2024-08-15 16:35:22
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actions[bot]
2024-08-15 16:35:22 +00:00
parent 1edf758efd
commit 8ad5a6c686
61 changed files with 1235 additions and 390 deletions

View File

@@ -95,7 +95,7 @@ naval_capital_battleship = {
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_radar
fixed_ship_engine_slot = { upgrade = current any_of = { heavy_ship_engine_4 heavy_ship_engine_3 heavy_ship_engine_2 heavy_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { any_of = { ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
fixed_ship_airplane_launcher_slot = ship_airplane_launcher
fixed_ship_armor_scheme_slot = { upgrade = current any_of = { ship_scheme_all_or_nothing_armor_box ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental } }
@@ -104,7 +104,7 @@ naval_capital_battleship = {
front_1_custom_slot = { any_of = { ship_heavy_battery_triple ship_super_heavy_battery } }
mid_1_custom_slot = ship_secondaries
mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_dp_secondaries
mid_3_custom_slot = ship_dp_secondaries_bb
rear_1_custom_slot = { any_of = { ship_heavy_battery_triple ship_super_heavy_battery } }
rear_2_custom_slot = { any_of = { ship_heavy_battery_triple ship_super_heavy_battery } }
}
@@ -131,16 +131,16 @@ naval_capital_battleship = {
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_radar
fixed_ship_engine_slot = { upgrade = current any_of = { heavy_ship_engine_5 heavy_ship_engine_4 heavy_ship_engine_3 heavy_ship_engine_2 heavy_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
fixed_ship_airplane_launcher_slot = ship_airplane_launcher
fixed_ship_armor_scheme_slot = { upgrade = current any_of = { ship_scheme_all_or_nothing_armor_box ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental } }
fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = { any_of = { ship_heavy_battery_triple ship_super_heavy_battery } }
mid_1_custom_slot = ship_dp_secondaries
mid_1_custom_slot = ship_dp_secondaries_bb
mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_dp_secondaries
mid_3_custom_slot = ship_dp_secondaries_bb
rear_1_custom_slot = { any_of = { ship_heavy_battery_triple ship_super_heavy_battery } }
rear_2_custom_slot = { any_of = { ship_heavy_battery_triple ship_super_heavy_battery } }
}
@@ -167,16 +167,16 @@ naval_capital_battleship = {
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_radar
fixed_ship_engine_slot = { any_of = { heavy_ship_engine_4_gas heavy_ship_engine_nuclear } }
fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
fixed_ship_airplane_launcher_slot = ship_airplane_launcher
fixed_ship_armor_scheme_slot = { upgrade = current any_of = { ship_scheme_all_or_nothing_armor_box ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental } }
fixed_ship_torpedo_defense_system_slot = { upgrade = current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
fixed_ship_extra_secondaries_slot = { any_of = { heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot = { any_of = { ship_heavy_battery_triple ship_super_heavy_battery } }
mid_1_custom_slot = ship_dp_secondaries
mid_1_custom_slot = ship_dp_secondaries_bb
mid_2_custom_slot = ship_missile_1
mid_3_custom_slot = ship_dp_secondaries
mid_3_custom_slot = ship_dp_secondaries_bb
rear_1_custom_slot = { any_of = { ship_heavy_battery_triple ship_super_heavy_battery } }
rear_2_custom_slot = ship_missile_aa
}
@@ -242,7 +242,7 @@ naval_capital_battleship = {
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = { any_of = { ship_radar ship_mast } }
fixed_ship_engine_slot = { upgrade = current any_of = { heavy_ship_engine_3 heavy_ship_engine_2 heavy_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { upgrade > current any_of = { ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
fixed_ship_armor_scheme_slot = { upgrade > current any_of = { ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental_post_jutland ship_scheme_incremental } }
fixed_ship_torpedo_defense_system_slot = { upgrade > current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
@@ -273,7 +273,7 @@ naval_capital_battleship = {
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_radar
fixed_ship_engine_slot = { upgrade > current any_of = { heavy_ship_engine_5 heavy_ship_engine_4 heavy_ship_engine_3 heavy_ship_engine_2 heavy_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { upgrade > current any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
fixed_ship_armor_scheme_slot = { upgrade > current any_of = { ship_scheme_all_or_nothing_armor_box ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental } }
fixed_ship_torpedo_defense_system_slot = { upgrade > current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }
@@ -306,7 +306,7 @@ naval_capital_battleship = {
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_radar
fixed_ship_engine_slot = { upgrade > current any_of = { heavy_ship_engine_5 heavy_ship_engine_4 heavy_ship_engine_3 heavy_ship_engine_2 heavy_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { upgrade > current any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
fixed_ship_armor_scheme_slot = { upgrade > current any_of = { ship_scheme_all_or_nothing_armor_box ship_scheme_all_or_nothing ship_scheme_mixed ship_scheme_incremental } }
fixed_ship_torpedo_defense_system_slot = { upgrade > current any_of = { torpedo_belt_enhanced torpedo_belt torpedo_bulge } }

View File

@@ -1,4 +1,3 @@
# By Pelmen, 1.10.7
naval_carrier = {
category = naval
#blocked_for = {}
@@ -41,7 +40,7 @@ naval_carrier = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = carrier_ship_engine
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries } }
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries_bb } }
fixed_ship_flight_deck_slot = carrier_wooden_deck
}
}
@@ -59,7 +58,7 @@ naval_carrier = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = carrier_ship_engine
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries } }
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries_bb } }
mid_1_custom_slot = ship_deck_space
fixed_ship_carrier_miscellaneous_slot_1 = carrier_unit
fixed_ship_carrier_miscellaneous_slot_2 = carrier_miscellaneous
@@ -85,7 +84,7 @@ naval_carrier = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries } }
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries_bb } }
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_unit
fixed_ship_carrier_miscellaneous_slot_2 = carrier_miscellaneous
@@ -114,7 +113,7 @@ naval_carrier = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries } }
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries_bb } }
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_unit
fixed_ship_carrier_miscellaneous_slot_2 = carrier_miscellaneous
@@ -122,7 +121,7 @@ naval_carrier = {
front_1_custom_slot = ship_deck_space
front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_dp_secondaries
mid_2_custom_slot = ship_dp_secondaries_bb
}
}
}
@@ -144,9 +143,9 @@ naval_carrier = {
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = { any_of { ship_anti_air ship_missile_aa } }
fixed_ship_anti_air_slot = { any_of = { ship_anti_air ship_missile_aa } }
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_4 carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries } }
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries_bb } }
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_unit
fixed_ship_carrier_miscellaneous_slot_2 = carrier_miscellaneous
@@ -155,7 +154,7 @@ naval_carrier = {
front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
rear_1_custom_slot = ship_dp_secondaries
rear_1_custom_slot = ship_dp_secondaries_bb
}
}
}
@@ -177,10 +176,10 @@ naval_carrier = {
modules = {
fixed_ship_deck_slot_1 = ship_deck_space_big
fixed_ship_deck_slot_2 = ship_deck_space_big
fixed_ship_anti_air_slot = { any_of { ship_anti_air ship_missile_aa } }
fixed_ship_anti_air_slot = { any_of = { ship_anti_air ship_missile_aa } }
fixed_ship_armor_slot = ship_carrier_armor_heavy
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_4 carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_unit
fixed_ship_carrier_miscellaneous_slot_2 = carrier_miscellaneous
@@ -214,7 +213,7 @@ naval_carrier = {
fixed_ship_anti_air_slot = ship_missile_aa
fixed_ship_armor_slot = ship_carrier_armor_heavy
fixed_ship_engine_slot = carrier_ship_engine_nuclear
fixed_ship_secondaries_slot = ship_dp_secondaries
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_unit
fixed_ship_carrier_miscellaneous_slot_2 = economical_nuclear_reactor_carrier
@@ -247,7 +246,7 @@ naval_carrier = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries } }
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } }
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_secondary_island
@@ -276,7 +275,7 @@ naval_carrier = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries } }
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } }
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_secondary_island
@@ -305,9 +304,9 @@ naval_carrier = {
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = { any_of { ship_anti_air ship_missile_aa } }
fixed_ship_anti_air_slot = { any_of = { ship_anti_air ship_missile_aa } }
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_4 carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries } }
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } }
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_secondary_island
@@ -340,7 +339,7 @@ naval_carrier = {
fixed_ship_anti_air_slot = ship_missile_aa
fixed_ship_armor_slot = ship_carrier_armor_heavy
fixed_ship_engine_slot = { upgrade > current any_of = { carrier_ship_engine_4 carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries } }
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } }
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_secondary_island
@@ -373,7 +372,7 @@ naval_carrier = {
fixed_ship_anti_air_slot = ship_missile_aa
fixed_ship_armor_slot = ship_carrier_armor_heavy
fixed_ship_engine_slot = carrier_ship_engine_nuclear
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries } }
fixed_ship_secondaries_slot = { upgrade > current any_of = { ship_dp_secondaries_bb } }
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_secondary_island

View File

@@ -153,7 +153,7 @@ naval_cruiser_heavy = {
type = vnr_ship_hull_cruiser_5
modules = {
fixed_ship_battery_slot = ship_medium_battery
fixed_ship_anti_air_slot = { any_of { ship_anti_air ship_missile_aa } }
fixed_ship_anti_air_slot = { any_of = { ship_anti_air ship_missile_aa } }
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_radar_slot = { any_of = { ship_radar } }

View File

@@ -120,7 +120,7 @@ naval_cruiser_medium = {
type = vnr_ship_hull_cruiser_5
modules = {
fixed_ship_battery_slot = ship_medium_battery
fixed_ship_anti_air_slot = { any_of { ship_anti_air ship_missile_aa } }
fixed_ship_anti_air_slot = { any_of = { ship_anti_air ship_missile_aa } }
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_engine_slot = { upgrade = current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_radar_slot = { any_of = { ship_radar } }

View File

@@ -432,6 +432,7 @@ naval_unit_role_ratios_GER_atwar = {
}
enable = {
has_war_with = ENG
num_of_naval_factories < 35
}
abort_when_not_enabled = yes
@@ -460,6 +461,54 @@ naval_unit_role_ratios_GER_atwar = {
}
}
naval_unit_role_ratios_GER_atwar_many_shipyard = {
allowed = {
has_dlc = "Man the Guns"
tag = GER
}
enable = {
has_war_with = ENG
num_of_naval_factories > 34
}
abort_when_not_enabled = yes
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 80
}
ai_strategy = {
type = role_ratio
id = vnr_naval_screen
value = 300
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_light
value = 50
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_medium
value = 30
}
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 20
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 20
}
}
naval_unit_role_ratios_GER_atwar_knock_USA = {
allowed = {
has_dlc = "Man the Guns"

View File

@@ -50,7 +50,7 @@ NDefines.NNavy.SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.45;
NDefines.NNavy.AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.5;
NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_STR_LOSS = 0.1;
NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_SUNK = 0.25;
NDefines.NNavy.BASE_GUN_COOLDOWNS = { 1.0, 10.0, 1.0 };
NDefines.NNavy.BASE_GUN_COOLDOWNS = { 1.0, 8.0, 1.0 };
NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT = 3.0;
NDefines.NNavy.PRIDE_OF_THE_FLEET_UNASSIGN_COST = 25;
NDefines.NNavy.SUBMARINE_ESCAPE_RATIOS = { 90, 15, 3.0, 1.0, 0.1 }
@@ -69,7 +69,7 @@ NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = {
};
NDefines.NNavy.GUN_HIT_PROFILES = { -- hit profiles for guns, if target ih profile is lower the gun will have lower accuracy
80.0, -- big guns
130.0, -- torpedoes
120.0, -- torpedoes
45.0, -- small guns
};
NDefines.NNavy.MISSION_SUPREMACY_RATIOS = {
@@ -133,9 +133,8 @@ NDefines.NProduction.EQUIPMENT_MODULE_ADD_XP_COST = 2;
NDefines.NProduction.EQUIPMENT_MODULE_REPLACE_XP_COST = 3;
NDefines.NProduction.EQUIPMENT_MODULE_CONVERT_XP_COST = 1;
NDefines.NProduction.EQUIPMENT_MODULE_REMOVE_XP_COST = 1;
NDefines.NProduction.MIN_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR = 0.05
NDefines.NProduction.BASE_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR = 0.1
NDefines.NProduction.MIN_NAVAL_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR = 0.1
NDefines.NProduction.BASE_FACTORY_SPEED_NAV = 4;
NDefines.NIntel.NAVY_SHIP_COUNT_INTEL_MIN = 0;
NDefines.NIntel.NAVY_SHIP_COUNT_INTEL_MAX = 0.4;

View File

@@ -50,4 +50,34 @@ allow_ai_tech_auto_unlock = {
desc = RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC
allow_achievements = yes
}
}
shipyard_output_boost = {
name = RULE_SHIPYARD_OUTPUT_BOOST
group = RULE_GROUP_NAVY_REWORK
default = {
name = FREE_ALL
text = RULE_OPTION_FREE
desc = RULE_SHIPYARD_OUTPUT_BOOST_FREE_DESC
allow_achievements = yes
}
option = {
name = FREE_AI
text = RULE_OPTION_FREE_AI
desc = RULE_SHIPYARD_OUTPUT_BOOST_FREE_AI_DESC
allow_achievements = yes
}
option = {
name = FREE_PLAYER
text = RULE_OPTION_FREE_PLAYER
desc = RULE_SHIPYARD_OUTPUT_BOOST_FREE_PLAYER_DESC
allow_achievements = yes
}
option = {
name = BLOCKED
text = RULE_OPTION_BLOCKED
desc = RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC
allow_achievements = yes
}
}

View File

@@ -121,4 +121,12 @@ ideas = {
}
}
}
hidden_ideas = {
vnr_shipyard_output_boost = {
modifier = {
industrial_capacity_dockyard = 0.6
}
}
}
}

View File

@@ -10,7 +10,7 @@ ENG_start_naval_variants = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_cruiser_2
fixed_ship_flight_deck_slot = carrier_armor_deck
front_1_custom_slot = ship_deck_space
@@ -92,14 +92,14 @@ ENG_start_naval_variants = {
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = heavy_ship_engine_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_bb_2
fixed_ship_armor_scheme_slot = ship_scheme_all_or_nothing
fixed_ship_torpedo_defense_system_slot = torpedo_belt
front_1_custom_slot = ship_anti_air_2
front_2_custom_slot = eng_14in_mk7_quad
mid_1_custom_slot = ship_airplane_launcher_1
mid_2_custom_slot = dp_ship_secondaries_1
mid_2_custom_slot = dp_ship_secondaries_1_bb
rear_1_custom_slot = eng_14in_mk7_quad
}
}
@@ -964,7 +964,7 @@ GER_start_naval_variants = {
create_equipment_variant = {
name = "Type IIA级" # Type IIA Class
parent_version = 0
icon = "gfx/interface/technologies/generic/generic_midget_submarine.png"
icon = "gfx/interface/technologies/Generic/generic_midget_submarine.png"
role_icon_index = 49
type = vnr_ship_hull_submarine_2
name_group = GER_SS_HISTORICAL
@@ -978,7 +978,7 @@ GER_start_naval_variants = {
create_equipment_variant = {
name = "Type IIB级" # Type IIB Class
parent_version = 0
icon = "gfx/interface/technologies/generic/generic_midget_submarine.png"
icon = "gfx/interface/technologies/Generic/generic_midget_submarine.png"
role_icon_index = 49
type = vnr_ship_hull_submarine_2
name_group = GER_SS_HISTORICAL
@@ -1543,7 +1543,7 @@ JAP_start_naval_variants = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_cruiser_1
front_1_custom_slot = ship_deck_space
}
@@ -1559,7 +1559,7 @@ JAP_start_naval_variants = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
front_1_custom_slot = ship_deck_space
}
}
@@ -1575,7 +1575,7 @@ JAP_start_naval_variants = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_engine_slot = carrier_ship_engine_1
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
}
}
create_equipment_variant = {
@@ -1590,7 +1590,7 @@ JAP_start_naval_variants = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_anti_air_slot = ship_anti_air_2_h
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_cruiser_heavy_2
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
mid_1_custom_slot = ship_deck_space
@@ -3407,7 +3407,7 @@ USA_start_naval_variants = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
@@ -3425,7 +3425,7 @@ USA_start_naval_variants = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_engine_slot = carrier_ship_engine_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
@@ -3461,7 +3461,7 @@ USA_start_naval_variants = {
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_engine_slot = carrier_ship_engine_1
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
}
@@ -3490,7 +3490,7 @@ USA_start_naval_variants = {
name_group = USA_BB_HISTORICAL
modules = {
fixed_ship_battery_slot = ship_heavy_battery_2_triple
fixed_ship_secondaries_slot = dp_ship_secondaries_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_fire_control_system_slot = ship_fire_control_system_1
fixed_ship_engine_slot = heavy_ship_engine_2
@@ -3498,7 +3498,7 @@ USA_start_naval_variants = {
fixed_ship_armor_scheme_slot = ship_scheme_all_or_nothing
fixed_ship_torpedo_defense_system_slot = torpedo_belt
front_2_custom_slot = ship_heavy_battery_2_triple
mid_1_custom_slot = dp_ship_secondaries_1
mid_1_custom_slot = dp_ship_secondaries_1_bb
mid_2_custom_slot = ship_anti_air_2
mid_3_custom_slot = empty
rear_1_custom_slot = ship_heavy_battery_2_triple

