-重做航母战斗机制:与原版新的舰载机补给时间对应,加倍了舰载机伤害,攻击目标选择回调到1.17更新前的状态(强制锁定航母)\n-降低航程和航速带来的舰船制海权加成,增加重炮数值的加成\n-缩小AI舰队的编制,阵位惩罚起始点改为41船\n\n§C更新:§!\n\n-为航母机库添加以飞机填充率为基准的反潜探测值\n-削弱每个海军大战略中非学说核心舰船分支的里程碑奖励\n-加强狼群战术学说对潜艇的加成\n-为航母类学说添加检查航母数量的可用性检查\n-降低许多科技的研究时间\n-改进型指挥塔科技的效果改为增加主力舰的协同性和探测\n-删除战列舰防空改装科技的防空数值加成\n-舵效改良科技的效果改为增加撤退速度\n-大小燃料舱科技的效果改为仅为主力舰增加航程\n-为俾斯麦级战列舰添加特殊炮塔\n-为AI的舰队编组逻辑中加入部分超重型战列舰模板\n-美国AI会在战时建造更多驱逐舰和船坞\n-加速索敌流程\n-移除部分海军军官团精神对学说的检查\n-增加所有航母重型装甲带的造价\n-为美国的超级航母科技添加了可以解锁TOPGUN精神的说明\n\n§C修复:§!\n\n-修复日本选择不签署海军条约会损失大量政治点的问题\n-修复中途补给特殊项目无法研究的问题\n-修复光学助降系统科技提供负面效果的问题\n-修复美国和意大利开局建造队列中MIO分配错误的问题\n-修复一些语法问题\n\n感谢你的游玩!" + navy_rework_welcome_splash_tab_1_content: "§Hv2.8 “莱特湾之战”§!\n\n§C重要新增:§!\n\n-新增9个独特的海军重置成就\n-新特殊项目:集装箱\n-新模块:集装箱\n-在游戏内添加能够访问海军重置说明文档的网页浏览器,可以在海军重置决议栏进入\n\n§C更新:§!\n\n-战列舰改装航母改为特殊科技,仅开局部分国家可以使用,其余国家需通过超重型航母改装决议解锁\n-调整AI舰队和特遣队的编制\n-美国AI在部分战略岛屿被盟友控制的情况下也会正常启动后续阶段的太平洋战争AI策略脚本\n-美国AI在航母较充足的情况下会试图在大西洋支援英国\n-开启专家AI舰载机规则时,AI会在舰载鱼雷机上安装机枪模块\n-默认航母进攻姿态调整为最高侵略性\n-移除部分航母学说对主力舰学说的依赖\n-为所有学说添加相应的舰船数量或科技检查\n-调整航母特混舰队学说的效果\n-加强以空制海学说对海军轰炸机的加成\n-调整大战略的里程碑奖励效果\n-油气泄露会直接造成200点HP的固定伤害\n-增加超重型主炮项目所需的突破点\n-降低中途补给项目所需的突破点\n-为VT引信项目添加一个研究过程中的特殊奖励事件\n-替换海军学说的背景图片\n-介绍板弹出的检查参数由全局改为当前国家。可以在多人游戏中防止无关的人类玩家因他人操作看到弹窗。\n-在debug模式下,玩家使用控制台切换到AI国家时不会取消AI的加成\n-更新模组设计教程文档\n\n§C修复:§!\n\n-修复澳大利亚的肯特级重巡洋舰使用了错误角色的问题\n-修复压缩氧气鱼雷和电动鱼雷科技可以被反复解锁来刷军工组织的问题\n-修复英国将海军上将级战列巡洋舰作为首选主力舰模板的问题\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200%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,70%到75%为45%伤害,65%到70%为35%伤害,60%到65%为20%伤害,55%到60%为10%伤害,50%到55%为5%伤害,30%到50%为2%伤害,小于30%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 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%,最高可达300%。只有舰队规模超过40时才会触发。\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qq:1245385638,或海军重置群:162239327" \ No newline at end of file + 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qq:1245385638,或海军重置群:162239327" + navy_rework_manual_button_text: "指南文档" \ No newline at end of file diff --git a/src/localisation/simp_chinese/replace/research_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/research_l_simp_chinese.yml index 407e371..93929fd 100755 --- a/src/localisation/simp_chinese/replace/research_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/research_l_simp_chinese.yml @@ -386,4 +386,5 @@ dd_tech_10_tt: "\n\n\n\n\n£GFX_dd_tech_10\n\n\n\n\n\n" dd_tech_11_tt: "\n\n\n\n\n£GFX_dd_tech_11\n\n\n\n\n\n" dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n" - topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!" \ No newline at end of file + topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!" + bb_conversion_carrier: "重型改装航空母舰" \ No newline at end of file diff --git a/src/localisation/simp_chinese/replace/ship_modules_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/ship_modules_l_simp_chinese.yml index 2de21eb..93fa02a 100755 --- a/src/localisation/simp_chinese/replace/ship_modules_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/ship_modules_l_simp_chinese.yml @@ -1200,4 +1200,6 @@ EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹" ger_15in_c34_double: "38cm SK C/34火炮" ger_15in_c34_double_short: "双联38cm SK C/34火炮" - ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。" \ No newline at end of file + ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。" + shipping_container: "集装箱" + shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或陆上载具运输,在军用和民用领域都极大提升了物流效率。" \ No newline at end of file diff --git a/src/localisation/simp_chinese/replace/vnr_naval_develop_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/vnr_naval_develop_l_simp_chinese.yml index 87906fe..a59d316 100755 --- a/src/localisation/simp_chinese/replace/vnr_naval_develop_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/vnr_naval_develop_l_simp_chinese.yml @@ -105,4 +105,10 @@ usn_fighter_weapons_school: "TOPGUN" usn_fighter_weapons_school_desc: "美国海军战斗机武器学校(俗称“TOPGUN”),是一项旨在为海军飞行员提供空战训练的教学课程,其目的不是为了基础训练而是培训经验丰富的航空教官。该学校通过空气动力学和战术技巧的相关课程,以及对精英主义的重视,意在将学员培养成最顶尖的飞行员。" sp_submarine_snorkel: "潜艇通气管" - sp_submarine_snorkel_desc: "潜艇通气管是一种在潜艇潜航状态下伸出水面的装置,可以让潜艇发动机在水下仍然吸入空气并正常运转。" \ No newline at end of file + sp_submarine_snorkel_desc: "潜艇通气管是一种在潜艇潜航状态下伸出水面的装置,可以让潜艇发动机在水下仍然吸入空气并正常运转。" + sp_shipping_container: "集装箱" + sp_shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或陆上载具运输,在军用和民用领域都极大提升了物流效率。" + sp_naval_proximity_fuze_unique_reward_a: "近炸引信的使用场景" + sp_naval_proximity_fuze_unique_reward_a_desc: "近炸引信使防空炮弹的命中率直线上升,但也带了生产成本的激增。我们可以将这种炮弹的配额集中分配给舰队中专用的防空舰,或者直面高昂的成本,让这项技术优势广泛地应用到所有舰船上。" + sp_naval_proximity_fuze_preference_a: "防空舰船优先" + sp_naval_proximity_fuze_preference_b: "全局优势" \ No newline at end of file