2026-02-18 04:03:58

This commit is contained in:
actions[bot]
2026-02-18 04:03:58 +00:00
parent 5a825e19ea
commit a0599edd4f
104 changed files with 2079 additions and 829 deletions

View File

@@ -20,8 +20,8 @@ naval_sub = {
fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = submarine_miscellaneous
fixed_ship_conning_tower_slot = sub_conning_tower
fixed_sub_periscope_slot = sub_ship_periscope
front_1_custom_slot = ship_torpedo_sub
mid_1_custom_slot = sub_ship_periscope
rear_1_custom_slot = ship_torpedo_sub
}
}
@@ -54,7 +54,7 @@ naval_sub = {
fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_conning_tower_slot = sub_conning_tower
mid_1_custom_slot = sub_ship_periscope
fixed_sub_periscope_slot = sub_ship_periscope
rear_1_custom_slot = ship_torpedo_sub
}
}
@@ -87,7 +87,8 @@ naval_sub = {
fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_conning_tower_slot = sub_conning_tower
mid_1_custom_slot = sub_ship_periscope
fixed_sub_periscope_slot = sub_ship_periscope
fixed_ship_fire_control_system_slot = sub_sonar
rear_1_custom_slot = ship_torpedo_sub
}
}
@@ -115,13 +116,14 @@ naval_sub = {
type = vnr_ship_hull_submarine_3
modules = {
mid_1_custom_slot = sub_ship_periscope
fixed_ship_engine_slot = sub_ship_engine
fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_conning_tower_slot = sub_conning_tower
fixed_sub_periscope_slot = sub_ship_periscope
fixed_ship_radar_slot = sub_sonar
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
}
@@ -151,7 +153,6 @@ naval_sub = {
match_value = 5000.0
modules = {
mid_1_custom_slot = sub_ship_periscope
mid_2_custom_slot = ship_sub_snorkel
mid_3_custom_slot = sub_ship_stealth
fixed_ship_engine_slot = sub_ship_engine
@@ -160,6 +161,8 @@ naval_sub = {
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_conning_tower_slot = sub_conning_tower
fixed_ship_radar_slot = sub_sonar
fixed_sub_periscope_slot = sub_ship_periscope
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
}
@@ -188,15 +191,16 @@ naval_sub = {
match_value = 5500.0
modules = {
mid_1_custom_slot = sub_ship_periscope
mid_2_custom_slot = ship_sub_snorkel
mid_3_custom_slot = sub_ship_stealth
fixed_ship_engine_slot = sub_ship_engine
fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_radar_slot = sub_sonar
fixed_ship_extra_secondaries_slot = sub_wire_guided_torpedo
fixed_ship_conning_tower_slot = sub_conning_tower
fixed_sub_periscope_slot = sub_ship_periscope
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
}
@@ -233,8 +237,9 @@ naval_sub = {
fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_radar_slot = sub_sonar
fixed_ship_conning_tower_slot = sub_conning_tower
mid_1_custom_slot = sub_ship_periscope
fixed_sub_periscope_slot = sub_ship_periscope
rear_1_custom_slot = ship_torpedo_sub
}
}
@@ -263,12 +268,13 @@ naval_sub = {
type = vnr_ship_hull_submarine_3
modules = {
mid_1_custom_slot = sub_ship_periscope
fixed_ship_engine_slot = { upgrade > current any_of = { sub_ship_engine_3 sub_ship_engine_2 sub_ship_engine_1 } }
fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_radar_slot = sub_sonar
fixed_ship_conning_tower_slot = sub_conning_tower
fixed_sub_periscope_slot = sub_ship_periscope
fixed_ship_extra_secondaries_slot = oxygen_generator
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
@@ -298,14 +304,15 @@ naval_sub = {
match_value = 5000.0
modules = {
mid_1_custom_slot = sub_ship_periscope
mid_2_custom_slot = ship_sub_snorkel
mid_3_custom_slot = sub_ship_stealth
fixed_ship_engine_slot = { upgrade > current any_of = { sub_ship_engine_5 sub_ship_engine_4 sub_ship_engine_3 sub_ship_engine_2 sub_ship_engine_1 } }
fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_radar_slot = sub_sonar
fixed_ship_conning_tower_slot = sub_conning_tower
fixed_sub_periscope_slot = sub_ship_periscope
fixed_ship_extra_secondaries_slot = vlf_receiver
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
@@ -316,6 +323,7 @@ naval_sub = {
ship_sub_snorkel
sub_conning_tower
sub_ship_periscope
ship_radar
}
}
submarine_1947_expert = {
@@ -334,15 +342,16 @@ naval_sub = {
match_value = 5500.0
modules = {
mid_1_custom_slot = sub_ship_periscope
mid_2_custom_slot = ship_sub_snorkel
mid_3_custom_slot = sub_ship_stealth
fixed_ship_engine_slot = { upgrade > current any_of = { sub_ship_engine_5 sub_ship_engine_4 sub_ship_engine_3 sub_ship_engine_2 sub_ship_engine_1 } }
fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_radar_slot = sub_sonar
fixed_ship_extra_secondaries_slot = vlf_receiver
fixed_ship_conning_tower_slot = sub_conning_tower
fixed_sub_periscope_slot = sub_ship_periscope
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
rear_2_custom_slot = ship_torpedo_sub
@@ -353,6 +362,7 @@ naval_sub = {
ship_sub_snorkel
sub_conning_tower
sub_ship_periscope
ship_radar
}
}
}

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@@ -6,15 +6,7 @@ ENG_dominance_fleet_1 = {
}
optional_taskforces = {
ENG_StrikeForce_1 = 1
ENG_PatrolReconForce_1 = 1
}
}
ENG_dominance_fleet_2 = {
required_taskforces = {
ENG_PatrolDominanceForce_2 = 1
}
optional_taskforces = {
ENG_PatrolReconForce_1 = 1
}
}

View File

@@ -6,19 +6,9 @@ JAP_dominance_fleet_1 = {
}
optional_taskforces = {
JAP_StrikeForce_1 = 1
JAP_PatrolReconForce_1 = 1
}
}
JAP_dominance_fleet_2 = {
required_taskforces = {
JAP_PatrolDominanceForce_2 = 1
JAP_PatrolReconForce_1 = 1
}
optional_taskforces = {
JAP_PatrolDominanceForce_3 = 1
JAP_PatrolReconForce_1 = 1
}
}
JAP_raiding_fleet_2 = {

View File

@@ -6,7 +6,7 @@ ENG_naval_invasion_support = {
}
min_priority = 4
max_priority = 14
max_priority = 10
}
ENG_mine_sweeping = {
@@ -27,8 +27,8 @@ ENG_invasion_defense = {
ENG
}
min_priority = 5
max_priority = 15
min_priority = 10
max_priority = 25
}
ENG_coast_defense = {
@@ -50,7 +50,7 @@ ENG_convoy_protection = {
}
min_priority = 5
max_priority = 12
max_priority = 18
}
ENG_convoy_raiding = {
@@ -72,7 +72,7 @@ ENG_naval_dominance = {
}
min_priority = 7
max_priority = 20
max_priority = 16
}
ENG_mine_laying = {

View File

@@ -5,7 +5,7 @@ JAP_naval_invasion_support = {
JAP
}
min_priority = 5
min_priority = 10
max_priority = 20
}
@@ -27,8 +27,8 @@ JAP_invasion_defense = {
JAP
}
min_priority = 5
max_priority = 14
min_priority = 9
max_priority = 18
}
JAP_coast_defense = {

View File

@@ -6,7 +6,7 @@ USA_naval_invasion_support = {
}
min_priority = 8
max_priority = 14
max_priority = 20
}
USA_mine_sweeping = {
@@ -28,7 +28,7 @@ USA_invasion_defense = {
}
min_priority = 10
max_priority = 14
max_priority = 18
}
USA_coast_defense = {
@@ -50,7 +50,7 @@ USA_convoy_protection = {
}
min_priority = 3
max_priority = 10
max_priority = 15
}
USA_convoy_raiding = {
@@ -71,8 +71,8 @@ USA_naval_dominance = {
USA
}
min_priority = 10
max_priority = 20
min_priority = 9
max_priority = 16
}
USA_mine_laying = {