View File

@@ -145,4 +145,33 @@ ai_get_navy_experience = {
limit = { has_navy_experience < 50 }
navy_experience = 100
}
}
set_shipyard_output_boost = {
if = {
limit = {
has_game_rule = { rule = shipyard_output_boost option = FREE_ALL }
}
every_country = {
add_ideas = vnr_shipyard_output_boost
}
}
else_if = {
limit = {
has_game_rule = { rule = shipyard_output_boost option = FREE_AI }
}
every_country = {
limit = { is_ai = yes }
add_ideas = vnr_shipyard_output_boost
}
}
else_if = {
limit = {
has_game_rule = { rule = shipyard_output_boost option = FREE_PLAYER }
}
every_country = {
limit = { is_ai = no }
add_ideas = vnr_shipyard_output_boost
}
}
}

View File

@@ -2728,6 +2728,7 @@ technologies = {
position = { x = 1 y = @1932_module }
}
dependencies = {
krupp_cemented_steel = 1
basic_heavy_armor = 1
}
@@ -2764,13 +2765,14 @@ technologies = {
xp_research_bonus = 1.25
research_cost = 1.25
start_year = 1942
start_year = 1943
folder = {
name = mtgnavalfolder
position = { x = 1 y = @1940_module }
}
dependencies = {
homogeneous_krupp_steel = 1
improved_heavy_armor = 1
}
@@ -3089,6 +3091,7 @@ technologies = {
enable_equipment_modules = {
ship_anti_air_shell
ship_anti_air_circle
}
folder = {
@@ -4393,7 +4396,7 @@ technologies = {
research_cost_coeff = 1
}
path = {
leads_to_tech = torpedo_computer
leads_to_tech = advanced_torpedo_ballistics
research_cost_coeff = 1
}
path = {
@@ -4437,6 +4440,7 @@ technologies = {
sub_ship_engine_3
pressure_hull_3
diving_plane
ship_sub_torpedo_computer_1
}
path = {
@@ -4493,6 +4497,7 @@ technologies = {
enable_equipment_modules = {
sub_ship_engine_4
pressure_hull_4
ship_sub_torpedo_computer_2
}
path = {
leads_to_tech = improved_submarine_snorkel
@@ -4544,6 +4549,9 @@ technologies = {
enable_equipments = {
vnr_ship_hull_submarine_5
}
enable_equipment_modules = {
ship_sub_torpedo_computer_3
}
research_cost = 2.0
@@ -4745,18 +4753,17 @@ technologies = {
}
}
torpedo_computer = {
enable_equipment_modules = {
ship_sub_torpedo_computer
}
advanced_torpedo_ballistics = {
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.50
research_cost = 1
research_cost = 0.8
start_year = 1939
navy_submarine_attack_factor = 0.1
naval_torpedo_screen_penetration_factor = 0.1
folder = {
name = mtgnavalfolder
position = { x = -2 y = @1932_module }

View File

@@ -173,6 +173,7 @@ technologies = {
dp_light_battery_1
dp_light_battery_1_single
dp_ship_secondaries_1
dp_ship_secondaries_1_bb
ship_anti_air_2_h
}
@@ -958,6 +959,7 @@ technologies = {
dp_light_battery_2
dp_light_battery_2_single
dp_ship_secondaries_2
dp_ship_secondaries_2_bb
}
path = {
@@ -1004,6 +1006,7 @@ technologies = {
dp_light_battery_3
dp_light_battery_3_single
dp_ship_secondaries_3
dp_ship_secondaries_3_bb
}
on_research_complete = {
@@ -1050,6 +1053,7 @@ technologies = {
dp_light_battery_4
dp_light_battery_4_single
dp_ship_secondaries_4
dp_ship_secondaries_4_bb
}
on_research_complete = {
@@ -1400,7 +1404,7 @@ technologies = {
enable_equipment_modules = {
ship_torpedo_1
torpedo_mounting
ship_torpedo_fire_control
ship_torpedo_fire_control_1
ship_torpedo_bb
ship_torpedo_sub_1
}
@@ -1891,6 +1895,7 @@ technologies = {
enable_equipment_modules = {
ship_torpedo_3
ship_torpedo_sub_3
ship_torpedo_fire_control_2
}
@@ -1925,6 +1930,7 @@ technologies = {
enable_equipment_modules = {
ship_torpedo_4
ship_torpedo_sub_4
ship_torpedo_fire_control_3
}
on_research_complete = {
@@ -1964,6 +1970,7 @@ technologies = {
enable_equipment_modules = {
ship_torpedo_5
ship_torpedo_sub_5
ship_torpedo_fire_control_4
}
on_research_complete = {

View File

@@ -2393,6 +2393,7 @@ technologies = {
carrier = {
anti_air_attack = 0.1
surface_visibility = -0.1
surface_detection = 0.1
}
navy_carrier_air_attack_factor = 0.1
sortie_efficiency = 0.1
@@ -2442,8 +2443,8 @@ technologies = {
mass_air_raid = {
# EFFECT #############
naval_strike_targetting_factor = 0.1
naval_strike_attack_factor = 0.1
naval_strike_targetting_factor = 0.15
naval_strike_attack_factor = 0.15
port_strike = 0.25
########

View File

@@ -7,14 +7,16 @@ sub_units = {
type = { capital_ship carrier }
need_equipment = { ship_hull_heavy = 1 }
need_equipment_modules = {
ship_deck_space_bb = 1
any = {
ship_deck_space_bb = 1
}
}
max_organisation = 60
supply_consumption = 0.3
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1.2
critical_part_damage_chance_mult = 1.3
hit_profile_mult = 1.5
}

View File

@@ -1,6 +1,6 @@
sub_units = {
medium_cruiser = {
sprite = heavy_cruiser
sprite = medium_cruiser
map_icon_category = ship
priority = 5
active = yes

View File

@@ -20,7 +20,7 @@ sub_units = {
supply_consumption = 0.33
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1
critical_part_damage_chance_mult = 1.25
hit_profile_mult = 1.0
}

View File

@@ -181,7 +181,8 @@ critical_parts = {
icon = "GFX_default_critical_damage_icons"
frame = 6
stat_penalties = {
max_strength = -0.75
navy_org_factor = -0.9
naval_morale_factor = -1
}
chance = 0.1
org_damage_multiplier = 3

View File

@@ -257,33 +257,150 @@ equipment_modules = {
}
critical_parts = { damaged_fire_control }
}
ship_sub_torpedo_computer = {
ship_sub_torpedo_computer_1 = {
category = sub_fire_control_system
gui_category = ship_fire_control_system
sfx = sfx_ui_sd_module_sonar
add_stats = {
build_cost_ic = 250
naval_torpedo_hit_chance_factor = 0.05
build_cost_ic = 200
naval_torpedo_hit_chance_factor = 0.075
}
can_convert_from = {
module_category = sub_fire_control_system
convert_cost_ic = 140
}
}
ship_torpedo_fire_control = {
category = ship_fire_control_system
multiply_stats = {
naval_torpedo_hit_chance_factor = 0.03
}
ship_sub_torpedo_computer_2 = {
category = sub_fire_control_system
parent = ship_sub_torpedo_computer_1
gui_category = ship_fire_control_system
sfx = sfx_ui_sd_module_sonar
add_stats = {
build_cost_ic = 150
build_cost_ic = 250
naval_torpedo_hit_chance_factor = 0.1
}
can_convert_from = {
module = sub_fire_control_system_1
convert_cost_ic = 150
}
can_convert_from = {
module_category = sub_fire_control_system
convert_cost_ic = 180
}
}
ship_sub_torpedo_computer_3 = {
category = sub_fire_control_system
parent = ship_sub_torpedo_computer_2
gui_category = ship_fire_control_system
sfx = sfx_ui_sd_module_sonar
add_stats = {
build_cost_ic = 300
naval_torpedo_hit_chance_factor = 0.125
fuel_consumption = 3
}
can_convert_from = {
module = sub_fire_control_system_2
convert_cost_ic = 200
}
can_convert_from = {
module_category = sub_fire_control_system
convert_cost_ic = 220
}
}
ship_torpedo_fire_control_1 = {
category = ship_fire_control_system
add_stats = {
build_cost_ic = 120
naval_torpedo_hit_chance_factor = 0.05
}
can_convert_from = {
module = ship_torpedo_fire_control_2
convert_cost_ic = 100
}
can_convert_from = {
module = ship_torpedo_fire_control_3
convert_cost_ic = 80
}
can_convert_from = {
module = ship_torpedo_fire_control_4
convert_cost_ic = 60
}
}
ship_torpedo_fire_control_2 = {
category = ship_fire_control_system
parent = ship_torpedo_fire_control_1
gfx = ship_sub_torpedo_computer_1
add_stats = {
build_cost_ic = 160
naval_torpedo_hit_chance_factor = 0.075
}
can_convert_from = {
module = ship_torpedo_fire_control_1
convert_cost_ic = 120
}
can_convert_from = {
module = ship_torpedo_fire_control_3
convert_cost_ic = 100
}
can_convert_from = {
module = ship_torpedo_fire_control_4
convert_cost_ic = 80
}
}
ship_torpedo_fire_control_3 = {
category = ship_fire_control_system
parent = ship_torpedo_fire_control_2
gfx = ship_sub_torpedo_computer_2
add_stats = {
build_cost_ic = 200
naval_torpedo_hit_chance_factor = 0.1
}
can_convert_from = {
module = ship_torpedo_fire_control_1
convert_cost_ic = 180
}
can_convert_from = {
module = ship_torpedo_fire_control_2
convert_cost_ic = 120
}
can_convert_from = {
module = ship_torpedo_fire_control_4
convert_cost_ic = 100
}
}
ship_torpedo_fire_control_4 = {
category = ship_fire_control_system
parent = ship_torpedo_fire_control_3
gfx = ship_sub_torpedo_computer_3
add_stats = {
build_cost_ic = 250
naval_torpedo_hit_chance_factor = 0.125
fuel_consumption = 3
}
can_convert_from = {
module = ship_torpedo_fire_control_1
convert_cost_ic = 230
}
can_convert_from = {
module = ship_torpedo_fire_control_2
convert_cost_ic = 180
}
can_convert_from = {
module = ship_torpedo_fire_control_3
convert_cost_ic = 150
}
}
ship_aa_fire_control = {
category = generic_miscellaneous
gui_category = ship_miscellaneous
multiply_stats = {
anti_air_attack = 0.05
anti_air_attack = 0.25
}
add_stats = {
build_cost_ic = 100
build_cost_ic = 250
}
}
}

View File

@@ -1861,7 +1861,7 @@ equipment_modules = {
reliability = -0.12
}
multiply_stats = {
naval_speed = -0.08
naval_speed = -0.065
max_strength = 0.15
}
add_average_stats = {
@@ -1885,7 +1885,7 @@ equipment_modules = {
reliability = -0.12
}
multiply_stats = {
naval_speed = -0.09
naval_speed = -0.075
max_strength = 0.16
}
add_average_stats = {
@@ -1910,7 +1910,7 @@ equipment_modules = {
naval_heavy_gun_hit_chance_factor = -0.015
}
multiply_stats = {
naval_speed = -0.1
naval_speed = -0.105
max_strength = 0.17
}
add_average_stats = {
@@ -2092,6 +2092,97 @@ equipment_modules = {
critical_parts = { damaged_secondaries }
}
dp_ship_secondaries_1_bb = {
category = ship_dp_secondaries_bb
gui_category = ship_secondaries
gfx = dp_ship_secondaries_1
sfx = sfx_ui_sd_module_turret
add_stats = {
lg_attack = 2
anti_air_attack = 1.5
build_cost_ic = 180
}
add_average_stats = {
lg_armor_piercing = 5
}
multiply_stats = {
naval_speed = -0.01
}
dismantle_cost_ic = 36
critical_parts = { damaged_secondaries }
}
dp_ship_secondaries_2_bb = {
category = ship_dp_secondaries_bb
gui_category = ship_secondaries
parent = dp_ship_secondaries_1
gfx = dp_ship_secondaries_2
sfx = sfx_ui_sd_module_turret
add_stats = {
lg_attack = 3
anti_air_attack = 2.5
build_cost_ic = 200
}
multiply_stats = {
naval_speed = -0.01
}
add_average_stats = {
lg_armor_piercing = 7.5
}
dismantle_cost_ic = 40
critical_parts = { damaged_secondaries }
}
dp_ship_secondaries_3_bb = {
category = ship_dp_secondaries_bb
gui_category = ship_secondaries
parent = dp_ship_secondaries_2
gfx = dp_ship_secondaries_3
sfx = sfx_ui_sd_module_turret
add_stats = {
lg_attack = 4
anti_air_attack = 3
build_cost_ic = 240
}
multiply_stats = {
naval_speed = -0.02
}
add_average_stats = {
lg_armor_piercing = 9
}
dismantle_cost_ic = 48
critical_parts = { damaged_secondaries }
}
dp_ship_secondaries_4_bb = {
category = ship_dp_secondaries_bb
gui_category = ship_secondaries
parent = dp_ship_secondaries_3
gfx = dp_ship_secondaries_4
sfx = sfx_ui_sd_module_turret
add_stats = {
lg_attack = 5
anti_air_attack = 3.5
build_cost_ic = 290
}
multiply_stats = {
naval_speed = -0.03
}
add_average_stats = {
lg_armor_piercing = 11
}
dismantle_cost_ic = 58
critical_parts = { damaged_secondaries }
}
################
## MISSILES ##
@@ -2100,7 +2191,7 @@ equipment_modules = {
category = ship_missile
add_stats = {
build_cost_ic = 2000
build_cost_ic = 1000
hg_attack = 30
lg_attack = 20
naval_heavy_gun_hit_chance_factor = 0.05
@@ -2116,13 +2207,13 @@ equipment_modules = {
naval_speed = -0.1
surface_visibility = -0.025
}
dismantle_cost_ic = 1800
dismantle_cost_ic = 800
}
ship_cruise_missile_1 = {
category = ship_missile
add_stats = {
build_cost_ic = 1400
build_cost_ic = 800
hg_attack = 25
naval_heavy_gun_hit_chance_factor = -0.8
reliability = -0.1
@@ -2130,7 +2221,7 @@ equipment_modules = {
multiply_stats = {
naval_speed = -0.1
}
dismantle_cost_ic = 1100
dismantle_cost_ic = 600
}
ship_cruise_missile_sub_1 = {
category = ship_sub_missile

View File

@@ -32,7 +32,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 2000
dismantle_cost_ic = 3500
}
ship_armor_bc_1 = {
abbreviation = "sdf"
@@ -58,7 +58,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 1500
dismantle_cost_ic = 2500
}
ship_armor_bb_2 = {
abbreviation = "sdg"
@@ -93,7 +93,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 2800
dismantle_cost_ic = 4000
}
ship_armor_bc_2 = {
abbreviation = "sdh"
@@ -127,7 +127,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 2200
dismantle_cost_ic = 3000
}
ship_armor_bb_3 = {
abbreviation = "sdi"
@@ -163,7 +163,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 3500
dismantle_cost_ic = 4500
}
ship_armor_bc_3 = {
abbreviation = "sdj"
@@ -199,7 +199,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 3000
dismantle_cost_ic = 3500
}
ship_armor_bb_4 = {
abbreviation = "sdj1"
@@ -234,7 +234,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 4000
dismantle_cost_ic = 5000
}
ship_armor_bc_4 = {
abbreviation = "sdj2"
@@ -269,7 +269,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 3500
dismantle_cost_ic = 4000
}
ship_armor_shbb = {
abbreviation = "sk"
@@ -306,7 +306,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 4800
dismantle_cost_ic = 5000
}
ship_armor_shbb_2 = {
category = ship_super_heavy_armor
@@ -350,7 +350,7 @@ equipment_modules = {
steel = 1
}
}
dismantle_cost_ic = 5400
dismantle_cost_ic = 6000
}
@@ -366,7 +366,7 @@ equipment_modules = {
build_cost_ic = 0.05
naval_speed = -0.05
}
dismantle_cost_ic = 1250
dismantle_cost_ic = 1500
add_stats = {
armor_value = 8
@@ -386,7 +386,7 @@ equipment_modules = {
naval_speed = -0.075
max_strength = 0.05
}
dismantle_cost_ic = 1500
dismantle_cost_ic = 1750
add_stats = {
armor_value = 10
@@ -414,7 +414,7 @@ equipment_modules = {
naval_speed = -0.1
max_strength = 0.1
}
dismantle_cost_ic = 1750
dismantle_cost_ic = 2000
add_stats = {
armor_value = 12
@@ -442,7 +442,7 @@ equipment_modules = {
naval_speed = -0.125
max_strength = 0.15
}
dismantle_cost_ic = 2000
dismantle_cost_ic = 2250
add_stats = {
armor_value = 14
@@ -477,7 +477,7 @@ equipment_modules = {
add_stats = {
armor_value = 10
}
dismantle_cost_ic = 1200
dismantle_cost_ic = 1500
can_convert_from = {
module_category = ship_cruiser_heavy_armor
convert_cost_ic = 1500
@@ -502,7 +502,7 @@ equipment_modules = {
naval_torpedo_damage_reduction_factor = 0.05
reliability = 0.05
}
dismantle_cost_ic = 1600
dismantle_cost_ic = 2000
can_convert_from = {
module_category = ship_cruiser_heavy_armor
convert_cost_ic = 2000
@@ -532,7 +532,7 @@ equipment_modules = {
naval_torpedo_damage_reduction_factor = 0.05
reliability = 0.05
}
dismantle_cost_ic = 2000
dismantle_cost_ic = 2500
can_convert_from = {
module_category = ship_cruiser_heavy_armor
convert_cost_ic = 2500
@@ -562,7 +562,7 @@ equipment_modules = {
naval_torpedo_damage_reduction_factor = 0.05
reliability = 0.05
}
dismantle_cost_ic = 2400
dismantle_cost_ic = 3000
can_convert_from = {
module_category = ship_cruiser_heavy_armor
convert_cost_ic = 3000

View File

@@ -95,25 +95,27 @@ equipment_modules = {
}
}
ship_hull_light_role_dda = {
category = dd_role
category = dd_role_missile
gui_category = dd_role
add_stats = {
reliability = 0.1
}
multiply_stats = {
build_cost_ic = 0.1
build_cost_ic = 0.15
}
forbid_module_categories = {
ship_missile
}
}
ship_hull_light_role_ddg = {
category = dd_role
category = dd_role_missile
gui_category = dd_role
add_stats = {
reliability = 0.2
}
multiply_stats = {
naval_speed = 0.05
build_cost_ic = 0.1
build_cost_ic = 0.25
}
}
@@ -252,11 +254,12 @@ equipment_modules = {
}
}
ship_hull_cruiser_role_cg = {
category = c_role
category = c_role_missile
gui_category = c_role
add_equipment_type = capital_ship
multiply_stats = {
anti_air_attack = 0.1
build_cost_ic = 0.1
build_cost_ic = 0.25
}
add_stats = {
max_strength = 200

View File

@@ -797,14 +797,14 @@ equipment_modules = {
surface_detection = 7
sub_detection = 3.5
sub_attack = 2.5
build_cost_ic = 200
build_cost_ic = 250
}
can_convert_from = {
module_category = ship_airplane_launcher
convert_cost_ic = 80
}
multiply_stats = {
naval_speed = -0.003
naval_speed = -0.004
}
}
ship_helipad = {
@@ -866,6 +866,7 @@ equipment_modules = {
gfx = ship_extra_fuel_tank
add_stats = {
naval_range = 2000
build_cost_ic = 250
}
multiply_stats = {
naval_speed = -0.05
@@ -876,6 +877,7 @@ equipment_modules = {
category = ship_auxiliary
add_stats = {
naval_range = 1000
build_cost_ic = 100
}
multiply_stats = {
reliability = 0.05
@@ -887,6 +889,9 @@ equipment_modules = {
naval_range = 0.2
naval_speed = -0.05
}
add_stats = {
build_cost_ic = 350
}
}
@@ -1043,19 +1048,19 @@ equipment_modules = {
category = heavy_miscellaneous
gui_category = ship_miscellaneous
add_stats = {
reliability = -0.05
reliability = -0.1
}
multiply_stats = {
anti_air_attack = 0.02
build_cost_ic = 0.01
anti_air_attack = 0.2
build_cost_ic = 0.05
}
}
ship_vt_shell = {
category = generic_miscellaneous
gui_category = ship_miscellaneous
multiply_stats = {
anti_air_attack = 0.04
build_cost_ic = 0.02
anti_air_attack = 0.25
build_cost_ic = 0.08
}
}
crewed_torpedo = {
@@ -1196,4 +1201,15 @@ equipment_modules = {
steel = -3
}
}
ship_anti_air_circle = {
category = heavy_miscellaneous
gui_category = ship_anti_air
multiply_stats = {
anti_air_attack = 0.35
build_cost_ic = 0.15
}
build_cost_resources = {
steel = 1
}
}
}

View File

@@ -48,7 +48,7 @@ equipments = {
}
fixed_ship_secondaries_slot = {
required = no
allowed_module_categories = { ship_secondaries ship_dp_secondaries }
allowed_module_categories = { ship_secondaries ship_dp_secondaries_bb }
}
fixed_ship_armor_slot = {
required = no
@@ -72,9 +72,8 @@ equipments = {
allowed_module_categories = {
ship_deck_space
ship_deck_space_small
ship_carrier_armor
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
}
}
}
@@ -102,7 +101,7 @@ equipments = {
hg_attack = 0
torpedo_attack = 0
sub_attack = 3
sub_attack = 1.5
anti_air_attack = 0
@@ -171,7 +170,7 @@ equipments = {
fixed_ship_engine_slot = cruiser_ship_engine_1
fixed_ship_secondaries_slot = empty
}
naval_range = 4000
naval_range = 3000
max_strength = 125
@@ -204,7 +203,7 @@ equipments = {
}
fixed_ship_secondaries_slot = {
required = no
allowed_module_categories = { ship_secondaries ship_dp_secondaries ship_medium_battery_single ship_secondaries_special }
allowed_module_categories = { ship_secondaries ship_dp_secondaries_bb ship_medium_battery_single ship_secondaries_special }
}
fixed_ship_armor_slot = inherit
fixed_ship_carrier_miscellaneous_slot_1 = inherit
@@ -214,10 +213,9 @@ equipments = {
required = no
allowed_module_categories = {
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
ship_carrier_armor
}
}
mid_2_custom_slot = {
@@ -226,7 +224,6 @@ equipments = {
ship_secondaries
ship_deck_space
ship_deck_space_small
ship_carrier_armor
}
}
}
@@ -237,9 +234,9 @@ equipments = {
}
naval_range = 4000
reliability = 0.65
max_strength = 250
max_strength = 220
naval_speed = 26.5
surface_visibility = 30
surface_visibility = 33
build_cost_ic = 2800
@@ -284,7 +281,7 @@ equipments = {
}
fixed_ship_secondaries_slot = {
required = no
allowed_module_categories = { ship_secondaries ship_dp_secondaries }
allowed_module_categories = { ship_secondaries ship_dp_secondaries_bb }
}
fixed_ship_armor_slot = inherit
fixed_ship_carrier_miscellaneous_slot_1 = inherit
@@ -296,9 +293,8 @@ equipments = {
allowed_module_categories = {
ship_deck_space
ship_deck_space_small
ship_carrier_armor
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
}
}
mid_1_custom_slot = {
@@ -306,9 +302,8 @@ equipments = {
allowed_module_categories = {
ship_deck_space
ship_deck_space_small
ship_carrier_armor
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
}
}
}
@@ -344,7 +339,6 @@ equipments = {
ship_anti_air
ship_deck_space
ship_deck_space_small
ship_carrier_armor
}
}
front_2_custom_slot = {
@@ -359,10 +353,9 @@ equipments = {
required = no
allowed_module_categories = {
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
ship_carrier_armor
}
}
mid_2_custom_slot = {
@@ -372,7 +365,7 @@ equipments = {
carrier_side_lift
carrier_angled_deck
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
}
@@ -431,7 +424,6 @@ equipments = {
ship_anti_air
ship_deck_space
ship_deck_space_small
ship_carrier_armor
}
}
front_2_custom_slot = {
@@ -446,10 +438,9 @@ equipments = {
required = no
allowed_module_categories = {
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
ship_carrier_armor
steam_catapult
carrier_side_lift
carrier_angled_deck
@@ -459,10 +450,9 @@ equipments = {
required = no
allowed_module_categories = {
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
ship_carrier_armor
steam_catapult
carrier_side_lift
carrier_angled_deck
@@ -472,7 +462,7 @@ equipments = {
required = no
allowed_module_categories = {
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_anti_air
carrier_side_lift
}
@@ -585,7 +575,7 @@ equipments = {
}
fixed_ship_secondaries_slot = {
required = no
allowed_module_categories = { ship_secondaries ship_dp_secondaries }
allowed_module_categories = { ship_secondaries ship_dp_secondaries_bb }
}
fixed_ship_armor_slot = {
required = yes
@@ -614,7 +604,7 @@ equipments = {
required = no
allowed_module_categories = {
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_big
steam_catapult
@@ -627,7 +617,7 @@ equipments = {
required = no
allowed_module_categories = {
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_anti_air
ship_missile_aa
carrier_side_lift

View File

@@ -165,6 +165,18 @@ equipments = {
category = seaplane_hangar
count < 3
}
module_count_limit = {
module = full_missile_upgrade
count < 2
}
module_count_limit = {
module = economical_nuclear_reactor_cruiser
count < 2
}
module_count_limit = {
module = ship_display_system
count < 2
}
default_modules = {
fixed_ship_battery_slot = empty
@@ -731,7 +743,10 @@ equipments = {
fixed_ship_secondaries_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_airplane_launcher_slot = inherit
fixed_ship_role_slot = inherit
fixed_ship_role_slot = {
required = yes
allowed_module_categories = { c_role c_role_missile }
}
fixed_ship_extra_secondaries_slot = inherit
front_1_custom_slot = {
required = no
@@ -863,7 +878,10 @@ equipments = {
fixed_ship_secondaries_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_airplane_launcher_slot = inherit
fixed_ship_role_slot = inherit
fixed_ship_role_slot = {
required = yes
allowed_module_categories = { c_role c_role_missile }
}
fixed_ship_extra_secondaries_slot = inherit
fixed_ship_extra_missile_slot = fixed_ship_extra_secondaries_slot
front_1_custom_slot = {
@@ -953,18 +971,6 @@ equipments = {
category = ship_missile_aa
count < 8
}
module_count_limit = {
module = full_missile_upgrade
count < 2
}
module_count_limit = {
module = economical_nuclear_reactor_cruiser
count < 2
}
module_count_limit = {
module = ship_display_system
count < 2
}
default_modules = {
fixed_ship_engine_slot = cruiser_ship_engine_5
}

View File

@@ -43,7 +43,7 @@ equipments = {
}
fixed_ship_secondaries_slot = {
required = no
allowed_module_categories = { ship_secondaries ship_dp_secondaries ship_torpedo_bb }
allowed_module_categories = { ship_secondaries ship_dp_secondaries_bb ship_torpedo_bb }
}
fixed_ship_armor_slot = {
required = yes
@@ -100,7 +100,7 @@ equipments = {
ship_heavy_battery_quad
ship_anti_air
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_airplane_launcher
}
}
@@ -117,7 +117,7 @@ equipments = {
ship_heavy_battery_triple
ship_heavy_battery_quad
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_airplane_launcher
ship_deck_space_bb
}
@@ -169,7 +169,7 @@ equipments = {
surface_detection = 20
sub_detection = 1
surface_visibility = 26
surface_visibility = 36
naval_speed = 30
reliability = 0.80
@@ -203,16 +203,50 @@ equipments = {
can_convert_from = { vnr_ship_hull_pre_dreadnought }
visual_level = 0
module_slots = {
fixed_ship_battery_slot = inherit
fixed_ship_anti_air_slot = inherit
fixed_ship_fire_control_system_slot = inherit
fixed_ship_radar_slot = inherit
fixed_ship_engine_slot = inherit
fixed_ship_secondaries_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_airplane_launcher_slot = inherit
fixed_ship_extra_secondaries_slot = inherit
fixed_ship_armor_scheme_slot = inherit
fixed_ship_battery_slot = {
required = yes
allowed_module_categories = { ship_heavy_battery }
}
fixed_ship_anti_air_slot = {
required = no
allowed_module_categories = { ship_anti_air }
}
fixed_ship_fire_control_system_slot = {
required = no
allowed_module_categories = { ship_fire_control_system }
}
fixed_ship_radar_slot = {
required = no
allowed_module_categories = { ship_radar ship_mast }
}
fixed_ship_engine_slot = {
required = yes
allowed_module_categories = { heavy_ship_engine }
}
fixed_ship_secondaries_slot = {
required = no
allowed_module_categories = { ship_secondaries ship_dp_secondaries_bb ship_torpedo_bb }
}
fixed_ship_armor_slot = {
required = yes
allowed_module_categories = { ship_heavy_armor }
}
fixed_ship_airplane_launcher_slot = {
required = no
allowed_module_categories = { ship_airplane_launcher generic_miscellaneous }
}
fixed_ship_extra_secondaries_slot = {
required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous }
}
fixed_ship_armor_scheme_slot = {
required = yes
allowed_module_categories = { armor_scheme }
}
fixed_ship_torpedo_defense_system_slot = {
required = no
allowed_module_categories = { torpedo_defense_system }
}
front_1_custom_slot = {
required = no
allowed_module_categories = {
@@ -225,7 +259,7 @@ equipments = {
ship_torpedo
ship_anti_air
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_airplane_launcher
}
}
@@ -235,8 +269,6 @@ equipments = {
ship_anti_air
ship_airplane_launcher
ship_heavy_battery
ship_heavy_battery_triple
ship_heavy_battery_quad
}
}
}
@@ -247,7 +279,7 @@ equipments = {
mid_1_custom_slot = empty
rear_1_custom_slot = empty
}
naval_range = 2250
naval_range = 2000
max_strength = 180
naval_speed = 21
@@ -293,7 +325,7 @@ equipments = {
}
fixed_ship_secondaries_slot = {
required = no
allowed_module_categories = { ship_secondaries ship_dp_secondaries ship_torpedo_bb }
allowed_module_categories = { ship_secondaries ship_dp_secondaries_bb ship_torpedo_bb }
}
fixed_ship_armor_slot = {
required = yes
@@ -350,7 +382,7 @@ equipments = {
ship_heavy_battery_quad
ship_anti_air
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_airplane_launcher
}
}
@@ -367,7 +399,7 @@ equipments = {
ship_heavy_battery_triple
ship_heavy_battery_quad
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_airplane_launcher
ship_deck_space_bb
}
@@ -395,6 +427,7 @@ equipments = {
reliability = 0.70
naval_speed = 27
fuel_consumption = 63
surface_visibility = 38
build_cost_ic = 2200
}
@@ -429,6 +462,7 @@ equipments = {
reliability = 0.75
naval_speed = 27.5
fuel_consumption = 67
surface_visibility = 36
build_cost_ic = 2600
manpower = 2200
}
@@ -456,6 +490,7 @@ equipments = {
reliability = 0.85
fuel_consumption = 67
naval_speed = 32
surface_visibility = 31
build_cost_ic = 2700
manpower = 2500
@@ -484,7 +519,7 @@ equipments = {
max_strength = 320
reliability = 0.9
fuel_consumption = 67
surface_visibility = 29
build_cost_ic = 3000
manpower = 2800
@@ -550,7 +585,7 @@ equipments = {
ship_heavy_battery_quad
ship_anti_air
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_airplane_launcher
ship_missile
ship_missile_aa
@@ -569,7 +604,7 @@ equipments = {
ship_heavy_battery_triple
ship_heavy_battery_quad
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_airplane_launcher
ship_missile
ship_missile_aa
@@ -590,6 +625,7 @@ equipments = {
max_strength = 350
naval_speed = 30.5
fuel_consumption = 67
surface_visibility = 27
reliability = 0.95
build_cost_ic = 3300
@@ -629,7 +665,7 @@ equipments = {
}
fixed_ship_secondaries_slot = {
required = no
allowed_module_categories = { ship_secondaries ship_dp_secondaries ship_torpedo_bb }
allowed_module_categories = { ship_secondaries ship_dp_secondaries_bb ship_torpedo_bb }
}
fixed_ship_armor_slot = {
required = yes
@@ -671,7 +707,7 @@ equipments = {
allowed_module_categories = {
ship_anti_air
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_heavy_battery
ship_heavy_battery_triple
ship_heavy_battery_quad
@@ -689,7 +725,7 @@ equipments = {
allowed_module_categories = {
ship_anti_air
ship_secondaries
ship_dp_secondaries
ship_dp_secondaries_bb
ship_heavy_battery
ship_heavy_battery_triple
ship_heavy_battery_quad
@@ -715,10 +751,10 @@ equipments = {
}
naval_range = 4500
naval_speed = 26.5
max_strength = 330
max_strength = 350
fuel_consumption = 75
reliability = 0.9
surface_visibility = 35
surface_visibility = 42
build_cost_ic = 3800
resources = {
steel = 4