View File

@@ -100,10 +100,21 @@ generic_training = {
generic_naval_blockade = {
objective_type = naval_blockade
blocked_for = {
ENG FRA GER ITA JAP SOV USA
}
# blocked_for = {
# ENG FRA GER ITA JAP SOV USA
# }
min_priority = 0
max_priority = 3
}
generic_strike_force = {
objective_type = strike_force_objective
#blocked_for = {
# no one yet
#}
min_priority = 10
max_priority = 20
max_priority = 25
}

View File

@@ -5,7 +5,7 @@ ENG_StrikeForce_1 = {
ai_will_do = {
factor = 20
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
min_composition = {
carrier = {
amount = 2
@@ -35,7 +35,7 @@ ENG_PatrolReconForce_1 = {
ai_will_do = {
factor = 5
}
mission = { naval_patrol }
mission = { naval_patrol convoy_escort }
# min_composition = {
# destroyer = {
# amount = 1
@@ -83,6 +83,13 @@ ENG_PatrolDominanceForce_2 = {
}
ai_will_do = {
factor = 1
modifier = {
factor = 0
has_navy_size = {
unit = battle_cruiser
size < 1
}
}
}
mission = { naval_patrol }
# min_composition = {
@@ -137,7 +144,7 @@ ENG_ConvoyEscort_1 = {
ai_will_do = {
factor = 5
}
mission = { convoy_escort }
mission = { convoy_escort naval_patrol }
# min_composition = {
# destroyer = {
# amount = 2

View File

@@ -5,7 +5,7 @@ FRA_StrikeForce_1 = {
ai_will_do = {
factor = 1
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
# min_composition = {
# light_cruiser = {
# amount = 2
@@ -39,7 +39,7 @@ FRA_PatrolReconForce_1 = {
ai_will_do = {
factor = 5
}
mission = { naval_patrol }
mission = { naval_patrol convoy_escort }
# min_composition = {
# destroyer = {
# amount = 1
@@ -164,7 +164,7 @@ FRA_ConvoyEscort_1 = {
ai_will_do = {
factor = 5
}
mission = { convoy_escort }
mission = { convoy_escort naval_patrol }
# min_composition = {
# destroyer = {
# amount = 5
@@ -173,7 +173,7 @@ FRA_ConvoyEscort_1 = {
optimal_composition = {
destroyer = {
amount = 10
amount = 6
}
}
}

View File

@@ -5,7 +5,7 @@ GER_StrikeForce_1 = {
ai_will_do = {
factor = 5
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
min_composition = {
light_cruiser = {
amount = 2
@@ -38,7 +38,7 @@ GER_StrikeForceCarrier_1 = {
ai_will_do = {
factor = 1
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
min_composition = {
destroyer = {
amount = 8
@@ -68,7 +68,7 @@ GER_PatrolReconForce_1 = {
ai_will_do = {
factor = 10
}
mission = { naval_patrol }
mission = { naval_patrol convoy_escort }
min_composition = {
destroyer = {
amount = 1
@@ -160,7 +160,7 @@ GER_ConvoyEscort_1 = {
ai_will_do = {
factor = 5
}
mission = { convoy_escort }
mission = { convoy_escort naval_patrol }
min_composition = {
destroyer = {
amount = 3

View File

@@ -5,7 +5,7 @@ ITA_StrikeForce_1 = {
ai_will_do = {
factor = 1
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
# min_composition = {
# destroyer = {
# amount = 8
@@ -41,7 +41,7 @@ ITA_StrikeForceCarrier_1 = {
}
}
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
# min_composition = {
# destroyer = {
# amount = 8
@@ -74,7 +74,7 @@ ITA_PatrolReconForce_1 = {
ai_will_do = {
factor = 5
}
mission = { naval_patrol }
mission = { naval_patrol convoy_escort }
# min_composition = {
# destroyer = {
# amount = 1
@@ -144,7 +144,7 @@ ITA_ConvoyEscort_1 = {
ai_will_do = {
factor = 5
}
mission = { convoy_escort }
mission = { convoy_escort naval_patrol }
min_composition = {
destroyer = {
amount = 3

View File

@@ -5,7 +5,7 @@ JAP_StrikeForce_1 = {
ai_will_do = {
factor = 30
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
min_composition = {
carrier = {
amount = 2
@@ -14,7 +14,10 @@ JAP_StrikeForce_1 = {
optimal_composition = {
carrier = {
amount = 6
amount = 4
}
SH_battleship = {
amount = 2
}
battleship = {
amount = 6
@@ -23,7 +26,7 @@ JAP_StrikeForce_1 = {
amount = 12
}
destroyer = {
amount = 16
amount = 22
}
}
}
@@ -35,7 +38,7 @@ JAP_PatrolReconForce_1 = {
ai_will_do = {
factor = 10
}
mission = { naval_patrol }
mission = { naval_patrol convoy_escort }
# min_composition = {
# destroyer = {
# amount = 1
@@ -112,43 +115,6 @@ JAP_PatrolDominanceForce_2 = {
}
}
JAP_PatrolDominanceForce_3 = {
allowed = {
original_tag = JAP
}
ai_will_do = {
factor = 10
modifier = {
factor = 0
has_navy_size = {
unit = SH_battleship
size < 1
}
}
}
mission = { naval_patrol }
# min_composition = {
# SH_battleship = {
# amount = 2
# }
# }
optimal_composition = {
SH_battleship = {
amount = 2
}
heavy_cruiser = {
amount = 2
}
light_cruiser = {
amount = 4
}
destroyer = {
amount = 8
}
}
}
JAP_ConvoyRaiding_1 = {
allowed = {
original_tag = JAP
@@ -177,7 +143,7 @@ JAP_ConvoyEscort_1 = {
ai_will_do = {
factor = 5
}
mission = { convoy_escort }
mission = { convoy_escort naval_patrol }
# min_composition = {
# destroyer = {
# amount = 2

View File

@@ -5,7 +5,7 @@ SOV_StrikeForce_1 = {
ai_will_do = {
factor = 1
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
min_composition = {
battleship = {
amount = 2
@@ -35,7 +35,7 @@ SOV_StrikeForceCarrier_1 = {
ai_will_do = {
factor = 1
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
min_composition = {
battleship = {
amount = 2
@@ -68,7 +68,7 @@ SOV_PatrolReconForce_1 = {
ai_will_do = {
factor = 5
}
mission = { naval_patrol }
mission = { naval_patrol convoy_escort }
min_composition = {
destroyer = {
amount = 1
@@ -176,7 +176,7 @@ SOV_ConvoyEscort_1 = {
ai_will_do = {
factor = 5
}
mission = { convoy_escort }
mission = { convoy_escort naval_patrol }
min_composition = {
destroyer = {
amount = 3
@@ -185,7 +185,7 @@ SOV_ConvoyEscort_1 = {
optimal_composition = {
destroyer = {
amount = 10
amount = 5
}
}
}

View File

@@ -5,7 +5,7 @@ USA_StrikeForce_1 = {
ai_will_do = {
factor = 30
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
min_composition = {
carrier = {
amount = 2
@@ -35,7 +35,7 @@ USA_PatrolReconForce_1 = {
ai_will_do = {
factor = 5
}
mission = { naval_patrol }
mission = { naval_patrol convoy_escort }
# min_composition = {
# destroyer = {
# amount = 1
@@ -106,7 +106,7 @@ USA_ConvoyEscort_1 = {
ai_will_do = {
factor = 1
}
mission = { convoy_escort }
mission = { convoy_escort naval_patrol }
# min_composition = {
# destroyer = {
# amount = 2