View File

@@ -132,7 +132,10 @@ equipments = {
category = ship_sonar
count < 2
}
module_count_limit = {
category = ship_missile
count < 3
}
module_count_limit = {
category = ship_missile_aa
count < 3
@@ -318,7 +321,10 @@ equipments = {
fixed_ship_radar_slot = inherit
fixed_ship_torpedo_slot = inherit
fixed_ship_engine_slot = inherit
fixed_ship_role_slot = inherit
fixed_ship_role_slot = {
required = yes
allowed_module_categories = { dd_role dd_role_missile }
}
fixed_ship_extra_secondaries_slot = inherit
front_1_custom_slot = {
required = no
@@ -403,7 +409,10 @@ equipments = {
fixed_ship_radar_slot = inherit
fixed_ship_torpedo_slot = inherit
fixed_ship_engine_slot = inherit
fixed_ship_role_slot = inherit
fixed_ship_role_slot = {
required = yes
allowed_module_categories = { dd_role dd_role_missile }
}
fixed_ship_extra_secondaries_slot = inherit
front_1_custom_slot = {
required = no
@@ -484,14 +493,6 @@ equipments = {
manpower = 600
naval_speed = 36.5
module_count_limit = {
category = ship_missile
count < 3
}
module_count_limit = {
category = ship_missile_aa
count < 3
}
module_count_limit = {
category = ship_anti_air
count < 5

View File

@@ -100,7 +100,7 @@ ITA_BB_HISTORICAL = {
unique = {
"加富尔伯爵" "朱利奥·凯撒" "利托里奥" "维内托"
"卡约·杜伊里奥" "安德烈亚·多利亚" "帝国"
"卡约·杜伊里奥" "安德烈亚·多利亚" "罗马" "帝国"
"但丁·阿利吉耶里" "艾莉娜王后" "维托里奥·埃曼努埃莱"
"威尼斯" "伦巴底"
}

View File

@@ -1,4 +1,4 @@
version="v1.10 - Tokyo Express"
version="v1.11 - King's Gambit"
tags={
"Military"
"Translation"

161
src/documentation/Guide.md Executable file
View File

@@ -0,0 +1,161 @@
# A Simple Guide to Vanilla Navy Rework #
## Preface ##
Hi, this is the author of VNR, MrPunk. VNR is a naval overhaul mod with a huge amount of new contents and mechanisms, though its core is still similar to vanilla. I bet most people, whether experienced in navy or not, might face a hard time adjusting to a fresh style of naval game. I'm not an expert, but I want to write down this guide with insights during my modding process, in an attempt to relieve players from duplicate learning.
You can play VNR in different ways. Stick to history if you want to do it in a realistic style, or create meta designs to simply be a winner. It's up to you which style to pick, and VNR always offers numerous things for you to achieve that.
## Designer ##
Designer is the basic of VNR and the most important components you deal with. To design a ship, you need to know about your requirements and more. A good navy does not always equal to the United States Navy in real life, but it should fit in your overall strategy and geopolitical environment. Fortunately, VNR has a wide range of modules to help you customize your fleet. To begin with, I'd like to bring up the six dimensions of ship designs.
### Philosophy of Balance ###
**Firepower**
Firepower in HOI4 is split into 3 types of attacks, light, heavy and torpedo.
Light attack is provided by batteries on destroyers and cruisers, and secondary batteries on capital ships. Heavy attack is the damage done by heavy batteries on battleships or battlecruisers, and medium guns on heavy cruisers by a very small amount. While damage caused by guns is affected by armor of target which their ratio leads to very different damage and critical chance, torpedo simply ignores armor and can cause great damage and score more critical hits, but it's fired more slowly and suffers a great penalty on hit chance when screen efficiency is good. Given that enemy's screen efficiency is one vital factor in the equation, swiftly eliminating its screen ships paves the way to a grand victory because low screen efficiency of the other side will make dynamics at sea more favorable to your side.
A conclusion can be drawn here. Light gun is very efficient against light ships, with the other side's screen efficiency totally crushed, your fleet will have an upper hand in hitting and evasion. Heavy gun can do more damage to heavy ships due to its heavy armor piercing effects, though it's not common to see battleships sunk by it. Torpedo have a higher critical chance against heavy ships and carriers which often deals triple or even quadruple damages, but its setbacks are long loading time and low hit chance.
Carrier, on the other hand, is very different from all the firepowers mentioned above. Its damage relies on your air variants and sortie efficiency, and is only affected by weather, anti-air and night.
**Protection**
The protection of ships varies on different hulls. For example, destroyer has close to zero protection, cruiser has armor plates, while battleship possesses armor, scheme and torpedo defense systems.
When HP gets reduced to 0, the ship will be sunk. Typically, the two ways to avoid it will be enhancing your ship in terms of HP and armor strength. Having more HP brings obvious benefits that the ship can take more damage before sunk. Armor improves survivability with a different approach to reduce damage received each time it's hit. Based on the formula listed in intro panel, if armor piercing of a gun is lower than half of the armor, its damage is reduced to 20% of its original value. As a result, armor is extremely useful against guns.
Torpedo completely ignores armor and can cause great damage. Even torpedo defense system is not effective enough to save the ship if it gets hit by torpedo. But luckily, with a good escort force, torpedo will have a hard time penetrating the screen line to get your capital ships.
Contrary to most people's impression, anti-air is also a part of protection facing aircrafts and carriers. Good AA provides damage reduction or even evasion when attacked by planes, and it gets more bonus from the overall AA from your fleet, factored to align with the ship's. That means a ship without anti-air gun can also benefit from other ships' AA, but anti-air guns are mandatory if you want to shoot down the plane.
**Speed**
Besides stacking armor, another way to improve your ship's survivability is to increase its speed. Higher speed helps reduce ship's hit profile which is compared with hit chance of guns to determine whether your ship is hit or not. As an effective measure to evade gun fires, however, speed is useless against planes. In order to get a higher speed, avoid stacking too many guns or armors on a hull. Generally speaking, you'd better make capital ships around 30kn, light ships 35-40kn.
**Reliability**
The impact of reliability is not superficial, but it determines how likely the ship may suffer a critical hit or damaged in accidents. Many immature or complex modules such as quad guns and missiles will cause loss of reliability, making the ship very vulnerable in combat and training, just like the Swedish warship Wasa. In my opinion, low reliability is somewhat tolerable on platforms with higher HP, but it's definitely not recommended on light hulls.
**Detection**
Detection, or recon, is a very important factor to gain initiativeness in naval combat. It is divided into surface detection and sub detection, with influence on spotting enemy fleet or submarines. Greater detection is always good, but it's also expensive, so only vanguard fleet is usually composed of fast and dedicated recon ships.
**Cost**
Unless you are playing as US or UK, building a large fleet takes too much time and IC, and it may hamper your army production. This is especially true for countries like Germany or Soviet Union which requires army focus more than anyone else. As a result, keeping the cost of shipbuilding programs under control can make the whole experience of your game smoother.
### How to Design Your Ship ###
If you can fully understand the six dimensions, now it's time to design your first ship!
**Carrier**
Carrier serves as the main source of damage in battle, and it's heavily relied on its aircrafts. The most important thing about it is the capacity, which requires you to mount as many hangars as possible. However, having too many hangars will certainly degrade speed and other metrics, especially that organisation and HP will impact sortie efficiency. Thus, you should keep the degradation under control.
**Heavy Ship**
You can't skip heavy ships, such as battleships and battlecruisers, in your fleet. While screen ships escort capital ships, these heavy ships will escort carriers and boost their survivability by drawing aircrafts' attack. It's hard to summarize the key to such ship because it literally needs every aspect to be perfectly balanced. Firepower may not be the keypoint on battleships since their maximum HP is almost immortal compared to guns' heavy attack, but armor and AA are needed to protect itself and other ships, especially carriers. In that case, a historical battleship is more than sufficient to be included in a strike taskforce.
On the other hand, battlecruiser is not a good option despite its advantage of speed. Its chance to receive critical hit is higher than battleship, which battleship with high speed engine is already fast enough.
As for super heavy battleships, you can mount one gun on it to fully utilize its high HP, but normally it's not recommended.
**Cruiser**
Unlike vanilla, heavy cruiser and light cruiser in VNR are not defined by its gun caliber but by role. Yet there are still differences between cruiser guns. Light medium guns are similar to their origins, but medium guns have bonus on HP and armor to simulate a linear relation between survivability and tonnage. In VNR, heavy cruiser plays the role of cruiser killer instead of being useless in capital line, it's more flexible and can perform actions in both capital line and screen line based on the role you give it. As mentioned above, cruisers use light attack to eliminate screen ships and crush enemy's screen efficiency, creating a more favorable situation for your fleet to fire on the enemy. To achieve that, you need to pursue a fast and light-gun-centric design in order to keep up with destroyers and wipe out enemy's screen line as fast as you can.
Cruiser is not only used for attack, but also some supporting jobs, such as scouting, and sometimes it can be a luxurious option for anti-submarine and mine warfare. That's where the role system gonna help you to fully dig out all its potentials. Radar picket cruiser is perfect for spotting enemy fleet. Colonial cruiser is cheaper, good supplement to colonial empire like UK and also a second best choice for minor countries. Then you have large cruiser and missile cruiser if there are sufficient IC power within your nation. The list goes on, but one thing for sure is that cruiser offers the most possibilities in all kinds of ships.
**Destroyer**
Destroyer is weak at the first glance, but it has the best speed and visibility in the game. Since destroyer's gun is almost useless against any ships but itself, torpedo is often used as the main weapon of destroyer, making destroyer heavily depending on the diminishment of your enemy's screen efficiency. Besides, destroyers also shoulder the most important mission in the fleet, which is to maintain screen efficiency by their numbers. Therefore, cost should always be the top priority when designing a destroyer, and there are a series of roles to achieve that.
Typically, the generic destroyer role can handle most scenarios. Escort destroyer is cheaper and expert at anti-submarine, and frigate can reduce the cost even more with numerous degradations in other aspects. Of course, you can also try to go another way to improve quality of your destroyer. Roles like destroyer leader and super destroyer can both enhance its performance in terms of firepower and protection at the cost of a sharp increase in IC. Destroyer leader may look redundant in the list, you are correct, that's also the reason why this type of ships was eventually outdated in history.
**Submarine**
Subs are greatly nerfed compared to vanilla in terms of competing with a proper fleet, but they are still lethal towards convoys. There isn't much choice for each slot on submarine like other ships, and that makes the design of submarines quite linear and easier since all you have to do is updating it with new hulls or new modules.
AI in VNR has been enhanced to carry more depth charges and sonars, which is a major challenge to sub-centric games. As a result, you should try to lower your sub visibility as much as possible. Mount every useful module, including snorkel and pressure hull, on your sub and keep them updated to the latest.
### Special Hulls ###
Special hulls are ships that can't be simply represented by generic ship hulls. They are made for flavor and immersion. Using them does not always give you a good result in naval battle.
**Battlecarrier**
Battlecarrier is a hybrid ship with features from both battleship and carrier, you can make one by putting conversion deck on rear slots of the heavy hull. Although it has heavy guns, battlecarrier is considered as carrier and is in the carrier line, and it's restricted by the max carrier limit. Furthermore, battlecarrier can't get any bonus from doctrines, and its high conversion cost also blocks the possibility to build the fleet around it.
**Super Heavy Battleship**
In fact, super heavy battleship has no fundamental difference from ordinary battleships. It's just larger and more expensive with dedicated armor and engines.
**Escort Carrier**
A cheap but very weak carrier. Escort carrier is unlocked around 1940-1941 in the techtree, it's basically a toy for major powers as the carrier count limit largely restricts its usage scenario, but it's still a perfect choice for anti-submarine missions in secondary theaters.
**Super Carrier**
Just like Essex or Midway post-refit, super carrier is a weapon with no shortcoming. By combining with modern carrier modules such as large armored hangar, steamed catapult and side lifts, a super carrier can possess a capacity of 130-150 planes. Except for its incredible cost, super carrier is the best type of carrier in the mod.
**Panzerschiff**
Panzerschiff in VNR or revived armored cruiser in KRNR, is basically a cruiser with heavy guns, though there is a limit set to prevent super heavy guns being installed on it. Just like the real armored ship in history, it has some advantages in one-on-one combat against cruisers, such as better guns and armor, making it an intermediate option between battlecruiser and heavy cruiser. The problem is, panzerschiff is stuck in the middle, so it can't fully cover either's job.
**Auxiliary Ship**
The max range of the fleet is calculated by average range of all ships within, so mathematically speaking you can boost it by adding long-range ships to your fleet. However, if you know maths very well, you may notice once the average surpass a certain value, it will bring the increase rate to a stagnation, so it's unwise to put too many auxiliary ships together because the range bonus is reaching the upper limit.
To keep it away from the frontline, auxiliary ship is considered as capital ship, which means it can provide escort efficiency for your carrier just like battleship does. It's weak without doubt, but really really cheap.
## Techtree ##
Techtree is the soul of VNR and also the most interesting part of the game. Compared to base game, the naval techtree has been expanded in width and depth, from bonuses to modules. From the first glance, it may look complicated for people who love short and condensed techtree. It is large but you don't necessarily have to research all of them, and I will try to make your decision easier. Note that not all techs are worthy, you have to choose wisely and try not to overwhelm yourself.
### Naval Tree ###
**Destroyer Branch**
Destroyer is the fundation of any navies, so there is no reason that you should skip this part of the tree, unless you don't want to play navy at all. As I mentioned in designing section, cost is the key element of destroyer variants, so any tech that lowers IC cost of a ship is certainly a must. The research on destroyer should be centered around the job you give them in your fleet. Anti-submarine is one of the most common tasks handled by destroyer, making depth charge and sonar technologies become the theme of this branch. Typically, that's all you need to have to make a decent destroyer. When I say "decent", it stands for "a ship that works under most circumstances regardless of which country you are playing", but there are exceptions that you will be against different enemies.
**Cruiser Branch**
Cruiser can make incredible damage on light ships in the battle when it gets into close combat stage. Therefore, if you want to build a nice surface fleet, don't hesitate to give your cruiser the best guns and armors. Although you have many options in cruiser's tree, the process becomes easier that you only have to choose those improve it in terms of things you really need, including firepower, speed and armor.
**Heavy Armor Branch**
This branch is composed of battleship armor scheme and armor processing technologies. The necessity depends on whether you are going to include heavy ships in your fleet and when you want to exclude them. If heavy ships still hold a place in your fleet, you should update these techs to the latest whenever there's a chance, otherwise just leave it alone.
**Battleship Branch**
Battleship branch is actually quite flexible because you can drop it from anywhere if it's no longer needed in your fleet. But if you want a good cold war era experience, at least research hulls to gain access to cold war fire-control/nuclear-fleet technologies. Back to the base tree, battleship techs prior to the 1930s are very useful despite not being mandatory. Its sub techs during the early 1940s are not recommended for their crummy bonus unless it's out of roleplay. After all, not many people will need excellent battleships but just-okay ones.
**Carrier Branch**
I can't stress more about the dominating power of carrier in reality and mod. Except for some early sub techs of carrier which only apply little bonus, most carrier techs are extremely useful and will definitely give you an upper hand in the battle. My suggestion is to skip techs before 1932, and get all of them after that.
**Submarine Branch**
Submarine is useless against anything but convoys because of AI's ASW improvements. Submarine research should be centered around lowering visibility and improving torpedo attack, other techs remain optional no matter what bonus they offer.
### Naval Support Tree ###
**Gun Branch**
You need guns everywhere, so there is basically no reason to skip this branch. Except for super heavy guns and rocket artillery, get all techs to the latest if you want to have a decent fleet.
**Torpedo Branch**
Torpedo techs are needed by both submarines and torpedo ships, and overall torpedo weapons are nerfed in accuracy but buffed in damage. Keep it up to date if your fleet is heavily relied on torpedo.
**Auxiliary Branch**
The auxiliary branch is split into three sub-branches, port facilities, auxiliary ships and fuel silos. Basically designed for immersion, you can just skip the whole branch without need to worry about missing important bonus or modules. Of course, if you want to experience this part of the mod, there are some useful techs.
The branch of port facilities aims at accelerating building and repairing speed of naval infrastructure such as shipyard and naval base, but I won't recommended you to finish this line due to poor bonus.
Auxiliary ship branch is centered around the debate over "range or speed". Speed branch is relatively better since it's one of the six dimensions of ship designs and it offers some exclusive modules like raider cruiser.
As for fuel branch, its research cost is insignificant with little bonus, making it an irrelevant factor in your game.