View File

@@ -13,10 +13,10 @@ StrikeForce_1 = {
ai_will_do = {
factor = 1
}
mission = { naval_strike }
mission = { naval_strike naval_patrol }
min_composition = {
destroyer = {
amount = 8
carrier = {
amount = 2
}
}
@@ -54,12 +54,7 @@ PatrolReconForce_1 = {
ai_will_do = {
factor = 5
}
mission = { naval_patrol }
min_composition = {
destroyer = {
amount = 1
}
}
mission = { naval_patrol convoy_escort }
optimal_composition = {
destroyer = {
amount = 5
@@ -83,11 +78,6 @@ PatrolDominanceForce_CA_1 = {
factor = 5
}
mission = { naval_patrol }
min_composition = {
destroyer = {
amount = 4
}
}
optimal_composition = {
heavy_cruiser = {
@@ -115,11 +105,6 @@ PatrolDominanceForce_BC_1 = {
factor = 5
}
mission = { naval_patrol }
min_composition = {
destroyer = {
amount = 4
}
}
optimal_composition = {
battle_cruiser = {
@@ -147,11 +132,6 @@ ConvoyRaiding_1 = {
factor = 1
}
mission = { convoy_raiding }
min_composition = {
submarine = {
amount = 4
}
}
optimal_composition = {
submarine = {
@@ -176,11 +156,6 @@ ConvoySurfaceRaiding_1 = {
factor = 1
}
mission = { convoy_raiding }
min_composition = {
battle_cruiser = {
amount = 1
}
}
optimal_composition = {
battle_cruiser = {
@@ -204,16 +179,11 @@ ConvoyEscort_1 = {
ai_will_do = {
factor = 5
}
mission = { convoy_escort }
min_composition = {
destroyer = {
amount = 4
}
}
mission = { convoy_escort naval_patrol }
optimal_composition = {
destroyer = {
amount = 10
amount = 5
}
}
}

View File

@@ -418,7 +418,7 @@ naval_unit_role_ratios_GER_prewar_late = {
ai_strategy = {
type = building_target
id = dockyard
value = 35
value = 25
}
}
@@ -449,6 +449,12 @@ naval_unit_role_ratios_GER_atwar = {
id = vnr_naval_cruiser_light
value = 10
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 10
}
ai_strategy = {
type = role_ratio
@@ -612,11 +618,6 @@ naval_unit_role_ratios_GER_atwar_No_Naval_Competitor = {
id = vnr_naval_carrier
value = 20
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
value = 30
}
}
naval_unit_role_ratios_GER_late_peace = {
@@ -656,13 +657,7 @@ naval_unit_role_ratios_GER_late_peace = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 10
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_large
value = 20
value = 30
}
ai_strategy = {
@@ -670,6 +665,12 @@ naval_unit_role_ratios_GER_late_peace = {
id = vnr_naval_capital_bb
value = 20
}
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 100
}
}
### ENG ###
@@ -698,7 +699,7 @@ naval_unit_role_ratios_ENG_prewar_early = {
ai_strategy = {
type = role_ratio
id = vnr_naval_screen
value = 200
value = 300
}
ai_strategy = {
@@ -716,11 +717,12 @@ naval_unit_role_ratios_ENG_prewar_early = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = -30
value = 30
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
value = 100
type = building_target
id = dockyard
value = 30
}
}
@@ -768,12 +770,13 @@ naval_unit_role_ratios_ENG_prewar_late = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 30
value = 80
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
value = 150
type = building_target
id = dockyard
value = 45
}
}
@@ -795,7 +798,7 @@ naval_unit_role_ratios_ENG_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 120
value = 100
}
ai_strategy = {
@@ -813,7 +816,7 @@ naval_unit_role_ratios_ENG_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 20
value = 80
}
ai_strategy = {
@@ -823,8 +826,9 @@ naval_unit_role_ratios_ENG_atwar = {
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
value = 180
type = building_target
id = dockyard
value = 55
}
}
@@ -859,7 +863,13 @@ naval_unit_role_ratios_ENG_late_peace = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_light
value = 20
value = 50
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 30
}
}
@@ -944,7 +954,7 @@ naval_unit_role_ratios_FRA_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = -100
value = 5
}
}
@@ -961,7 +971,7 @@ naval_unit_role_ratios_FRA_atwar_without_germany = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 80
value = 280
}
ai_strategy = {
type = role_ratio
@@ -1003,7 +1013,7 @@ naval_unit_role_ratios_FRA_late_peace = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 10
value = 100
}
ai_strategy = {
type = role_ratio
@@ -1022,7 +1032,7 @@ naval_unit_role_ratios_FRA_late_peace = {
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_large
id = vnr_naval_cruiser_heavy
value = 20
}
ai_strategy = {
@@ -1090,7 +1100,7 @@ naval_unit_role_ratios_SOV_no_need_to_watch_germany_peace = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 40
value = 140
}
ai_strategy = {
type = role_ratio
@@ -1135,7 +1145,7 @@ naval_unit_role_ratios_SOV_atwar_with_Germany = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 10
value = 30
}
ai_strategy = {
type = role_ratio
@@ -1192,7 +1202,7 @@ naval_unit_role_ratios_SOV_atwar_with_major = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 20
value = 30
}
ai_strategy = {
type = role_ratio
@@ -1246,7 +1256,7 @@ naval_unit_role_ratios_JAP_prewar_naval_treaty = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 20
value = 35
}
ai_strategy = {
type = role_ratio
@@ -1294,7 +1304,7 @@ naval_unit_role_ratios_JAP_prewar_enough_carrier = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 30
value = 50
}
ai_strategy = {
type = role_ratio
@@ -1338,7 +1348,7 @@ naval_unit_role_ratios_JAP_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 30
value = 60
}
ai_strategy = {
type = role_ratio
@@ -1353,7 +1363,7 @@ naval_unit_role_ratios_JAP_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 150
value = 120
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
@@ -1395,7 +1405,7 @@ naval_unit_role_ratios_JAP_late_peace = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 30
value = 35
}
ai_strategy = {
type = role_ratio
@@ -1458,7 +1468,7 @@ naval_unit_role_ratios_USA_great_depression = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 30
value = 80
}
}
@@ -1492,7 +1502,7 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 40
value = 60
}
ai_strategy = {
@@ -1504,7 +1514,7 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 150
value = 120
}
ai_strategy = {
@@ -1546,19 +1556,19 @@ naval_unit_role_ratios_USA_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 60
value = 80
}
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 120
value = 80
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 150
value = 130
}
ai_strategy = {
@@ -1671,7 +1681,7 @@ naval_unit_role_ratios_ITA_prewar_enough_battleships = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 30
value = 50
}
ai_strategy = {
@@ -1718,9 +1728,13 @@ naval_unit_role_ratios_ITA_atwar_with_England = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_light
value = 40
value = 60
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_heavy
value = 20
}
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
@@ -1801,7 +1815,7 @@ naval_unit_role_ratios_ITA_late_peace = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 40
value = 140
}
ai_strategy = {
type = role_ratio
@@ -2435,3 +2449,19 @@ upgrade_cv_plane_strategy_3 = {
value = 1000
}
}
we_dont_need_ocean_liner = {
allowed = {
always = yes
}
enable = {
always = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = equipment_variant_production_factor
id = ocean_liner_equipment
value = -1000
}
}

View File

@@ -31,6 +31,33 @@ ENG_protect_home_waters = {
id = 18
value = -1000
}
ai_strategy = {
type = convoy_raiding_target
id = GER
value = 100
}
}
ENG_protect_atlantic_route = {
allowed = {
original_tag = ENG
}
enable = {
OR = {
has_war_with = GER
has_war_with = ITA
}
convoy_threat > 0.1
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_mission_threshold
id = MISSION_CONVOY_ESCORT
value = -1000
}
}
ENG_avoid_baltic = {
@@ -88,6 +115,11 @@ ENG_secure_mediterranean = {
id = 168
value = 800
}
ai_strategy = {
type = convoy_raiding_target
id = ITA
value = 70
}
}
ENG_avoid_mediterranean = {
@@ -250,7 +282,7 @@ JAP_turuk_base = {
ai_strategy = {
type = strike_force_home_base
id = 84
value = 100
value = 500
}
}

View File

@@ -769,6 +769,7 @@ MTG_naval_treaties = {
OR = {
has_government = fascism
has_government = communism
tag = JAP
}
}
custom_effect_tooltip = fascism_renew_naval_treaty_tt

View File

@@ -3,7 +3,7 @@
----------------
--Hit Chance and Damage
NDefines.NNavy.HIT_PROFILE_SPEED_FACTOR = 0.3 -- factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult) (was 0.5, set to 0.3 to lower impact from speed)
NDefines.NNavy.HIT_PROFILE_SPEED_FACTOR = 0.45 -- factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult) (was 0.5, set to 0.45 to lower impact from speed)
NDefines.NNavy.COMBAT_BASE_HIT_CHANCE = 0.08 -- base chance for hit (was 0.1)
NDefines.NNavy.COMBAT_BASE_CRITICAL_CHANCE = 0.2 -- Base chance for receiving a critical chance. It get's scaled down with ship reliability. (was 0.05)
NDefines.NNavy.CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT = 0.9 -- the game will roll between 0-1 and will damage a random part if below this val on naval critical hits (was 0.1, critical hit will definitely destroy critical parts)
@@ -17,7 +17,7 @@ NDefines.NNavy.NAVY_PIERCING_THRESHOLD_DAMAGE_VALUES = { 2.0, 1.0, 0.7, 0.6, 0.4
NDefines.NNavy.COMBAT_DAMAGE_RANDOMNESS = 0.3 -- random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10. (was 0.5)
NDefines.NNavy.GUN_HIT_PROFILES = { -- hit profiles for guns, if target ih profile is lower the gun will have lower accuracy
75.0, -- big guns
105.0, -- torpedoes
115.0, -- torpedoes
55.0, -- small guns
}
NDefines.NNavy.BASE_GUN_COOLDOWNS = { 1.0, 8.0, 1.0 } -- number of hours for a gun to be ready after shooting
@@ -35,8 +35,8 @@ NDefines.NNavy.RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR = 0.05 -- mult
NDefines.NNavy.MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.2 -- will clamp the bonus that you get from detection (was 0.25)
NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.02 -- each ship that joins the combat will have this penalty to be added into positioning (was 0.01)
NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.2 -- the accumulated penalty from new ships will be clamped to this value (was 0.25)
NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.5 -- if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has (was 0.25)
NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 3 -- maximum penalty to get from larger fleets (was 0.75, aggressively punish deathstacking)
NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.4 -- if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has (was 0.25)
NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 2 -- maximum penalty to get from larger fleets (was 0.75, aggressively punish deathstacking)
NDefines.NNavy.HIGHER_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.05 -- penalty if other side has stronger carrier air force (was 0.2)
NDefines.NNavy.MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.15 -- max penalty from stronger carrier air force (was 0.2)
NDefines.NNavy.DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.9 -- damage penalty at 0% positioning (was 0.5)
@@ -76,9 +76,9 @@ NDefines.NNavy.MISSION_DOMINANCE_RATIOS = {
0.85, -- NAVAL_INVASION_SUPPORT
}
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_RANGE_NEUTRAL = 3000 -- ship range where there is no penalty nor bonus to naval dominance, below or above this will be scaled accordingly with penalty or bonus, min value is 0 (was 2000, range should not matter this much)
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_SPEED_NEUTRAL = 25 -- ship speed where there is no penalty nor bonus to naval dominance, below or above this will be scaled accordingly with penalty or bonus, min value is 0 (was 20, lower speed impact)
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_CARRIER_SIZE = 0.15 -- bonus to dominance based on the carrier size - e.g. regular carrier hangar has carrier_size of 2, so it would be a bonus of 2 * DOMINANCE_PER_SHIP_PER_CARRIER_SIZE, min value is 0 (was 0.1, carrier stronger)
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_HEAVY_GUN_ATTACK = 0.05 -- bonus to dominance based on the heavy attack, min value is 0 (was 0.01, differentiate big gun ships and smaller counterparts)
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_SPEED_NEUTRAL = 27 -- ship speed where there is no penalty nor bonus to naval dominance, below or above this will be scaled accordingly with penalty or bonus, min value is 0 (was 20, lower speed impact)
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_CARRIER_SIZE = 0.25 -- bonus to dominance based on the carrier size - e.g. regular carrier hangar has carrier_size of 2, so it would be a bonus of 2 * DOMINANCE_PER_SHIP_PER_CARRIER_SIZE, min value is 0 (was 0.1, carrier stronger)
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_HEAVY_GUN_ATTACK = 0.02 -- bonus to dominance based on the heavy attack, min value is 0 (was 0.01, differentiate big gun ships and smaller counterparts)
NDefines.NNavy.DOMINANCE_DAILY_GAIN_FACTOR = 0.05 -- Daily dominance gain, as a fraction of target value (was 0.02)
NDefines.NNavy.DOMINANCE_DAILY_LOSS_FACTOR = 0.01 -- Daily dominance loss, as a fraction of previous target value (was 0.04)
@@ -87,8 +87,8 @@ NDefines.NNavy.DOMINANCE_DAILY_LOSS_FACTOR = 0.01 -- Daily dominance loss, as
NDefines.NNavy.COMBAT_MIN_DURATION = 20 -- Min combat duration before we can retreat. It's a balancing variable so it's not possible to always run with our weak ships agains big flotillas. (was 8, longer activation time creates time for carrier attack)
NDefines.NNavy.CAPITAL_ONLY_COMBAT_ACTIVATE_TIME = 22 -- hours from start of combat when only carriers, capitals and subs get to attack (was 6)
NDefines.NNavy.ALL_SHIPS_ACTIVATE_TIME = 30 -- hours where all get to attack (was 8)
NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 1 -- Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly. (was 8, no fleet commander would chase enemy fleet due to fog of war)
NDefines.NNavy.ESCAPE_SPEED_PER_COMBAT_DAY = 0.15 -- daily increase in escape speed during combat duration (was 0.01, faster retreating to simulate real disengagement)
NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 3 -- Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly. (was 8, no fleet commander would chase enemy fleet due to fog of war)
NDefines.NNavy.ESCAPE_SPEED_PER_COMBAT_DAY = 0.1 -- daily increase in escape speed during combat duration (was 0.01, faster retreating to simulate real disengagement)
NDefines.NNavy.MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION = 0.60 -- max escape speed that will be gained from combat duration (was 0.15)
NDefines.NNavy.SPEED_TO_ESCAPE_SPEED = 2 -- ratio to converstion from ship speed to escape speed (divided by hundred) (was 0.95)
NDefines.NNavy.CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO = 4 -- each taskforce in convoy defense mission can at most cover this many regions without losing efficiency (was 5)
@@ -102,8 +102,8 @@ NDefines.NNavy.NAVAL_COMBAT_AIR_CARRIER_TARGET_SCALE = 1000 -- scaled scoring
NDefines.NNavy.SHIP_TO_FLEET_ANTI_AIR_RATIO = 1.0 -- total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction (was 0.25, more AA contribution from other ships)
NDefines.NNavy.MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE = 0.66 -- damage reduction for incoming air attacks is clamped to this value at maximum. (was 0.75)
NDefines.NNavy.ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE = 0.15 -- received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE (was 0.18)
NDefines.NNavy.ANTI_AIR_TARGETTING_TO_CHANCE = 0.25 -- Balancing value to determine the chance of ground AA hitting an attacking airplane, affecting both the effective average damage done by AA to airplanes, and the reduction of damage done by airplanes due to AA support (was 0.07)
NDefines.NNavy.BASE_CARRIER_SORTIE_EFFICIENCY = 0.4 -- factor of planes that can sortie by default from a carrier (was 0.5)
NDefines.NNavy.ANTI_AIR_TARGETTING_TO_CHANCE = 0.15 -- Balancing value to determine the chance of ground AA hitting an attacking airplane, affecting both the effective average damage done by AA to airplanes, and the reduction of damage done by airplanes due to AA support (was 0.07)
NDefines.NNavy.BASE_CARRIER_SORTIE_EFFICIENCY = 0.0 -- factor of planes that can sortie by default from a carrier (was 0.5)
NDefines.NNavy.CARRIER_OFFENSIVE_STANCE_SORTIE_RATIO = {0.25, 0.37, 0.50, 0.62, 0.75} -- The defensive stance sortie is 1.0 - value in index so their sum equals 1
NDefines.NNavy.CARRIER_OFFENSIVE_STANCE_DEFAULT_INDEX = 4 -- The default offensive sortie index in CARRIER_OFFENSIVE_STANCE_SORTIE_RATIO (was 2)
NDefines.NNavy.NAVAL_COMBAT_PLANE_MIN_STACKING_PENALTY = 180 -- How many planes flying in a naval combat before penalties are introduced (was 80)
@@ -135,15 +135,18 @@ NDefines.NNavy.NAVAL_INVASION_SPOTTING_SPEED_MULT = 30 -- spotting speed mult
NDefines.NNavy.SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING = 0.5 -- same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys (was 0.12)
NDefines.NNavy.SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING = 0.5 -- same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys (was 0.12)
NDefines.NNavy.NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR = 0.6 -- Multiplier for the surface/sub visiblity when the heavily damaged fleet is returning to the home base for reparation. 1.0 = no bonus. 0.0 = invisible. (was 0.9)