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@@ -0,0 +1,174 @@
# Vanilla Navy Rework Modding Tutorial #
Hi there, this is MrPunk, in this file I will try to explain everything about VNR technically.
## Topics ##
1. [File Structure](#file-structure)
2. [Post-loading Mechanism](#post-loading)
3. [Interesting Features Breakdown](#interesting-feature-breakdown)
## File Structure ##
### Common ###
Common is where the fundamental materials of the game are stored, usually it includes technology, national focus decisions and much more.
The files in this folder will be loaded at game starts (in the loading screen), so if the game never made it to the menu, more likely it's caused by bugs in Common.
**Structure**
- ai_equipment
The ship design templates are stored here, each file within indicates a type of ship, with specific templates of each level of the hull. AI will replace the template with newer ones if it has enough navy XP, weighted by the AI factors in the file. The variable "role" is the keyword telling AI what to produce in its strategy.
- ai_strategy
AI production strategies are stored here. Using the role defined in ai_equipment, it directly tells AI what to produce, and assigning a value to it determines how AI are willing to produce such templates. Theoretically, any value over 0 will make AI execute the strategy, unless the number of AI's dockyard is too low to make that happen.
- decisions
A place where decisions definition is stored. Currently it has the behemoths and naval introduction related decisions.
- defines
Here you modify some static constants in the game mechanism. As the formula set in the code, defines provide a way to scale the effects.
- on_actions
It declares some starting, global and triggering variables, including intro panel display and definition of major naval powers.
- scripted_effects
Basically they are like functions in programming, purely customized effects. All the starting tech setup and naval variants are stored here.
- scripted_gui
Just the starting intro panel.
- scripted_localisation
Defines alternative text for behemoth events. (used by different countries)
- technologies
title says all
- units
Containing units, equipments and modules definition of the mod.
Units are basic combat unit in the game such as carrier, destroyer and battleship. Equipments is more specifically the ship hulls you see in the game. Definition including allowed modules on each slot, and base stats such as speed, armor, fuel consumption. 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 ###
Events are, well, just events..
Nothing to put here, it's very easy to understand.
### GFX ###
All the pictures, icons and 3D assets are put here.
**Structure**
- army_icons
The ship insignia and their tooltips
- event_pictures
Nothing special
- interface
- counters
Small and green icons shown the number of ships when you hover on your fleet.
- equipmentdesigner
Stores the icons of ship modules and topviews
- navalcomabt
Stores icons of ships shown on the left side of the screen when you select a fleet, it's also used in naval combat panel.
- technologies
Stores icons of ships in the tech tree and designer. Tech icons are also put here under navy_tree.
- Others
Some textures used in tech tree and backgrounds.
### History ###
This part is loaded after you select a country and start the game. Mostly there are country definitions such as leaders/parties/techs and starting military.
All files start with 00_vnr will be loaded as starting navy of that country. The empty files are just for overriding the vanilla ones.
### Interface ###
This folder is in close relation to GFX, which it defines the name of GFX files, the UI lookings and which location the GFX should show up.
**Structure**
- 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.
- .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.
- .gui files
Any files end with .gui is the UI definition, including size and position of these elements.
### Localisation ###
The texts of events, technologies, etc.
## Post-Loading ##
The most interesting feature of VNR is the post-loading mechanism. For so long, there are many navy mods out there, but they all have to change the files within history/countries, for that's where tank/air/ship designs are defined. In instance of a large naval overhaul mod, you have to modify these files to make new modules and new hulls working. It's very common on mods such as NRM.
Despite being the most sraightforward approach, it will bring harms to compatibility and robustness throughout basegame updates. The country history files store more than starting variants, it also has leaders, historical events, political status and national spirits. Overwriting such files is a complete disaster when it comes to compatibility. Even a minor fix on the country's starting stability will be incompatible, depending on the loading order, it may break its variants too.
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 techs, this blocks any variants using these hulls from appearing and won't cause any crash/error, because variants using blocked techs will be unlocked after the tech is researched. But in this case, it will never be researched. Then simply replacing them with hulls with different IDs is going to form the basic of your designer.
2. Overriding all vanilla units history files. Unlike country history files, the unit files are less sensitive for they only take effects when it's loaded in your script. Combining step 1 and step 2 will give a clean state on game start, no country has naval variants or fleet. Then you may load your own.
3. Loading customized units and designs is the last step. It is achieved through hidden events. Some people say game is an art of interaction, and here is how I load everything without you even noticing it. By completing step 2, no country has navy upon game start, but as you may notice, there is an intro panel. The intro panel draws your attention, and your first reaction is to click continue. A trigger is set there, when it is clicked, it will set a global flag, telling the loading event to take effects. The effects are modified to have no popup, and done in an instant. Then you get everything set.
Reference files:
events/00_navy_rework.txt
common/scripted_guis/00_navy_rework_welcome_splash_gui.txt
## Interesting Feature Breakdown ##
1. **Multiple customized ship icons for one hull**
NSB and BBA have introduced a new style of designer to the game, which you can choose the sprite for your tank/airplane from numerous icon presets. But ship designer still adopts the tradition from MTG that only equipment icons are available. Fortunately, this new feature is actually supported, just not applied.
This is achieved through graphic_db which is the database for icons in equipment designer. It seems that, even though ship designer owns a standalone UI, the way of accessing database is common among all designers. To do it, create a file for ship icons in gfx/interface/equipmentdesigner/graphic_db, then try to assign pool of icons to each hull and tag. For details, you can refer to tank and air icon files in the same location, the style and grammar are identical.
As for unique icons of starting variants, that is actually a workaround. You can add a line "icon = xxx.dds" in the variant definition.
2. **Ship role system**
The ship role system is what creates more variants. Before that, most naval mods simply add a lot of hulls to represent new type of ships, but they in fact are not so different from the base platform. For example, destroyer leader, destroyer and escort destroyer. Offering different bonus, the ship role also allow or disallow certain categories of modules.
3. **Dynamic title for ship designer**
As you may notice, the title of ship designer has dynamic effects in the mod, which it will change according to the tag's historical ship designing organization, such as DNC of Britain and BuC&R of America. Dynamic localisation doesn't work here because the title is an embedded element in UI.
To change it, you need to edit the original text of the title to an empty string first. Then, make a scripted gui attached to equipment designer with only an instantTextBox. Since scripted gui is the only way to put scripted localisation on UI, you can then modify the gui to make it responsive at last.

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@@ -1,140 +0,0 @@
###########################
### Vanilla Navy Rework ###
###########################
Hi there, this is MrPunk, in this file I will try to explain everything about VNR technically.
###########################
### Topics ###
###########################
1. File Structure
2. Post-loading Mechanism
3. Interesting Features Breakdown
###########################
### File Structure ###
###########################
1. Common
Overview
Common is where the fundamental materials of the game are stored, usually it includes technology, national focus decisions and much more.
The files in this folder will be loaded at game starts (in the loading screen), so if the game never made it to the menu, more likely it's caused by bugs in Common.
Structure
a. ai_equipment
The ship design templates are stored here, each file within indicates a type of ship, with specific templates of each level of the hull.
AI will replace the template with newer ones if it has enough navy XP, weighted by the AI factors in the file.
The variable "role" is the keyword telling AI what to produce in its strategy.
b. ai_strategy
AI production strategies are stored here. Using the role defined in ai_equipment, it directly tells AI what to produce, and assigning a value to it determines how AI are willing to produce such templates. Theoretically, any value over 0 will make AI execute the strategy, unless the number of AI's dockyard is too low to make that happen.
c. decisions
A place where decisions definition is stored. Currently it has the behemoths and naval introduction related decisions.
d. defines
Here you modify some static constants in the game mechanism. As the formula set in the code, defines provide a way to scale the effects.
e. on_actions
It declares some starting, global and triggering variables, including intro panel display and definition of major naval powers.
f. scripted_effects
Basically they are like functions in programming, purely customized effects. All the starting tech setup and naval variants are stored here.
g. scripted_gui
Just the starting intro panel.
h. scripted_localisation
Defines alternative text for behemoth events. (used by different countries)
i. technologies
title says all
j. units
Containing units, equipments and modules definition of the mod.
Units are basic combat unit in the game such as carrier, destroyer and battleship.
Equipments is more specifically the ship hulls you see in the game. Definition including allowed modules on each slot, and base stats such as speed, armor, fuel consumption...
Modules are the parts you put in every slot in ship designers
Plus, ship names are stored in names_ships sorted by country tag.
2. Events
Overview
Events are, well, just events..
Structure
Nothing to put here, it's very easy to understand.
3. GFX
Overview
All the pictures, icons and 3D assets are put here.
Structure
a. army_icons
The ship insignia and their tooltips
b. event_pictures
Nothing special
c. interface
c.1. counters
Small and green icons shown the number of ships when you hover on your fleet.
c.2. equipmentdesigner
Stores the icons of ship modules and topviews
c.3. navalcomabt
Stores icons of ships shown on the left side of the screen when you select a fleet, it's also used in naval combat panel.
c.4. technologies
Stores icons of ships in the tech tree and designer. Tech icons are also put here under navy_tree.
c.5. Others
Some textures used in tech tree and backgrounds.
4. History
Overview
This part is loaded after you select a country and start the game. Mostly there are country definitions such as leaders/parties/techs and starting military.
Structure
All files start with 00_vnr will be loaded as starting navy of that country.
The empty files are just for overriding the vanilla ones.
5. Interface
Overview
This folder is in close relation to GFX, which it defines the name of GFX files, the UI lookings and which location the GFX should show up.
Structure
a. 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.
b. .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.
c. .gui files
Any files end with .gui is the UI definition, including size and position of these elements.
6. Localisation
Overview
The texts of events, technologies, etc.
###########################
### Post-Loading ###
###########################
The most interesting feature of VNR is the post-loading mechanism. For so long, there are many navy mods out there, but they all have to change the files within history/countries, for that's where tank/air/ship designs are defined. In instance of a large naval overhaul mod, you have to modify these files to make new modules and new hulls working. It's very common on mods such as NRM.
Despite being the most sraightforward approach, it will bring harms to compatibility and robustness throughout basegame updates. The country history files store more than starting variants, it also has leaders, historical events, political status and national spirits. Overwriting such files is a complete disaster when it comes to compatibility. Even a minor fix on the country's starting stability will be incompatible, depending on the loading order, it may break its variants too.
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 techs, this blocks any variants using these hulls from appearing and won't cause any crash/error, because variants using blocked techs will be unlocked after the tech is researched. But in this case, it will never be researched. Then simply replacing them with hulls with different IDs is going to form the basic of your designer.
2. Overriding all vanilla units history files. Unlike country history files, the unit files are less sensitive for they only take effects when it's loaded in your script. Combining step 1 and step 2 will give a clean state on game start, no country has naval variants or fleet. Then you may load your own.
3. Loading customized units and designs is the last step. It is achieved through hidden events. Some people say game is an art of interaction, and here is how I load everything without you even noticing it. By completing step 2, no country has navy upon game start, but as you may notice, there is an intro panel. The intro panel draws your attention, and your first reaction is to click continue. A trigger is set there, when it is clicked, it will set a global flag, telling the loading
event to take effects. The effects are modified to have no popup, and done in an instant. Then you get everything set.
Reference files:
events/00_navy_rework.txt
common/scripted_guis/00_navy_rework_welcome_splash_gui.txt
############################################
### Interesting Feature Breakdown ###
############################################
1. Multiple customized ship icons for one hull
NSB and BBA have introduced a new style of designer to the game, which you can choose the sprite for your tank/airplane from numerous icon presets. But ship designer still adopts the tradition from MTG that only equipment icons are available. Fortunately, this new feature is actually supported, just not applied.
This is achieved through graphic_db which is the database for icons in equipment designer. It seems that, even though ship designer owns a standalone UI, the way of accessing database is common among all designers. To do it, create a file for ship icons in gfx/interface/equipmentdesigner/graphic_db, then try to assign pool of icons to each hull and tag. For details, you can refer to tank and air icon files in the same location, the style and grammar are identical.
As for unique icons of starting variants, that is actually a workaround. You can add a line "icon = xxx.dds" in the variant definition.
2. Ship role system
The ship role system is what creates more variants. Before that, most naval mods simply add a lot of hulls to represent new type of ships, but they in fact are not so different from the base platform. For example, destroyer leader, destroyer and escort destroyer. Offering different bonus, the ship role also allow or disallow certain categories of modules.
3. Dynamic title for ship designer
As you may notice, the title of ship designer has dynamic effects in the mod, which it will change according to the tag's historical ship designing organization, such as DNC of Britain and BuC&R of America. Dynamic localisation doesn't work here because the title is an embedded element in UI.
To change it, you need to edit the original text of the title to an empty string first. Then, make a scripted gui attached to equipment designer with only an instantTextBox. Since scripted gui is the only way to put scripted localisation on UI, you can then modify the gui to make it responsive at last.

View File

@@ -10,6 +10,8 @@ country_event = {
immediate = {
add_starting_techs = yes
makeup_starting_techs = yes
# set shipyard output boost
set_shipyard_output_boost = yes
# add starting variants and navy
ARG = {

View File

@@ -500,7 +500,7 @@ country_event = {
memory_expansion = 1
integrated_combat_system = 1
comprehensive_display_system = 1
recon_drone_1 = 1
recon_drones = 1
electromagnetic_signature_study = 1
airborne_early_warning = 1
optical_landing_system = 1

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@@ -0,0 +1,4 @@
entity = {
name = "medium_cruiser_entity"
clone = "heavy_cruiser_entity"
}

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@@ -336,8 +336,8 @@ spriteTypes = {
texturefile = "gfx/interface/technologies/navy_techtree/combat_information_center.png"
}
spriteType = {
name = "GFX_torpedo_computer_medium"
texturefile = "gfx/interface/technologies/navy_techtree/torpedo_computer.png"
name = "GFX_advanced_torpedo_ballistics_medium"
texturefile = "gfx/interface/technologies/navy_techtree/advanced_torpedo_ballistics.png"
}
spriteType = {
name = "GFX_torpedo_loader_medium"

View File

@@ -1022,8 +1022,16 @@ spriteTypes = {
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/fire_control4.png"
}
spriteType = {
name = "GFX_SMI_ship_sub_torpedo_computer"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/torpedo_computer.png"
name = "GFX_SMI_ship_sub_torpedo_computer_1"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/torpedo_computer1.png"
}
spriteType = {
name = "GFX_SMI_ship_sub_torpedo_computer_2"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/torpedo_computer2.png"
}
spriteType = {
name = "GFX_SMI_ship_sub_torpedo_computer_3"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/torpedo_computer3.png"
}
### wunderwaffe modules
@@ -1136,7 +1144,7 @@ spriteTypes = {
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_smoke_generator.png"
}
spriteType = {
name = "GFX_SMI_ship_torpedo_fire_control"
name = "GFX_SMI_ship_torpedo_fire_control_1"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_torpedo_director.png"
}
spriteType = {
@@ -1348,4 +1356,8 @@ spriteTypes = {
name = "GFX_SMI_seaplane_hangar"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/seaplane_hangar.png"
}
spriteType = {
name = "GFX_SMI_ship_anti_air_circle"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_anti_air_circle.png"
}
}

View File

@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv1.10东京特快”§!\n\n§C重要新增§!\n\n-设计器的舰船图标选择器现在可以使用所有本mod提供的特殊图标\n-新模块重型防空炮等级1-4\n-重新平衡弹射器和直升机的效果,巡洋舰上的弹射器总数现在受到限制,水上飞机机库对巡洋舰的所有槽位开放\n-航母机库提供的探测值全面加强\n\n§C更新§!\n\n-更新提速一些意大利的巡洋舰设计\n-根据新的重型防空模块更新开局的设计\n-为所有蒸汽引擎和民用引擎制作了新图标\n-为诱饵发射系统替换图标\n-试验型超重主炮的火力现在略高于改良超重主炮,作为补偿后者会稍微便宜一点\n-航母船体的基础油料消耗降低\n-2级超重引擎移动到战间期战列舰科技1级超重引擎移动到超重船体科技\n-增加一个在游戏内打开开局介绍板的决议\n-补给设施提供的航程加成翻倍\n-鱼雷方位盘提供的命中率加成翻倍\n-减半加大燃料罐科技的研究时间\n-为敦刻尔克级添加特殊的舰炮\n-允许超重船体安装导弹\n\n§C修复§!\n\n-修复重型核动力引擎本地化缺失的问题\n-修复中型开放机库减少油料消耗而不是增加的问题\n-修复互斥科技点击时图标变大的问题\n-修复重型舰队巡洋舰没有模型的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_1_content: "§Hv1.11王翼弃兵”§!\n\n§C重要新增§!\n\n-新科技:先进鱼雷弹道学\n-新模块潜艇鱼雷弹道计算机1-3舰船鱼雷弹道计算机1-3带穿甲的重型舰船高平两用炮\n-加强鱼雷的装填速度和命中率\n\n§C更新§!\n\n-加强空海一体战学说的海军航空兵分支\n-加强防空火控VT炮弹和燃烧霰弹的防空效果\n-为直升机平台添加新图标\n-增加战列巡洋舰和航空战列舰被暴击的权重\n-早期船体的可见度现在更高\n-降低巡洋舰改装航母的航程\n-为意大利战列舰的舰名组添加罗马号\n-增加战列舰装甲拆除费用\n-后期的战列舰装甲科技需要装甲加工科技作为前提\n-早期的船体现在不能安装导弹相关的角色\n-降低反舰导弹的造价,增加导弹角色的造价\n-降低改进超重炮的速度影响\n-增加一条开局规则可以自定义船厂产出\n-更新模组制作技术文档和教程\n\n§C修复§!\n\n-修复重型舰队巡洋舰模型问题\n-修复基础改装费用的错误\n-修复AI模板的一些错误\n-修复一些辅助船模块没有造价的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为100%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害60%到75%为45%伤害50%到60%为35%伤害30%到50%为20%伤害10%到30%为10%伤害低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多50%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东方21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