NDefines.NNavy.SPOTTING_MULTIPLIER_FOR_SURFACE = 2.5 -- task force surface spotting value is multiplied by this and added to spotting percentage every hour (was 1)
NDefines.NNavy.SPOTTING_MULTIPLIER_FOR_SUB = 0.9 -- task force sub spotting value is multiplied by this and added to spotting percentage every hour (was 1)
NDefines.NNavy.MIN_SPOTTING_PROGRESS = 0.1 -- Minimum spotting progress (in percent) per hourly tick (was 0.01)
NDefines.NNavy.BASE_SPOTTING = 5 -- base spotting percentage for navy (was 1)
NDefines.NNavy.BASE_SPOTTING_FROM_NAVY = 15 -- base spotting percentage that comes from task forces in area (was 10)
NDefines.NNavy.BASE_SPOTTING_SPEED = 1 -- daily base spotting speed (was 0)
NDefines.NNavy.SPOTTING_SPEED_MULT_FOR_RUNNING_AWAY = 0.2 -- task forces that does not want to engage will reduce enemy spotting rate every hour by speed diff mult this ratio (was 0.5)
NDefines.NNavy.NAVAL_COMBAT_AIR_SUB_DETECTION_FACTOR = 1 -- A global factor that applies after all others, right before the sub detection contributed by plane is added to the global sub detection of a combatant (was 0)
--Experience
NDefines.NNavy.EXPERIENCE_FACTOR_CONVOY_ATTACK = 0.05 -- xp from attacking convoys (was 0.04)
NDefines.NNavy.TRAINING_DAILY_COUNTRY_EXP_FACTOR = 0.005 -- Factor used to scale the Daily Country Navy XP gain from training (was 0.001)
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 1 -- Maximum army XP gained per day from training (was 1)
NDefines.NNavy.UNIT_EXPERIENCE_PER_COMBAT_HOUR = 5 -- Unit xp gain per combat hour (was 10)
NDefines.NNavy.UNIT_EXPERIENCE_SCALE = 0.8 -- total unit xp factor (was 1)
@@ -157,25 +160,53 @@ NDefines.NNavy.AGGRESSION_TORPEDO_EFFICIENCY_ON_LIGHT_SHIPS = 0.5 -- ratio for
NDefines.NNavy.AGGRESSION_LIGHT_GUN_EFFICIENCY_ON_HEAVY_SHIPS = 0.1 -- ratio for scoring for different gun types against heavy ships
NDefines.NNavy.AGGRESSION_HEAVY_GUN_EFFICIENCY_ON_HEAVY_SHIPS = 1.0 -- ratio for scoring for different gun types against heavy ships
NDefines.NNavy.AGGRESSION_TORPEDO_EFFICIENCY_ON_HEAVY_SHIPS = 1.1 -- ratio for scoring for different gun types against heavy ships
NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = {
0, -- do not engage
0.8, -- low
1.4, -- medium
2.2, -- high
10000, -- I am death incarnate!
}
NDefines.NNavy.AGGRESION_MULTIPLIER_FOR_COMBAT = 2.3 -- ships are more aggresive in combat (was 1.2)
NDefines.NNavy.AGGRESSION_LEVEL_BY_MISSION_WEAKER = { -- the aggression level per mission when the AI has a weaker navy than its opponent
---- values correspond to the indexes of the AGGRESSION_SETTINGS_VALUES. 0 = do not engage, 1 = low, 2 = medium, etc.
---- If set to (-1), will use the hardcoded behavior (low if navy is generally weaker than opponent, medium if stronger)
-1, -- HOLD
1, -- PATROL (was 0)
2, -- STRIKE FORCE (was 1)
1, -- CONVOY RAIDING
1, -- CONVOY ESCORT
-1, -- MINES PLANTING
-1, -- MINES SWEEPING
-1, -- TRAINING
-1, -- RESERVE_FLEET
2, -- NAVAL_INVASION_SUPPORT
}
NDefines.NNavy.AGGRESSION_LEVEL_BY_MISSION_STRONGER_OR_EQUAL = { -- the aggression level per mission when the AI has a stronger navy than its opponent
---- values correspond to the indexes of the AGGRESSION_SETTINGS_VALUES. 0 = do not engage, 1 = low, 2 = medium, etc.
---- If set to (-1), will use the hardcoded behavior (low if navy is generally weaker than opponent, medium if stronger)
-1, -- HOLD
1, -- PATROL
3, -- STRIKE FORCE
1, -- CONVOY RAIDING
1, -- CONVOY ESCORT
-1, -- MINES PLANTING
-1, -- MINES SWEEPING
-1, -- TRAINING
-1, -- RESERVE_FLEET
3, -- NAVAL_INVASION_SUPPORT
}
--Naval Misc
NDefines.NNavy.CONVOY_EFFICIENCY_MIN_VALUE = 0 -- To avoid complete 0% efficiency, set the lower limit. (was 0.05)
NDefines.NNavy.PRIDE_OF_THE_FLEET_UNASSIGN_COST = 25 -- cost to unassign/replace pride of the fleet (was 100)
NDefines.NNavy.NAVAL_TRANSFER_BASE_SPEED = 4 -- base speed of units on water being transported (was 6)
NDefines.NNavy.AMPHIBIOUS_INVADE_SPEED_BASE = 0.25 -- every hour movement progress on amphibious invasion (was 0.5)
NDefines.NNavy.SHIP_SUPPORT_NEED_FACTOR = 0.25 -- The support need for a ship. This factor is multiplied with the ships dominance value (was 0.1)
NDefines.NNavy.STRIKE_FORCE_ON_BASE_FUEL_COST_FACTOR = 0.0 -- fuel cost for naval strike mission in port (was 0.25, ease the cost of assigning strike force)
NDefines.NNavy.AGGRESION_MULTIPLIER_FOR_COMBAT = 4 -- ships are more aggresive in combat (was 1.2)
NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = {
0, -- do not engage
1.0, -- low
1.4, -- medium
2.2, -- high
10000, -- I am death incarnate!
}
NDefines.NNavy.MIN_TRACTED_ASSIST_DAMAGE_RATIO = 0.5 -- How much damage counts as assist damage (was 0.05)
NDefines.NNavy.NAVAL_HOMEBASE_CALCULATION_DISTANCE_CUTOFF = 3000 -- Tuning parameter for homebase calculation. Distance to normalize against. Everything above said value will be treated as score = 0. (was 1000)
NDefines.NNavy.SUB_DETECTION_STAT_FOR_SHIP_TO_BE_SUB_HUNTER = 5 -- amount of sub detection required for a ship to be considered a sub hunter (was 2, at least have a sonar)
@@ -207,7 +238,8 @@ NDefines.NAI.NAVAL_DOCKYARDS_SHIP_FACTOR = 2.5 -- The extent to which number o
NDefines.NAI.PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL = 0 -- AI will not replace ships being built by newer types if progress is above this (was 0.1, disable this so that AI won't cancel starting production)
NDefines.NAI.PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE = 0.02 -- If produced item is expensive (producing less than one/week), wait to finish item if progress is above this (was 0.1)
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR = 2 -- Scales how many carrier planes the AI want per carrier deck space. (was 1.5)
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR = 1.5 -- Scales how many carrier planes the AI want per deck space of carriers in production. (was 1)
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR = 1.2 -- Scales how many carrier planes the AI want per deck space of carriers in production. (was 1)
NDefines.NAI.CARRIER_CAPACITY_IN_PRODUCTION_MAX_DAYS_LEFT_TO_INCLUDE_FACTOR = 180 -- Carriers in production that will take more days to complete than this value will be ignored when calculating the above. (was 365)
NDefines.NAI.AI_WANTED_CARRIER_BASED_PLANES_FACTOR = 1.5 -- Factor applied to desire for carrier based planes (total carrier space * define) (was 1)
NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_NAVAL_DOCTRINE = 1 -- How quickly is desire to unlock naval doctrines accumulated? (was 0.5)
NDefines.NAI.DESIRE_USE_XP_TO_UPGRADE_NAVAL_EQUIPMENT = 1 -- How quickly is desire to update/create naval equipment variants accumulated?
@@ -215,6 +247,7 @@ NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY = 30 -- Navy XP ne
NDefines.NAI.VARIANT_CREATION_XP_RESERVE_NAVY = 30 -- If the AI lacks navy XP to create a variant it will reserve this much XP for variant creation so that it will eventually be able to create a variant. (was 50)
NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_AIR = 15 -- Air XP needed before attempting to create a variant of a type (was 25)
NDefines.NAI.VARIANT_CREATION_XP_RESERVE_AIR = 30 -- If the AI lacks air XP to create a variant it will reserve this much XP for variant creation so that it will eventually be able to create a variant. (was 50)
NDefines.NAI.CONVOY_NEED_SAFETY_BUFFER = 1.60 -- AI will try and keep 15% more convoys than what it needs. (was 1.3)
--AI Mission
@@ -263,6 +296,19 @@ NDefines.NAI.MAX_ALLOWED_NAVAL_DANGER = 200 -- AI will ignore naval paths that
NDefines.NAI.REGION_THREAT_PER_SUNK_CONVOY = 5 -- Threat value per convoy sunk in a region. Decays over time. (was 25)
NDefines.NAI.REGION_CONVOY_DANGER_DAILY_DECAY = 1.5 -- When convoys are sunk it generates threat in the region which the AI uses to prio naval missions (was 1)
NDefines.NAI.DANGEROUS_ENEMY_ARMY_SIZE = 10000 -- If the size of the enemy's army of the attacking country is more than this value, the AI will add naval invasion defense importance (was 100)
NDefines.NAI.NAVAL_STRIKE_FORCE_OBJECTIVE_IMPORTANCE = { -- ordering of this list is important!
0.1875, -- invasion suppport
0.25, -- invasion defense
0,0, -- others ( MineSweeping, MineLaying )
0.0625, -- generic coast defense
0,0, -- others ( ConvoyRaiding, ConvoyProtection )
0.25, -- naval dominance strategy (was 0.125)
0,0,0 -- others ( Training, NavalBlockade, StrikeForce )
}
NDefines.NAI.CONVOY_RAIDING_TARGET_RECALC_DAYS = 30 -- Each X days, the AI will reevaluate which regions to convoy raid (because enemy convoy usage or trade routes might change) (was 3)
NDefines.NAI.STRIKE_FORCE_TARGET_RECALC_DAYS = 20 -- Each X days, the AI will reevaluate which regions to put strike forces in (because patrol coverage will change) (was 1)
NDefines.NAI.AI_OBJECTIVE_DEFAULT_TARGET_RECALC_DAYS = 20 -- Each X days, the AI will reevaluate which regions to target for naval missions (this is the default value, but can be overriden by specific objectives, see CONVOY_RAIDING_TARGET_RECALC_DAYS) (was 0)
NDefines.NAI.MAX_FULLY_TRAINED_SHIP_RATIO_FOR_TRAINING = 0.9 -- ai will not train a taskforce if fully trained ships are above this ratio (was 0.7)
--AI Misc