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@@ -140,8 +140,6 @@
basic_ballast_tank_desc: "压载水舱是放置压载水的船舱,用于调整船舶的重心位置、浮态和稳性。在潜艇上,压载仓决定了潜艇下潜和上浮的速度,对于潜艇实战中的战术应用起着决定性的作用。"
improved_ballast_tank: "改良型压载舱"
improved_ballast_tank_desc: "全新设计的压载舱运用了新工艺,包括了更加可靠的压载泵和防止水中杂质进入水舱的粗滤器,有效地提高了压载舱的耐用性。"
torpedo_computer: "鱼雷弹道计算机"
torpedo_computer_desc: "世界大战时期,各国的潜艇普遍使用计算尺和机械式计算器等设备辅助鱼雷弹道计算,这一方式主要依靠操作者的计算能力且精度较差。为了弥补鱼雷弹道计算的短板,基于模拟信号计算机研发而来的弹道计算机开始被应用于潜艇上,这种设备布置于潜艇指挥塔内,不仅极其笨重还需要额外的两名技术人员进行操作和维护,但对潜艇的作战效率是极大的提升。"
torpedo_loader: "鱼雷再装填装置"
torpedo_loader_desc: "装备于新型高速潜艇的鱼雷辅助装填设备,使得潜艇鱼雷管再装填的时间大大缩短。结合高速特性的新型潜艇是可怕的水下杀手。"
anechoic_tile: "消声瓦"
@@ -304,7 +302,7 @@
carrier_task_forces_desc: "航母不仅仅是舰队的核心,还是一国最重要的战争资产。摧毁敌人的航母永远是海战中的最高目标。\n\n"
naval_air_force: "以空制海"
naval_air_force_desc: "尽管不被大多数人所接受,但是越来越多的理论证明通过长程陆基飞机确保制空权是海上胜利的基础。\n\n"
frequent_air_raid: "多波次空袭"
frequent_air_raid: "全甲板攻击"
frequent_air_raid_desc: "海战的基本原则在于击沉敌军航母并保存我方航母。通过以较小规模的机群执行多波次高频率的空袭可以同时满足这两个要求。"
mass_air_raid: "大规模空袭"
mass_air_raid_desc: "航母只不过是海上的浮动机场,而恰恰是飞机对水面舰队构成了最重大的威胁。从机场出击的大规模空袭编队在一次攻击中瘫痪敌方航母的起降能力便能夺取制空权,这足以支持我们完成其他战略目标。"
@@ -350,4 +348,9 @@
oxygen_torpedo: "压缩氧气鱼雷"
oxygen_torpedo_desc: "鱼雷发动机可以利用的燃料受到其内含的氧气的限制。由于压缩空气只含有21%的氧气,实际的利用率并不高,而氧气鱼雷则使用压缩过的纯氧,其拥有比当代现役鱼雷更强的性能。\n\n"
electric_torpedo: "电动鱼雷"
electric_torpedo_desc: "不同于会留下一长串容易被观测到的气泡轨迹的蒸汽鱼雷,一枚带有电动引擎的鱼雷在击中目标前几乎是不可见的。这也意味着对方无法通过追踪鱼雷轨迹找到发射它的潜艇。\n\n"
electric_torpedo_desc: "不同于会留下一长串容易被观测到的气泡轨迹的蒸汽鱼雷,一枚带有电动引擎的鱼雷在击中目标前几乎是不可见的。这也意味着对方无法通过追踪鱼雷轨迹找到发射它的潜艇。\n\n"
advanced_torpedo_ballistics: "先进鱼雷弹道学"
advanced_torpedo_ballistics_desc: "世界大战时期,各国的潜艇普遍使用计算尺和机械式计算器等设备辅助鱼雷弹道计算,这一方式主要依靠操作者的计算能力且精度较差。随着流体动力学和鱼雷推进技术的进步,大量对不同水文环境下鱼雷运动轨迹的研究极大地促进了潜艇进攻战术的发展。"
fleet_in_being_tree: "舰队决战学说"
trade_interdiction_tree: "交通线破袭学说"
base_strike_tree: "空海一体战学说"

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@@ -1685,4 +1685,40 @@
JAP_ship_medium_heavy_battery_1_short: "三联四一年式 30cm/50火炮"
JAP_ship_medium_heavy_battery_1_double_short: "双联四一年式 30cm/50火炮"
JAP_ship_medium_heavy_battery_2_short: "三联零式 31cm/50火炮"
JAP_ship_medium_heavy_battery_2_double_short: "双联零式 31cm/50火炮"
JAP_ship_medium_heavy_battery_2_double_short: "双联零式 31cm/50火炮"
GER_dp_ship_secondaries_1_bb: "8.8cm/45 Flak L/45火炮"
GER_dp_ship_secondaries_2_bb: "10.5cm/65 SK C/33火炮"
GER_dp_ship_secondaries_3_bb: "12.7cm/61 KM 40火炮"
GER_dp_ship_secondaries_4_bb: "12.7cm/45 SK C/41 DP火炮"
JAP_dp_ship_secondaries_1_bb: "三年式 8cm/40火炮"
JAP_dp_ship_secondaries_2_bb: "十年式 12cm/45火炮"
JAP_dp_ship_secondaries_3_bb: "八九式 12.7cm/40火炮"
JAP_dp_ship_secondaries_4_bb: "九八式 10cm/65火炮"
USA_dp_ship_secondaries_1_bb: "5英寸/25 Mk 10火炮"
USA_dp_ship_secondaries_2_bb: "5英寸/38 Mk 12火炮搭配Mk24型炮塔"
USA_dp_ship_secondaries_3_bb: "5英寸/38 Mk 12火炮搭配Mk28 Mod2型炮塔"
USA_dp_ship_secondaries_4_bb: "5英寸/54 Mk 16火炮搭配Mk41型炮塔"
ENG_dp_ship_secondaries_1_bb: "4英寸 QF Mk V高平两用炮"
ENG_dp_ship_secondaries_2_bb: "4英寸 QF Mk XVI火炮"
ENG_dp_ship_secondaries_3_bb: "5.25英寸 QF Mk I火炮"
ENG_dp_ship_secondaries_4_bb: "4.5英寸 QF Mk IV自动装填火炮"
CAN_dp_ship_secondaries_1_bb: "4英寸 QF Mk V高平两用炮"
CAN_dp_ship_secondaries_2_bb: "4英寸 QF Mk XVI火炮"
CAN_dp_ship_secondaries_3_bb: "5.25英寸 QF Mk I火炮"
CAN_dp_ship_secondaries_4_bb: "4.5英寸 QF Mk IV自动装填火炮"
AST_dp_ship_secondaries_1_bb: "4英寸 QF Mk V高平两用炮"
AST_dp_ship_secondaries_2_bb: "4英寸 QF Mk XVI火炮"
AST_dp_ship_secondaries_3_bb: "5.25英寸 QF Mk I火炮"
AST_dp_ship_secondaries_4_bb: "4.5英寸 QF Mk IV自动装填火炮"
FRA_dp_ship_secondaries_1_bb: "90mm/50 Model 1926火炮"
FRA_dp_ship_secondaries_2_bb: "130mm/45 Model 1932火炮"
FRA_dp_ship_secondaries_3_bb: "130mm/45 Model 1935火炮"
FRA_dp_ship_secondaries_4_bb: "127mm/54 Model 1948火炮"
SOV_dp_ship_secondaries_1_bb: "100mm/50 Minizini火炮"
SOV_dp_ship_secondaries_2_bb: "100mm 56倍径 B-34 1940型"
SOV_dp_ship_secondaries_3_bb: "130mm/50 B13 B-2-U火炮"
SOV_dp_ship_secondaries_4_bb: "100mm 70倍径 CM-5"
ITA_dp_ship_secondaries_1_bb: "100mm/45 Model 1924火炮"
ITA_dp_ship_secondaries_2_bb: "90mm/50 OTO Model 1939火炮"
ITA_dp_ship_secondaries_3_bb: "135mm/45 OTO Model 1940火炮"
ITA_dp_ship_secondaries_4_bb: "135mm/45 OTO Model 1940 RPC火炮"

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@@ -92,9 +92,6 @@
ship_fire_control_system_4: "作战情报中心"
ship_fire_control_system_4_short: "作战情报中心"
ship_fire_control_system_4_desc: "有计算机辅助的集合了全舰雷达和声呐等所有电子设备控制终端的作战中心。"
ship_sub_torpedo_computer: "鱼雷弹道计算机"
ship_sub_torpedo_computer_short: "鱼雷弹道计算机"
ship_sub_torpedo_computer_desc: "一台计算潜艇鱼雷弹道的模拟计算机。"
ship_hull_light_role_dd: "驱逐舰角色"
ship_hull_light_role_dd_short: "驱逐舰"
ship_hull_light_role_dd_desc: "传统的驱逐舰。"
@@ -757,9 +754,6 @@
ship_mast_1: "桅杆观察哨"
ship_mast_1_short: "桅杆"
ship_mast_1_desc: "桅杆的作用是为观察岗提供空间,其可以观察炮弹的落点,并且也能容纳包括测距仪在内的火控设备。"
ship_torpedo_fire_control: "鱼雷方位盘"
ship_torpedo_fire_control_short: "鱼雷方位盘"
ship_torpedo_fire_control_desc: "鱼雷方位盘是用于计算和观察鱼雷弹道的光学设备,与大炮上的瞄具有相似之处。"
ship_bulbous_bow: "球鼻艏声呐"
ship_bulbous_bow_short: "前部声呐"
ship_bulbous_bow_desc: "一个舰船前部水下位置的鼻状突起,其内部可以安装声呐。"
@@ -1006,4 +1000,43 @@
ship_anti_air_4_h_desc: "最新的防空炮不仅可以轻易捕捉高速移动的空中目标,并且升级过的火控系统可以引导多门防空炮射击同一个目标。"
fra_11in_1931_quad: "330mm/50 Model 1931火炮"
fra_11in_1931_quad_short: "四联330mm/50 Model 1931火炮"
fra_11in_1931_quad_desc: "一组为敦刻尔克级所设计的四联装主炮。"
fra_11in_1931_quad_desc: "一组为敦刻尔克级所设计的四联装主炮。"
dp_ship_secondaries_1_bb: "100mm高平两用副炮"
dp_ship_secondaries_1_bb_short: "高平两用副炮1"
dp_ship_secondaries_1_bb_desc: "整合了重型防空炮和副炮的功能,这种炮大大提升了船只的防空能力,同时在打击小型水面目标时也能提供帮助。"
dp_ship_secondaries_2_bb: "113mm高平两用副炮"
dp_ship_secondaries_2_bb_short: "高平两用副炮2"
dp_ship_secondaries_2_bb_desc: "在单独炮塔上安装多个高平两用副炮,为船员提供极大保护。"
dp_ship_secondaries_3_bb: "127mm高平两用副炮"
dp_ship_secondaries_3_bb_short: "高平两用副炮3"
dp_ship_secondaries_3_bb_desc: "高平两用的双动力炮塔能极大提升火力输出。"
dp_ship_secondaries_4_bb: "127mm高平两用速射副炮"
dp_ship_secondaries_4_bb_short: "高平两用副炮4"
dp_ship_secondaries_4_bb_desc: "副炮武器的究极设计,旨在快速打击各种形式的目标。"
ship_sub_torpedo_computer_1: "机械式鱼雷计算机"
ship_sub_torpedo_computer_1_short: "鱼雷弹道计算机 I"
ship_sub_torpedo_computer_1_desc: "一台计算潜艇鱼雷弹道的机械式计算机。"
ship_sub_torpedo_computer_2: "模拟信号鱼雷计算机"
ship_sub_torpedo_computer_2_short: "鱼雷弹道计算机 II"
ship_sub_torpedo_computer_2_desc: "一台计算潜艇鱼雷弹道的模拟计算机。"
ship_sub_torpedo_computer_3: "电子鱼雷计算机"
ship_sub_torpedo_computer_3_short: "鱼雷弹道计算机 III"
ship_sub_torpedo_computer_3_desc: "一台计算潜艇鱼雷弹道的电子计算机。"
ship_torpedo_fire_control_1: "鱼雷方位盘"
ship_torpedo_fire_control_1_short: "鱼雷方位盘"
ship_torpedo_fire_control_1_desc: "鱼雷方位盘是用于计算和观察鱼雷弹道的光学设备,与大炮上的瞄具有相似之处。"
ship_torpedo_fire_control_2: "机械式鱼雷计算机"
ship_torpedo_fire_control_2_short: "鱼雷弹道计算机 I"
ship_torpedo_fire_control_2_desc: "一台能够以更高精度解算鱼雷弹道的机械式计算机。"
ship_torpedo_fire_control_3: "模拟信号鱼雷计算机"
ship_torpedo_fire_control_3_short: "鱼雷弹道计算机 II"
ship_torpedo_fire_control_3_desc: "模拟信号鱼雷计算机拥有比其前身更强的计算能力。"
EQ_MOD_CAT_ship_dp_secondaries_bb_TITLE: "主力舰高平两用副炮"
ship_anti_air_circle: "防空炮组集群"
ship_anti_air_circle_short: "防空炮组集群"
ship_anti_air_circle_desc: "这些不同口径的防空炮安装在军舰的每个角落,利用数量优势巩固战舰的近距离防空圈。"
ship_torpedo_fire_control_4: "电子鱼雷计算机"
ship_torpedo_fire_control_4_short: "鱼雷计算机 III"
ship_torpedo_fire_control_4_desc: "电子鱼雷计算机可以更快地处理数据,但是功耗也很大。"
EQ_MOD_CAT_dd_role_missile_TITLE: "导弹舰角色"
EQ_MOD_CAT_c_role_missile_TITLE: "导弹舰角色"

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@@ -54,4 +54,12 @@
vnr_research_budget: "海军科研经费"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "AI会在游戏中自动解锁海军科技。"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁科技。\n§R这可能改变AI选择科技的倾向并且影响其他方面的科研。§!"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁科技。\n§R这可能改变AI选择科技的倾向并且影响其他方面的科研。§!"
RULE_SHIPYARD_OUTPUT_BOOST: "允许船厂产能加成"
RULE_OPTION_FREE_AI: "仅限AI"
RULE_OPTION_FREE_PLAYER: "仅限玩家"
RULE_SHIPYARD_OUTPUT_BOOST_FREE_DESC: "船厂的产出为4点IC/日比原版快60%。\n§G此加成适用于AI和玩家。§!"
RULE_SHIPYARD_OUTPUT_BOOST_FREE_AI_DESC: "船厂的产出为4点IC/日比原版快60%。\n§G此加成仅适用于AI。§!"
RULE_SHIPYARD_OUTPUT_BOOST_FREE_PLAYER_DESC: "船厂的产出为4点IC/日比原版快60%。\n§G此加成仅适用于玩家。§!"
RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC: "船厂的产出为2.5点IC/日,与原版一致。"
vnr_shipyard_output_boost: "海军重置船厂产出加成"

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@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv1.10东京特快”§!\n\n§C重要新增§!\n\n-设计器的舰船图标选择器现在可以使用所有本mod提供的特殊图标\n-新模块重型防空炮等级1-4\n-重新平衡弹射器和直升机的效果,巡洋舰上的弹射器总数现在受到限制,水上飞机机库对巡洋舰的所有槽位开放\n-航母机库提供的探测值全面加强\n\n§C更新§!\n\n-更新提速一些意大利的巡洋舰设计\n-根据新的重型防空模块更新开局的设计\n-为所有蒸汽引擎和民用引擎制作了新图标\n-为诱饵发射系统替换图标\n-试验型超重主炮的火力现在略高于改良超重主炮,作为补偿后者会稍微便宜一点\n-航母船体的基础油料消耗降低\n-2级超重引擎移动到战间期战列舰科技1级超重引擎移动到超重船体科技\n-增加一个在游戏内打开开局介绍板的决议\n-补给设施提供的航程加成翻倍\n-鱼雷方位盘提供的命中率加成翻倍\n-减半加大燃料罐科技的研究时间\n-为敦刻尔克级添加特殊的舰炮\n-允许超重船体安装导弹\n\n§C修复§!\n\n-修复重型核动力引擎本地化缺失的问题\n-修复中型开放机库减少油料消耗而不是增加的问题\n-修复互斥科技点击时图标变大的问题\n-修复重型舰队巡洋舰没有模型的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_1_content: "§Hv1.11王翼弃兵”§!\n\n§C重要新增§!\n\n-新科技:先进鱼雷弹道学\n-新模块潜艇鱼雷弹道计算机1-3舰船鱼雷弹道计算机1-3带穿甲的重型舰船高平两用炮\n-加强鱼雷的装填速度和命中率\n\n§C更新§!\n\n-加强空海一体战学说的海军航空兵分支\n-加强防空火控VT炮弹和燃烧霰弹的防空效果\n-为直升机平台添加新图标\n-增加战列巡洋舰和航空战列舰被暴击的权重\n-早期船体的可见度现在更高\n-降低巡洋舰改装航母的航程\n-为意大利战列舰的舰名组添加罗马号\n-增加战列舰装甲拆除费用\n-后期的战列舰装甲科技需要装甲加工科技作为前提\n-早期的船体现在不能安装导弹相关的角色\n-降低反舰导弹的造价,增加导弹角色的造价\n-降低改进超重炮的速度影响\n-增加一条开局规则可以自定义船厂产出\n-更新模组制作技术文档和教程\n\n§C修复§!\n\n-修复重型舰队巡洋舰模型问题\n-修复基础改装费用的错误\n-修复AI模板的一些错误\n-修复一些辅助船模块没有造价的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为100%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害60%到75%为45%伤害50%到60%为35%伤害30%到50%为20%伤害10%到30%为10%伤害低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多50%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东方21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

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@@ -140,8 +140,6 @@
basic_ballast_tank_desc: "压载水舱是放置压载水的船舱,用于调整船舶的重心位置、浮态和稳性。在潜艇上,压载仓决定了潜艇下潜和上浮的速度,对于潜艇实战中的战术应用起着决定性的作用。"
improved_ballast_tank: "改良型压载舱"
improved_ballast_tank_desc: "全新设计的压载舱运用了新工艺,包括了更加可靠的压载泵和防止水中杂质进入水舱的粗滤器,有效地提高了压载舱的耐用性。"
torpedo_computer: "鱼雷弹道计算机"
torpedo_computer_desc: "世界大战时期,各国的潜艇普遍使用计算尺和机械式计算器等设备辅助鱼雷弹道计算,这一方式主要依靠操作者的计算能力且精度较差。为了弥补鱼雷弹道计算的短板,基于模拟信号计算机研发而来的弹道计算机开始被应用于潜艇上,这种设备布置于潜艇指挥塔内,不仅极其笨重还需要额外的两名技术人员进行操作和维护,但对潜艇的作战效率是极大的提升。"
torpedo_loader: "鱼雷再装填装置"
torpedo_loader_desc: "装备于新型高速潜艇的鱼雷辅助装填设备,使得潜艇鱼雷管再装填的时间大大缩短。结合高速特性的新型潜艇是可怕的水下杀手。"
anechoic_tile: "消声瓦"
@@ -304,7 +302,7 @@
carrier_task_forces_desc: "航母不仅仅是舰队的核心,还是一国最重要的战争资产。摧毁敌人的航母永远是海战中的最高目标。\n\n"
naval_air_force: "以空制海"
naval_air_force_desc: "尽管不被大多数人所接受,但是越来越多的理论证明通过长程陆基飞机确保制空权是海上胜利的基础。\n\n"
frequent_air_raid: "多波次空袭"
frequent_air_raid: "全甲板攻击"
frequent_air_raid_desc: "海战的基本原则在于击沉敌军航母并保存我方航母。通过以较小规模的机群执行多波次高频率的空袭可以同时满足这两个要求。"
mass_air_raid: "大规模空袭"
mass_air_raid_desc: "航母只不过是海上的浮动机场,而恰恰是飞机对水面舰队构成了最重大的威胁。从机场出击的大规模空袭编队在一次攻击中瘫痪敌方航母的起降能力便能夺取制空权,这足以支持我们完成其他战略目标。"
@@ -350,4 +348,9 @@
oxygen_torpedo: "压缩氧气鱼雷"
oxygen_torpedo_desc: "鱼雷发动机可以利用的燃料受到其内含的氧气的限制。由于压缩空气只含有21%的氧气,实际的利用率并不高,而氧气鱼雷则使用压缩过的纯氧,其拥有比当代现役鱼雷更强的性能。\n\n"
electric_torpedo: "电动鱼雷"
electric_torpedo_desc: "不同于会留下一长串容易被观测到的气泡轨迹的蒸汽鱼雷,一枚带有电动引擎的鱼雷在击中目标前几乎是不可见的。这也意味着对方无法通过追踪鱼雷轨迹找到发射它的潜艇。\n\n"
electric_torpedo_desc: "不同于会留下一长串容易被观测到的气泡轨迹的蒸汽鱼雷,一枚带有电动引擎的鱼雷在击中目标前几乎是不可见的。这也意味着对方无法通过追踪鱼雷轨迹找到发射它的潜艇。\n\n"
advanced_torpedo_ballistics: "先进鱼雷弹道学"
advanced_torpedo_ballistics_desc: "世界大战时期,各国的潜艇普遍使用计算尺和机械式计算器等设备辅助鱼雷弹道计算,这一方式主要依靠操作者的计算能力且精度较差。随着流体动力学和鱼雷推进技术的进步,大量对不同水文环境下鱼雷运动轨迹的研究极大地促进了潜艇进攻战术的发展。"
fleet_in_being_tree: "舰队决战学说"
trade_interdiction_tree: "交通线破袭学说"
base_strike_tree: "空海一体战学说"

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@@ -1685,4 +1685,40 @@
JAP_ship_medium_heavy_battery_1_short: "三联四一年式 30cm/50火炮"
JAP_ship_medium_heavy_battery_1_double_short: "双联四一年式 30cm/50火炮"
JAP_ship_medium_heavy_battery_2_short: "三联零式 31cm/50火炮"
JAP_ship_medium_heavy_battery_2_double_short: "双联零式 31cm/50火炮"
JAP_ship_medium_heavy_battery_2_double_short: "双联零式 31cm/50火炮"
GER_dp_ship_secondaries_1_bb: "8.8cm/45 Flak L/45火炮"
GER_dp_ship_secondaries_2_bb: "10.5cm/65 SK C/33火炮"
GER_dp_ship_secondaries_3_bb: "12.7cm/61 KM 40火炮"
GER_dp_ship_secondaries_4_bb: "12.7cm/45 SK C/41 DP火炮"
JAP_dp_ship_secondaries_1_bb: "三年式 8cm/40火炮"
JAP_dp_ship_secondaries_2_bb: "十年式 12cm/45火炮"
JAP_dp_ship_secondaries_3_bb: "八九式 12.7cm/40火炮"
JAP_dp_ship_secondaries_4_bb: "九八式 10cm/65火炮"
USA_dp_ship_secondaries_1_bb: "5英寸/25 Mk 10火炮"
USA_dp_ship_secondaries_2_bb: "5英寸/38 Mk 12火炮搭配Mk24型炮塔"
USA_dp_ship_secondaries_3_bb: "5英寸/38 Mk 12火炮搭配Mk28 Mod2型炮塔"
USA_dp_ship_secondaries_4_bb: "5英寸/54 Mk 16火炮搭配Mk41型炮塔"
ENG_dp_ship_secondaries_1_bb: "4英寸 QF Mk V高平两用炮"
ENG_dp_ship_secondaries_2_bb: "4英寸 QF Mk XVI火炮"
ENG_dp_ship_secondaries_3_bb: "5.25英寸 QF Mk I火炮"
ENG_dp_ship_secondaries_4_bb: "4.5英寸 QF Mk IV自动装填火炮"
CAN_dp_ship_secondaries_1_bb: "4英寸 QF Mk V高平两用炮"
CAN_dp_ship_secondaries_2_bb: "4英寸 QF Mk XVI火炮"
CAN_dp_ship_secondaries_3_bb: "5.25英寸 QF Mk I火炮"
CAN_dp_ship_secondaries_4_bb: "4.5英寸 QF Mk IV自动装填火炮"
AST_dp_ship_secondaries_1_bb: "4英寸 QF Mk V高平两用炮"
AST_dp_ship_secondaries_2_bb: "4英寸 QF Mk XVI火炮"
AST_dp_ship_secondaries_3_bb: "5.25英寸 QF Mk I火炮"
AST_dp_ship_secondaries_4_bb: "4.5英寸 QF Mk IV自动装填火炮"
FRA_dp_ship_secondaries_1_bb: "90mm/50 Model 1926火炮"
FRA_dp_ship_secondaries_2_bb: "130mm/45 Model 1932火炮"
FRA_dp_ship_secondaries_3_bb: "130mm/45 Model 1935火炮"
FRA_dp_ship_secondaries_4_bb: "127mm/54 Model 1948火炮"
SOV_dp_ship_secondaries_1_bb: "100mm/50 Minizini火炮"
SOV_dp_ship_secondaries_2_bb: "100mm 56倍径 B-34 1940型"
SOV_dp_ship_secondaries_3_bb: "130mm/50 B13 B-2-U火炮"
SOV_dp_ship_secondaries_4_bb: "100mm 70倍径 CM-5"
ITA_dp_ship_secondaries_1_bb: "100mm/45 Model 1924火炮"
ITA_dp_ship_secondaries_2_bb: "90mm/50 OTO Model 1939火炮"
ITA_dp_ship_secondaries_3_bb: "135mm/45 OTO Model 1940火炮"
ITA_dp_ship_secondaries_4_bb: "135mm/45 OTO Model 1940 RPC火炮"

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@@ -92,9 +92,6 @@
ship_fire_control_system_4: "作战情报中心"
ship_fire_control_system_4_short: "作战情报中心"
ship_fire_control_system_4_desc: "有计算机辅助的集合了全舰雷达和声呐等所有电子设备控制终端的作战中心。"
ship_sub_torpedo_computer: "鱼雷弹道计算机"
ship_sub_torpedo_computer_short: "鱼雷弹道计算机"
ship_sub_torpedo_computer_desc: "一台计算潜艇鱼雷弹道的模拟计算机。"
ship_hull_light_role_dd: "驱逐舰角色"
ship_hull_light_role_dd_short: "驱逐舰"
ship_hull_light_role_dd_desc: "传统的驱逐舰。"
@@ -757,9 +754,6 @@
ship_mast_1: "桅杆观察哨"
ship_mast_1_short: "桅杆"
ship_mast_1_desc: "桅杆的作用是为观察岗提供空间,其可以观察炮弹的落点,并且也能容纳包括测距仪在内的火控设备。"
ship_torpedo_fire_control: "鱼雷方位盘"
ship_torpedo_fire_control_short: "鱼雷方位盘"
ship_torpedo_fire_control_desc: "鱼雷方位盘是用于计算和观察鱼雷弹道的光学设备,与大炮上的瞄具有相似之处。"
ship_bulbous_bow: "球鼻艏声呐"
ship_bulbous_bow_short: "前部声呐"
ship_bulbous_bow_desc: "一个舰船前部水下位置的鼻状突起,其内部可以安装声呐。"
@@ -1006,4 +1000,43 @@
ship_anti_air_4_h_desc: "最新的防空炮不仅可以轻易捕捉高速移动的空中目标,并且升级过的火控系统可以引导多门防空炮射击同一个目标。"
fra_11in_1931_quad: "330mm/50 Model 1931火炮"
fra_11in_1931_quad_short: "四联330mm/50 Model 1931火炮"
fra_11in_1931_quad_desc: "一组为敦刻尔克级所设计的四联装主炮。"
fra_11in_1931_quad_desc: "一组为敦刻尔克级所设计的四联装主炮。"
dp_ship_secondaries_1_bb: "100mm高平两用副炮"
dp_ship_secondaries_1_bb_short: "高平两用副炮1"
dp_ship_secondaries_1_bb_desc: "整合了重型防空炮和副炮的功能,这种炮大大提升了船只的防空能力,同时在打击小型水面目标时也能提供帮助。"
dp_ship_secondaries_2_bb: "113mm高平两用副炮"
dp_ship_secondaries_2_bb_short: "高平两用副炮2"
dp_ship_secondaries_2_bb_desc: "在单独炮塔上安装多个高平两用副炮,为船员提供极大保护。"
dp_ship_secondaries_3_bb: "127mm高平两用副炮"
dp_ship_secondaries_3_bb_short: "高平两用副炮3"
dp_ship_secondaries_3_bb_desc: "高平两用的双动力炮塔能极大提升火力输出。"
dp_ship_secondaries_4_bb: "127mm高平两用速射副炮"
dp_ship_secondaries_4_bb_short: "高平两用副炮4"
dp_ship_secondaries_4_bb_desc: "副炮武器的究极设计,旨在快速打击各种形式的目标。"
ship_sub_torpedo_computer_1: "机械式鱼雷计算机"
ship_sub_torpedo_computer_1_short: "鱼雷弹道计算机 I"
ship_sub_torpedo_computer_1_desc: "一台计算潜艇鱼雷弹道的机械式计算机。"
ship_sub_torpedo_computer_2: "模拟信号鱼雷计算机"
ship_sub_torpedo_computer_2_short: "鱼雷弹道计算机 II"
ship_sub_torpedo_computer_2_desc: "一台计算潜艇鱼雷弹道的模拟计算机。"
ship_sub_torpedo_computer_3: "电子鱼雷计算机"
ship_sub_torpedo_computer_3_short: "鱼雷弹道计算机 III"
ship_sub_torpedo_computer_3_desc: "一台计算潜艇鱼雷弹道的电子计算机。"
ship_torpedo_fire_control_1: "鱼雷方位盘"
ship_torpedo_fire_control_1_short: "鱼雷方位盘"
ship_torpedo_fire_control_1_desc: "鱼雷方位盘是用于计算和观察鱼雷弹道的光学设备,与大炮上的瞄具有相似之处。"
ship_torpedo_fire_control_2: "机械式鱼雷计算机"
ship_torpedo_fire_control_2_short: "鱼雷弹道计算机 I"
ship_torpedo_fire_control_2_desc: "一台能够以更高精度解算鱼雷弹道的机械式计算机。"
ship_torpedo_fire_control_3: "模拟信号鱼雷计算机"
ship_torpedo_fire_control_3_short: "鱼雷弹道计算机 II"
ship_torpedo_fire_control_3_desc: "模拟信号鱼雷计算机拥有比其前身更强的计算能力。"
EQ_MOD_CAT_ship_dp_secondaries_bb_TITLE: "主力舰高平两用副炮"
ship_anti_air_circle: "防空炮组集群"
ship_anti_air_circle_short: "防空炮组集群"
ship_anti_air_circle_desc: "这些不同口径的防空炮安装在军舰的每个角落,利用数量优势巩固战舰的近距离防空圈。"
ship_torpedo_fire_control_4: "电子鱼雷计算机"
ship_torpedo_fire_control_4_short: "鱼雷计算机 III"
ship_torpedo_fire_control_4_desc: "电子鱼雷计算机可以更快地处理数据,但是功耗也很大。"
EQ_MOD_CAT_dd_role_missile_TITLE: "导弹舰角色"
EQ_MOD_CAT_c_role_missile_TITLE: "导弹舰角色"

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@@ -54,4 +54,12 @@
vnr_research_budget: "海军科研经费"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "AI会在游戏中自动解锁海军科技。"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁科技。\n§R这可能改变AI选择科技的倾向并且影响其他方面的科研。§!"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁科技。\n§R这可能改变AI选择科技的倾向并且影响其他方面的科研。§!"
RULE_SHIPYARD_OUTPUT_BOOST: "允许船厂产能加成"
RULE_OPTION_FREE_AI: "仅限AI"
RULE_OPTION_FREE_PLAYER: "仅限玩家"
RULE_SHIPYARD_OUTPUT_BOOST_FREE_DESC: "船厂的产出为4点IC/日比原版快60%。\n§G此加成适用于AI和玩家。§!"
RULE_SHIPYARD_OUTPUT_BOOST_FREE_AI_DESC: "船厂的产出为4点IC/日比原版快60%。\n§G此加成仅适用于AI。§!"
RULE_SHIPYARD_OUTPUT_BOOST_FREE_PLAYER_DESC: "船厂的产出为4点IC/日比原版快60%。\n§G此加成仅适用于玩家。§!"
RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC: "船厂的产出为2.5点IC/日,与原版一致。"
vnr_shipyard_output_boost: "海军重置船厂产出加成"