View File

@@ -5,7 +5,10 @@ new_fleet_in_being = {
description = GRAND_DOCTRINE_FLEET_IN_BEING_DESC
icon = GFX_doctrine_fleet_in_being_medium
available = {
always = yes
has_navy_size = {
type = capital_ship
size > 3
}
}
xp_cost = 100
@@ -23,6 +26,9 @@ new_fleet_in_being = {
}
# EFFECTS
effect = {
custom_effect_tooltip = new_fleet_in_being_sub_tt
}
SH_battleship = {
max_organisation = 5
}
@@ -120,7 +126,15 @@ new_convoy_raiding = {
description = GRAND_DOCTRINE_CONVOY_RAIDING_DESC
icon = GFX_doctrine_trade_interdiction_medium
available = {
always = yes
has_tech = basic_torpedo
has_navy_size = {
type = screen_ship
size > 3
}
has_navy_size = {
type = submarine
size > 3
}
}
xp_cost = 100
@@ -144,7 +158,9 @@ new_convoy_raiding = {
# EFFECTS
effect = {
custom_effect_tooltip = new_convoy_raiding_sub_tt
}
submarine = {
max_organisation = 10
surface_detection = 0.05
@@ -239,7 +255,10 @@ new_base_strike = {
description = GRAND_DOCTRINE_BASE_STRIKE_DESC
icon = GFX_doctrine_base_strike_medium
available = {
always = yes
has_navy_size = {
type = carrier
size > 0
}
}
xp_cost = 100
@@ -258,7 +277,9 @@ new_base_strike = {
# EFFECTS
effect = {
custom_effect_tooltip = new_base_strike_sub_tt
}
carrier = {
max_organisation = 10
}
@@ -345,4 +366,112 @@ new_base_strike = {
}
}
}
}
new_littoral_defense = {
folder = naval
name = GRAND_DOCTRINE_LITTORAL_DEFENSE
description = GRAND_DOCTRINE_LITTORAL_DEFENSE_DESC
icon = GFX_doctrine_littoral_defense_medium
available = {
always = yes
}
xp_cost = 75
xp_type = navy
ai_will_do = {
base = 0
}
tracks = {
submarines
screens
carriers
capital_ships
}
# EFFECTS
effect = {
custom_effect_tooltip = new_littoral_defense_sub_tt
}
navy_max_range_factor = -0.5
navy_visibility = -0.1
milestones = {
{
#Submarines
submarine = {
surface_detection = 0.05
}
naval_torpedo_reveal_chance_factor = -0.1
effect = {
if = {
limit = {
NOT = {
has_variable = submarines_milestone_var
}
}
set_variable = { submarines_milestone_var = 1 }
}
else = {
add_to_variable = { submarines_milestone_var = 1 }
}
}
}
{
#Screens
naval_retreat_chance = 0.1
night_spotting_chance = 0.05
effect = {
if = {
limit = {
NOT = {
has_variable = screens_milestone_var
}
}
set_variable = { screens_milestone_var = 1 }
}
else = {
add_to_variable = { screens_milestone_var = 1 }
}
}
}
{
#Carriers
navy_carrier_air_agility_factor = 0.1
effect = {
if = {
limit = {
NOT = {
has_variable = carriers_milestone_var
}
}
set_variable = { carriers_milestone_var = 1 }
}
else = {
add_to_variable = { carriers_milestone_var = 1 }
}
}
}
{
#Capital Ships
naval_retreat_speed_after_initial_combat = 0.1
naval_night_attack = 0.05
effect = {
if = {
limit = {
NOT = {
has_variable = capital_ships_milestone_var
}
}
set_variable = { capital_ships_milestone_var = 1 }
}
else = {
add_to_variable = { capital_ships_milestone_var = 1 }
}
}
}
}
}