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@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv1.10东京特快”§!\n\n§C重要新增§!\n\n-设计器的舰船图标选择器现在可以使用所有本mod提供的特殊图标\n-新模块重型防空炮等级1-4\n-重新平衡弹射器和直升机的效果,巡洋舰上的弹射器总数现在受到限制,水上飞机机库对巡洋舰的所有槽位开放\n-航母机库提供的探测值全面加强\n\n§C更新§!\n\n-更新提速一些意大利的巡洋舰设计\n-根据新的重型防空模块更新开局的设计\n-为所有蒸汽引擎和民用引擎制作了新图标\n-为诱饵发射系统替换图标\n-试验型超重主炮的火力现在略高于改良超重主炮,作为补偿后者会稍微便宜一点\n-航母船体的基础油料消耗降低\n-2级超重引擎移动到战间期战列舰科技1级超重引擎移动到超重船体科技\n-增加一个在游戏内打开开局介绍板的决议\n-补给设施提供的航程加成翻倍\n-鱼雷方位盘提供的命中率加成翻倍\n-减半加大燃料罐科技的研究时间\n-为敦刻尔克级添加特殊的舰炮\n-允许超重船体安装导弹\n\n§C修复§!\n\n-修复重型核动力引擎本地化缺失的问题\n-修复中型开放机库减少油料消耗而不是增加的问题\n-修复互斥科技点击时图标变大的问题\n-修复重型舰队巡洋舰没有模型的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_1_content: "§Hv1.11王翼弃兵”§!\n\n§C重要新增§!\n\n-新科技:先进鱼雷弹道学\n-新模块潜艇鱼雷弹道计算机1-3舰船鱼雷弹道计算机1-3带穿甲的重型舰船高平两用炮\n-加强鱼雷的装填速度和命中率\n\n§C更新§!\n\n-加强空海一体战学说的海军航空兵分支\n-加强防空火控VT炮弹和燃烧霰弹的防空效果\n-为直升机平台添加新图标\n-增加战列巡洋舰和航空战列舰被暴击的权重\n-早期船体的可见度现在更高\n-降低巡洋舰改装航母的航程\n-为意大利战列舰的舰名组添加罗马号\n-增加战列舰装甲拆除费用\n-后期的战列舰装甲科技需要装甲加工科技作为前提\n-早期的船体现在不能安装导弹相关的角色\n-降低反舰导弹的造价,增加导弹角色的造价\n-降低改进超重炮的速度影响\n-增加一条开局规则可以自定义船厂产出\n-更新模组制作技术文档和教程\n\n§C修复§!\n\n-修复重型舰队巡洋舰模型问题\n-修复基础改装费用的错误\n-修复AI模板的一些错误\n-修复一些辅助船模块没有造价的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为100%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害60%到75%为45%伤害50%到60%为35%伤害30%到50%为20%伤害10%到30%为10%伤害低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多50%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东方21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

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@@ -140,8 +140,6 @@
basic_ballast_tank_desc: "压载水舱是放置压载水的船舱,用于调整船舶的重心位置、浮态和稳性。在潜艇上,压载仓决定了潜艇下潜和上浮的速度,对于潜艇实战中的战术应用起着决定性的作用。"
improved_ballast_tank: "改良型压载舱"
improved_ballast_tank_desc: "全新设计的压载舱运用了新工艺,包括了更加可靠的压载泵和防止水中杂质进入水舱的粗滤器,有效地提高了压载舱的耐用性。"
torpedo_computer: "鱼雷弹道计算机"
torpedo_computer_desc: "世界大战时期,各国的潜艇普遍使用计算尺和机械式计算器等设备辅助鱼雷弹道计算,这一方式主要依靠操作者的计算能力且精度较差。为了弥补鱼雷弹道计算的短板,基于模拟信号计算机研发而来的弹道计算机开始被应用于潜艇上,这种设备布置于潜艇指挥塔内,不仅极其笨重还需要额外的两名技术人员进行操作和维护,但对潜艇的作战效率是极大的提升。"
torpedo_loader: "鱼雷再装填装置"
torpedo_loader_desc: "装备于新型高速潜艇的鱼雷辅助装填设备,使得潜艇鱼雷管再装填的时间大大缩短。结合高速特性的新型潜艇是可怕的水下杀手。"
anechoic_tile: "消声瓦"
@@ -304,7 +302,7 @@
carrier_task_forces_desc: "航母不仅仅是舰队的核心,还是一国最重要的战争资产。摧毁敌人的航母永远是海战中的最高目标。\n\n"
naval_air_force: "以空制海"
naval_air_force_desc: "尽管不被大多数人所接受,但是越来越多的理论证明通过长程陆基飞机确保制空权是海上胜利的基础。\n\n"
frequent_air_raid: "多波次空袭"
frequent_air_raid: "全甲板攻击"
frequent_air_raid_desc: "海战的基本原则在于击沉敌军航母并保存我方航母。通过以较小规模的机群执行多波次高频率的空袭可以同时满足这两个要求。"
mass_air_raid: "大规模空袭"
mass_air_raid_desc: "航母只不过是海上的浮动机场,而恰恰是飞机对水面舰队构成了最重大的威胁。从机场出击的大规模空袭编队在一次攻击中瘫痪敌方航母的起降能力便能夺取制空权,这足以支持我们完成其他战略目标。"
@@ -350,4 +348,9 @@
oxygen_torpedo: "压缩氧气鱼雷"
oxygen_torpedo_desc: "鱼雷发动机可以利用的燃料受到其内含的氧气的限制。由于压缩空气只含有21%的氧气,实际的利用率并不高,而氧气鱼雷则使用压缩过的纯氧,其拥有比当代现役鱼雷更强的性能。\n\n"
electric_torpedo: "电动鱼雷"
electric_torpedo_desc: "不同于会留下一长串容易被观测到的气泡轨迹的蒸汽鱼雷,一枚带有电动引擎的鱼雷在击中目标前几乎是不可见的。这也意味着对方无法通过追踪鱼雷轨迹找到发射它的潜艇。\n\n"
electric_torpedo_desc: "不同于会留下一长串容易被观测到的气泡轨迹的蒸汽鱼雷,一枚带有电动引擎的鱼雷在击中目标前几乎是不可见的。这也意味着对方无法通过追踪鱼雷轨迹找到发射它的潜艇。\n\n"
advanced_torpedo_ballistics: "先进鱼雷弹道学"
advanced_torpedo_ballistics_desc: "世界大战时期,各国的潜艇普遍使用计算尺和机械式计算器等设备辅助鱼雷弹道计算,这一方式主要依靠操作者的计算能力且精度较差。随着流体动力学和鱼雷推进技术的进步,大量对不同水文环境下鱼雷运动轨迹的研究极大地促进了潜艇进攻战术的发展。"
fleet_in_being_tree: "舰队决战学说"
trade_interdiction_tree: "交通线破袭学说"
base_strike_tree: "空海一体战学说"

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@@ -1685,4 +1685,40 @@
JAP_ship_medium_heavy_battery_1_short: "三联四一年式 30cm/50火炮"
JAP_ship_medium_heavy_battery_1_double_short: "双联四一年式 30cm/50火炮"
JAP_ship_medium_heavy_battery_2_short: "三联零式 31cm/50火炮"
JAP_ship_medium_heavy_battery_2_double_short: "双联零式 31cm/50火炮"
JAP_ship_medium_heavy_battery_2_double_short: "双联零式 31cm/50火炮"
GER_dp_ship_secondaries_1_bb: "8.8cm/45 Flak L/45火炮"
GER_dp_ship_secondaries_2_bb: "10.5cm/65 SK C/33火炮"
GER_dp_ship_secondaries_3_bb: "12.7cm/61 KM 40火炮"
GER_dp_ship_secondaries_4_bb: "12.7cm/45 SK C/41 DP火炮"
JAP_dp_ship_secondaries_1_bb: "三年式 8cm/40火炮"
JAP_dp_ship_secondaries_2_bb: "十年式 12cm/45火炮"
JAP_dp_ship_secondaries_3_bb: "八九式 12.7cm/40火炮"
JAP_dp_ship_secondaries_4_bb: "九八式 10cm/65火炮"
USA_dp_ship_secondaries_1_bb: "5英寸/25 Mk 10火炮"
USA_dp_ship_secondaries_2_bb: "5英寸/38 Mk 12火炮搭配Mk24型炮塔"
USA_dp_ship_secondaries_3_bb: "5英寸/38 Mk 12火炮搭配Mk28 Mod2型炮塔"
USA_dp_ship_secondaries_4_bb: "5英寸/54 Mk 16火炮搭配Mk41型炮塔"
ENG_dp_ship_secondaries_1_bb: "4英寸 QF Mk V高平两用炮"
ENG_dp_ship_secondaries_2_bb: "4英寸 QF Mk XVI火炮"
ENG_dp_ship_secondaries_3_bb: "5.25英寸 QF Mk I火炮"
ENG_dp_ship_secondaries_4_bb: "4.5英寸 QF Mk IV自动装填火炮"
CAN_dp_ship_secondaries_1_bb: "4英寸 QF Mk V高平两用炮"
CAN_dp_ship_secondaries_2_bb: "4英寸 QF Mk XVI火炮"
CAN_dp_ship_secondaries_3_bb: "5.25英寸 QF Mk I火炮"
CAN_dp_ship_secondaries_4_bb: "4.5英寸 QF Mk IV自动装填火炮"
AST_dp_ship_secondaries_1_bb: "4英寸 QF Mk V高平两用炮"
AST_dp_ship_secondaries_2_bb: "4英寸 QF Mk XVI火炮"
AST_dp_ship_secondaries_3_bb: "5.25英寸 QF Mk I火炮"
AST_dp_ship_secondaries_4_bb: "4.5英寸 QF Mk IV自动装填火炮"
FRA_dp_ship_secondaries_1_bb: "90mm/50 Model 1926火炮"
FRA_dp_ship_secondaries_2_bb: "130mm/45 Model 1932火炮"
FRA_dp_ship_secondaries_3_bb: "130mm/45 Model 1935火炮"
FRA_dp_ship_secondaries_4_bb: "127mm/54 Model 1948火炮"
SOV_dp_ship_secondaries_1_bb: "100mm/50 Minizini火炮"
SOV_dp_ship_secondaries_2_bb: "100mm 56倍径 B-34 1940型"
SOV_dp_ship_secondaries_3_bb: "130mm/50 B13 B-2-U火炮"
SOV_dp_ship_secondaries_4_bb: "100mm 70倍径 CM-5"
ITA_dp_ship_secondaries_1_bb: "100mm/45 Model 1924火炮"
ITA_dp_ship_secondaries_2_bb: "90mm/50 OTO Model 1939火炮"
ITA_dp_ship_secondaries_3_bb: "135mm/45 OTO Model 1940火炮"
ITA_dp_ship_secondaries_4_bb: "135mm/45 OTO Model 1940 RPC火炮"

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@@ -92,9 +92,6 @@
ship_fire_control_system_4: "作战情报中心"
ship_fire_control_system_4_short: "作战情报中心"
ship_fire_control_system_4_desc: "有计算机辅助的集合了全舰雷达和声呐等所有电子设备控制终端的作战中心。"
ship_sub_torpedo_computer: "鱼雷弹道计算机"
ship_sub_torpedo_computer_short: "鱼雷弹道计算机"
ship_sub_torpedo_computer_desc: "一台计算潜艇鱼雷弹道的模拟计算机。"
ship_hull_light_role_dd: "驱逐舰角色"
ship_hull_light_role_dd_short: "驱逐舰"
ship_hull_light_role_dd_desc: "传统的驱逐舰。"
@@ -757,9 +754,6 @@
ship_mast_1: "桅杆观察哨"
ship_mast_1_short: "桅杆"
ship_mast_1_desc: "桅杆的作用是为观察岗提供空间,其可以观察炮弹的落点,并且也能容纳包括测距仪在内的火控设备。"
ship_torpedo_fire_control: "鱼雷方位盘"
ship_torpedo_fire_control_short: "鱼雷方位盘"
ship_torpedo_fire_control_desc: "鱼雷方位盘是用于计算和观察鱼雷弹道的光学设备,与大炮上的瞄具有相似之处。"
ship_bulbous_bow: "球鼻艏声呐"
ship_bulbous_bow_short: "前部声呐"
ship_bulbous_bow_desc: "一个舰船前部水下位置的鼻状突起,其内部可以安装声呐。"
@@ -1006,4 +1000,43 @@
ship_anti_air_4_h_desc: "最新的防空炮不仅可以轻易捕捉高速移动的空中目标,并且升级过的火控系统可以引导多门防空炮射击同一个目标。"
fra_11in_1931_quad: "330mm/50 Model 1931火炮"
fra_11in_1931_quad_short: "四联330mm/50 Model 1931火炮"
fra_11in_1931_quad_desc: "一组为敦刻尔克级所设计的四联装主炮。"
fra_11in_1931_quad_desc: "一组为敦刻尔克级所设计的四联装主炮。"
dp_ship_secondaries_1_bb: "100mm高平两用副炮"
dp_ship_secondaries_1_bb_short: "高平两用副炮1"
dp_ship_secondaries_1_bb_desc: "整合了重型防空炮和副炮的功能,这种炮大大提升了船只的防空能力,同时在打击小型水面目标时也能提供帮助。"
dp_ship_secondaries_2_bb: "113mm高平两用副炮"
dp_ship_secondaries_2_bb_short: "高平两用副炮2"
dp_ship_secondaries_2_bb_desc: "在单独炮塔上安装多个高平两用副炮,为船员提供极大保护。"
dp_ship_secondaries_3_bb: "127mm高平两用副炮"
dp_ship_secondaries_3_bb_short: "高平两用副炮3"
dp_ship_secondaries_3_bb_desc: "高平两用的双动力炮塔能极大提升火力输出。"
dp_ship_secondaries_4_bb: "127mm高平两用速射副炮"
dp_ship_secondaries_4_bb_short: "高平两用副炮4"
dp_ship_secondaries_4_bb_desc: "副炮武器的究极设计,旨在快速打击各种形式的目标。"
ship_sub_torpedo_computer_1: "机械式鱼雷计算机"
ship_sub_torpedo_computer_1_short: "鱼雷弹道计算机 I"
ship_sub_torpedo_computer_1_desc: "一台计算潜艇鱼雷弹道的机械式计算机。"
ship_sub_torpedo_computer_2: "模拟信号鱼雷计算机"
ship_sub_torpedo_computer_2_short: "鱼雷弹道计算机 II"
ship_sub_torpedo_computer_2_desc: "一台计算潜艇鱼雷弹道的模拟计算机。"
ship_sub_torpedo_computer_3: "电子鱼雷计算机"
ship_sub_torpedo_computer_3_short: "鱼雷弹道计算机 III"
ship_sub_torpedo_computer_3_desc: "一台计算潜艇鱼雷弹道的电子计算机。"
ship_torpedo_fire_control_1: "鱼雷方位盘"
ship_torpedo_fire_control_1_short: "鱼雷方位盘"
ship_torpedo_fire_control_1_desc: "鱼雷方位盘是用于计算和观察鱼雷弹道的光学设备,与大炮上的瞄具有相似之处。"
ship_torpedo_fire_control_2: "机械式鱼雷计算机"
ship_torpedo_fire_control_2_short: "鱼雷弹道计算机 I"
ship_torpedo_fire_control_2_desc: "一台能够以更高精度解算鱼雷弹道的机械式计算机。"
ship_torpedo_fire_control_3: "模拟信号鱼雷计算机"
ship_torpedo_fire_control_3_short: "鱼雷弹道计算机 II"
ship_torpedo_fire_control_3_desc: "模拟信号鱼雷计算机拥有比其前身更强的计算能力。"
EQ_MOD_CAT_ship_dp_secondaries_bb_TITLE: "主力舰高平两用副炮"
ship_anti_air_circle: "防空炮组集群"
ship_anti_air_circle_short: "防空炮组集群"
ship_anti_air_circle_desc: "这些不同口径的防空炮安装在军舰的每个角落,利用数量优势巩固战舰的近距离防空圈。"
ship_torpedo_fire_control_4: "电子鱼雷计算机"
ship_torpedo_fire_control_4_short: "鱼雷计算机 III"
ship_torpedo_fire_control_4_desc: "电子鱼雷计算机可以更快地处理数据,但是功耗也很大。"
EQ_MOD_CAT_dd_role_missile_TITLE: "导弹舰角色"
EQ_MOD_CAT_c_role_missile_TITLE: "导弹舰角色"

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@@ -54,4 +54,12 @@
vnr_research_budget: "海军科研经费"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK: "允许AI自动解锁科技"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_FREE_DESC: "AI会在游戏中自动解锁海军科技。"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁科技。\n§R这可能改变AI选择科技的倾向并且影响其他方面的科研。§!"
RULE_ALLOW_AI_TECH_AUTO_UNLOCK_BLOCKED_DESC: "AI不会在游戏中自动解锁科技。\n§R这可能改变AI选择科技的倾向并且影响其他方面的科研。§!"
RULE_SHIPYARD_OUTPUT_BOOST: "允许船厂产能加成"
RULE_OPTION_FREE_AI: "仅限AI"
RULE_OPTION_FREE_PLAYER: "仅限玩家"
RULE_SHIPYARD_OUTPUT_BOOST_FREE_DESC: "船厂的产出为4点IC/日比原版快60%。\n§G此加成适用于AI和玩家。§!"
RULE_SHIPYARD_OUTPUT_BOOST_FREE_AI_DESC: "船厂的产出为4点IC/日比原版快60%。\n§G此加成仅适用于AI。§!"
RULE_SHIPYARD_OUTPUT_BOOST_FREE_PLAYER_DESC: "船厂的产出为4点IC/日比原版快60%。\n§G此加成仅适用于玩家。§!"
RULE_SHIPYARD_OUTPUT_BOOST_BLOCKED_DESC: "船厂的产出为2.5点IC/日,与原版一致。"
vnr_shipyard_output_boost: "海军重置船厂产出加成"