View File

@@ -8,6 +8,10 @@ fast_battleship_primacy = {
xp_type = navy
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_base_strike
}
has_navy_size = {
archetype = ship_hull_heavy
size > 3
@@ -115,6 +119,11 @@ battlecruiser_supremacy = {
xp_type = navy
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_convoy_raiding
has_doctrine = new_base_strike
}
has_navy_size = {
unit = battle_cruiser
size > 1
@@ -235,6 +244,10 @@ armored_raiders = {
xp_type = navy
available = {
OR = {
has_doctrine = new_convoy_raiding
has_doctrine = new_littoral_defense
}
has_navy_size = {
archetype = ship_hull_heavy
size > 0
@@ -252,24 +265,28 @@ armored_raiders = {
# EFFECTS
screening_without_screens = 0.10
ships_at_battle_start = -0.1
effect = {
add_tech_bonus = {
bonus = 0.5
uses = 1
technology = panzerschiffe
name = SUBDOCTRINE_ARMORED_RAIDERS
}
}
rewards = {
expert_reconnaissance = {
battle_cruiser = {
naval_range = 0.1
surface_detection = 0.05
surface_detection = 0.1
}
battleship = {
naval_range = 0.1
surface_detection = 0.05
surface_detection = 0.1
}
heavy_cruiser = {
naval_range = 0.1
surface_detection = 0.05
surface_detection = 0.1
}
medium_cruiser = {
naval_range = 0.1
surface_detection = 0.05
surface_detection = 0.1
}
}
speed_trials = {
@@ -294,41 +311,39 @@ armored_raiders = {
capital_raiders = {
battleship = {
max_organisation = 5
convoy_raiding_coordination = 0.15
surface_detection = 0.1
convoy_raiding_coordination = 0.1
}
battle_cruiser = {
max_organisation = 5
convoy_raiding_coordination = 0.15
surface_detection = 0.1
convoy_raiding_coordination = 0.1
}
heavy_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.1
convoy_raiding_coordination = 0.1
}
medium_cruiser = {
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.1
convoy_raiding_coordination = 0.1
}
}
crisis_management = {
trade_route_sabotage = {
equipment_bonus = {
capital_ship = {
naval_range = 0.1
instant = yes
}
}
battleship = {
reliability = 0.1
}
battle_cruiser = {
reliability = 0.1
}
heavy_cruiser = {
reliability = 0.1
}
convoy_raiding_coordination = 0.1
}
battle_cruiser = {
convoy_raiding_coordination = 0.1
}
heavy_cruiser = {
convoy_raiding_coordination = 0.1
}
medium_cruiser = {
reliability = 0.1
}
modifier = {
navy_casualty_on_hit = -0.1
navy_casualty_on_sink = -0.1
convoy_raiding_coordination = 0.1
}
}
}
@@ -343,12 +358,25 @@ coastal_defence_fleet = {
xp_cost = 50
xp_type = navy
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_littoral_defense
has_doctrine = new_convoy_raiding
}
}
ai_will_do = {
factor = 0.5
}
naval_supply_consumption_factor = -0.15
navy_max_range_factor = -0.25
equipment_bonus = {
capital_ship = {
instant = yes
naval_range = -0.15
}
}
rewards = {
mixed_squad = {
@@ -386,7 +414,6 @@ coastal_defence_fleet = {
modifier = {
mines_planting_by_fleets_factor = 0.1
screening_without_screens = 0.05
navy_max_range_factor = -0.1
}
}
spare_part_logistics = {
@@ -411,6 +438,13 @@ naval_gunfire_support = {
has_dlc = "No Compromise, No Surrender"
}
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_littoral_defense
}
}
ai_will_do = {
factor = 0
}
@@ -486,6 +520,7 @@ battleship_antiair_screen = {
xp_type = navy
available = {
has_doctrine = new_base_strike
has_navy_size = {
archetype = ship_hull_heavy
size > 3

View File

@@ -16,6 +16,7 @@ carrier_battlegroups = {
}
available = {
has_doctrine = new_base_strike
has_tech = aviation_dawn
has_navy_size = {
unit = carrier
@@ -88,6 +89,11 @@ floating_airfields = {
xp_type = navy
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_base_strike
has_doctrine = new_convoy_raiding
}
has_tech = aviation_dawn
has_navy_size = {
unit = carrier
@@ -125,7 +131,12 @@ floating_airfields = {
enclosed_hangar = {
carrier = {
max_organisation = 10
reliability = 0.1
}
equipment_bonus = {
carrier = {
reliability = 0.1
instant = yes
}
}
}
fleet_antiair = {
@@ -159,10 +170,15 @@ subsidiary_carrier_support = {
description = SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT_DESC
icon = GFX_doctrine_escort_carriers_medium
xp_cost = 75
xp_cost = 50
xp_type = navy
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_convoy_raiding
has_doctrine = new_littoral_defense
}
has_tech = early_ship_hull_carrier
has_navy_size = {
unit = carrier
@@ -181,7 +197,12 @@ subsidiary_carrier_support = {
carrier_surface_detection = 0.1
surface_visibility = -0.1
}
sortie_efficiency = -0.1
equipment_bonus = {
carrier = {
naval_range = -0.2
instant = yes
}
}
rewards = {
evasive_convoy_maneuvers = {
@@ -229,6 +250,7 @@ carrier_concentration = {
}
}
available = {
has_doctrine = new_base_strike
has_tech = aviation_dawn
has_navy_size = {
unit = carrier
@@ -242,12 +264,12 @@ carrier_concentration = {
rewards = {
deep_operative_support = {
carrier = {
reliability = 0.1
supply_consumption = -0.05
}
equipment_bonus = {
carrier = {
naval_range = 0.2
reliability = 0.1
instant = yes
}
}
@@ -301,6 +323,11 @@ naval_airfoce = {
base = 0
}
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_convoy_raiding
has_doctrine = new_littoral_defense
}
has_tech = early_ship_hull_carrier
}
@@ -353,3 +380,79 @@ naval_airfoce = {
}
}
}
airspace_denial = {
track = carriers
name = SUBDOCTRINE_AIRSPACE_DENIAL
description = SUBDOCTRINE_AIRSPACE_DENIAL_DESC
icon = GFX_doctrine_airspace_denial_medium
xp_cost = 100
xp_type = navy
ai_will_do = {
base = 0
}
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_base_strike
has_doctrine = new_convoy_raiding
}
has_navy_size = {
type = carrier
size > 0
}
}
carrier = {
anti_air_attack = 0.1
}
equipment_bonus = {
carrier = {
instant = yes
naval_range = -0.15
}
}
rewards = {
scout_carrier = {
carrier = {
carrier_surface_detection = 0.1
carrier_sub_detection = 0.1
}
}
airspace_competition = {
modifier = {
fighter_sortie_efficiency = 0.1
navy_carrier_air_attack_factor = 0.1
}
}
core_of_seapower = {
carrier = {
max_organisation = 10
}
modifier = {
naval_morale_factor = 0.1
sortie_efficiency = 0.1
}
}
land_based_support = {
category_nav_bomber = {
air_range = 0.25
naval_strike_attack = 0.05
}
}
land_sea_coordination = {
modifier = {
port_strike = 0.2
air_nav_efficiency = 0.1
}
category_nav_bomber = {
naval_strike_attack = 0.05
naval_strike_targetting = 0.05
air_agility = 0.05
}
}
}
}

View File

@@ -8,6 +8,11 @@ convoy_escort = {
xp_type = navy
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_base_strike
has_doctrine = new_convoy_raiding
}
has_navy_size = {
type = screen_ship
size > 9
@@ -86,6 +91,11 @@ support_integrated_operations = {
xp_type = navy
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_base_strike
has_doctrine = new_convoy_raiding
}
has_navy_size = {
unit = light_cruiser
size > 3
@@ -175,6 +185,10 @@ hunter_killers = {
xp_type = navy
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_base_strike
}
has_navy_size = {
type = screen_ship
size > 9
@@ -257,6 +271,11 @@ torpedo_primacy = {
}
}
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_base_strike
has_doctrine = new_littoral_defense
}
has_navy_size = {
type = screen_ship
size > 9
@@ -312,6 +331,10 @@ jeune_ecole = {
xp_type = navy
available = {
OR = {
has_doctrine = new_convoy_raiding
has_doctrine = new_littoral_defense
}
has_navy_size = {
type = screen_ship
size > 9
@@ -364,4 +387,82 @@ jeune_ecole = {
}
}
}
}
mosquito_fleet = {
track = screens
name = SUBDOCTRINE_SCREEN_MOSQUITO_FLEET
description = SUBDOCTRINE_SCREEN_MOSQUITO_FLEET_DESC
icon = GFX_doctrine_mosquito_fleet_medium
xp_cost = 25
xp_type = navy
available = {
has_doctrine = new_littoral_defense
has_tech = basic_torpedo
}
ai_will_do = {
factor = 0
}
screening_efficiency = -0.50
equipment_bonus = {
ship_hull_light = {
build_cost_ic = -0.15
instant = yes
}
}
rewards = {
concealment_measure = {
destroyer = {
surface_visibility = -0.15
max_organisation = -10
}
navy_screen_attack_factor = -0.5
modifier = {
naval_torpedo_screen_penetration_factor = 0.1
}
}
mini_hull = {
equipment_bonus = {
ship_hull_light = {
build_cost_ic = -0.15
max_strength = -0.5
instant = yes
}
}
destroyer = {
max_organisation = -10
fuel_consumption = -0.25
}
}
high_speed_maneuver = {
modifier = {
naval_enemy_fleet_size_ratio_penalty_factor = 0.1
naval_retreat_speed = 0.25
}
}
echelon_salvo = {
destroyer = {
naval_torpedo_hit_chance_factor = 0.1
torpedo_attack = 0.1
}
destroyer = {
max_organisation = -10
}
modifier = {
naval_retreat_chance = 0.15
}
}
swarm_attack = {
modifier = {
ships_at_battle_start = 0.25
naval_torpedo_cooldown_factor = -0.25
naval_torpedo_screen_penetration_factor = 0.1
screening_efficiency = -0.25
}
}
}
}

View File

@@ -8,6 +8,7 @@ wolfpacks = {
xp_type = navy
available = {
has_doctrine = new_convoy_raiding
has_navy_size = {
type = submarine
size > 9
@@ -48,9 +49,14 @@ wolfpacks = {
}
improvisation = {
submarine = {
reliability = 0.1
max_organisation = 10
}
equipment_bonus = {
submarine = {
reliability = 0.1
instant = yes
}
}
sub_retreat_speed = 0.1
}
rough_weather_procedure = {
@@ -80,6 +86,10 @@ submarine_fleet_operations = {
xp_type = navy
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_base_strike
}
has_navy_size = {
type = submarine
size > 9
@@ -162,6 +172,10 @@ capital_hunters = {
}
}
available = {
OR = {
has_doctrine = new_base_strike
has_doctrine = new_fleet_in_being
}
has_navy_size = {
type = submarine
size > 9
@@ -216,6 +230,7 @@ submarine_coastal_defense = {
}
available = {
has_doctrine = new_littoral_defense
has_navy_size = {
type = submarine
size > 0
@@ -288,6 +303,11 @@ submarine_area_denial = {
icon = GFX_doctrine_submarine_area_denial_medium
available = {
OR = {
has_doctrine = new_fleet_in_being
has_doctrine = new_convoy_raiding
has_doctrine = new_littoral_defense
}
has_navy_size = {
type = submarine
size > 9
@@ -349,4 +369,85 @@ submarine_area_denial = {
}
}
}
}
operation_autonomy = {
track = submarines
name = SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY
description = SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY_DESC
icon = GFX_doctrine_operation_autonomy_medium
xp_cost = 100
xp_type = navy
ai_will_do = {
base = 0
}
available = {
OR = {
has_doctrine = new_convoy_raiding
has_doctrine = new_base_strike
}
has_navy_size = {
type = submarine
size > 0
}
}
equipment_bonus = {
submarine = {
naval_range = 0.25
instant = yes
}
}
rewards = {
leadership_autonomy = {
submarine = {
max_organisation = 5
convoy_raiding_coordination = 0.05
}
modifier = {
naval_torpedo_reveal_chance_factor = -0.05
}
}
disguised_submarine_tender = {
auxiliary_ship = {
surface_visibility = -0.1
}
modifier = {
sub_retreat_speed = 0.1
}
}
radio_silence = {
submarine = {
sub_visibility = -0.1
}
equipment_bonus = {
submarine = {
surface_detection = -0.2
instant = yes
}
}
}
submarine_kampfgruppe = {
submarine = {
max_organisation = 5
convoy_raiding_coordination = 0.1
}
}
auxiliary_submarine = {
effect = {
custom_effect_tooltip = auxiliary_submarine_tt
hidden_effect = {
set_technology = { auxiliary_submarine_tech = 1 }
}
}
equipment_bonus = {
submarine = {
reliability = 0.1
instant = yes
}
}
}
}
}

View File

@@ -0,0 +1,13 @@
# Database for all the backgrounds in the game example:
# name_of_dds_file = { (The dds file needs to be stored in the gfx/loadingscreens folder)
# dlc_allowed = (optional) which Dlc enables this background
# locale = (optional) The default background will be decided by latest dlc, if there is a locale set then it will try to best match the default background to
#the language
# gfx = (optional) on default we override the GFX_frontend_bg_basic, so only set if you want a different resolution or effects
# }
#IMPORTANT
# You will also need to create a GFX for the small icons to appear,and it should be named GFX_name_small. We have support for 1 small image to show without
# the need to recreate the it, however that is not scalable. So if you want to have more images / make your mod compatible with other mods you have to add it
vnr_main_menu_bg = {}

View File

@@ -52,8 +52,8 @@ ideas = {
modifier = {
production_cost_max_ship_hull_cruiser = 6800
production_cost_max_ship_hull_heavy = 12000
production_cost_max_ship_hull_carrier = 11000
production_cost_max_ship_hull_heavy = 12500
production_cost_max_ship_hull_carrier = 13000
production_cost_max_ship_hull_submarine = 900
convoy_raiding_efficiency_factor = -0.5
}
@@ -91,7 +91,7 @@ ideas = {
modifier = {
production_cost_max_ship_hull_cruiser = 7200
production_cost_max_ship_hull_heavy = 18000
production_cost_max_ship_hull_carrier = 12000
production_cost_max_ship_hull_carrier = 14000
}
}
}

View File

@@ -463,6 +463,7 @@ makeup_starting_techs = {
basic_periscope = 1
diesel_electric_transmission = 1
teardrop_hull = 1
improved_ship_torpedo_launcher = 1
popup = no
}
}
@@ -487,12 +488,6 @@ makeup_starting_techs = {
popup = no
}
}
every_country = {
set_technology = {
vnr_less_fuel_consumption = 1
popup = no
}
}
every_country = {
limit = { has_tech = mtg_transport }
set_technology = {

View File

@@ -97,7 +97,7 @@ ai_doctrine_workaround = {
is_debug = yes
}
}
set_sub_doctrine = battlecruiser_primacy
set_sub_doctrine = battlecruiser_supremacy
set_sub_doctrine = subsidiary_carrier_support
set_sub_doctrine = jeune_ecole
set_sub_doctrine = capital_hunters

View File

@@ -623,6 +623,7 @@ technologies = {
sonar = {
enable_equipment_modules = {
ship_sonar_1
sub_sonar_1
}
on_research_complete = {
custom_effect_tooltip = sonar_advice_tt
@@ -662,6 +663,7 @@ technologies = {
improved_sonar = {
enable_equipment_modules = {
ship_sonar_2
sub_sonar_2
}
on_research_complete = {
custom_effect_tooltip = sonar_advice_tt
@@ -703,6 +705,7 @@ technologies = {
advanced_sonar = {
enable_equipment_modules = {
ship_sonar_3
sub_sonar_3
ship_bulbous_bow
}
on_research_complete = {
@@ -749,6 +752,7 @@ technologies = {
modern_sonar = {
enable_equipment_modules = {
ship_sonar_4
sub_sonar_4
}
on_research_complete = {
custom_effect_tooltip = sonar_advice_tt
@@ -920,19 +924,18 @@ technologies = {
research_cost = 1
start_year = 1942
destroyer = {
build_cost_ic = -0.1
}
folder = {
name = mtgnavalfolder
position = { x = 3 y = @1940_module }
}
destroyer = {
build_cost_ic = -0.1
}
on_research_complete = {
hidden_effect = {
add_equipment_bonus = {
name = vnr_destroyer_cost_1
name = destroyer_mass_production
bonus = {
ship_hull_light = {
instant = yes
@@ -1524,6 +1527,14 @@ technologies = {
structural_aluminum
cruiser_ship_engine_4_gas
}
research_cost = 1
start_year = 1949
folder = {
name = mtgnavalfolder
position = { x = 4 y = @1948_module }
}
heavy_cruiser = {
build_cost_ic = -0.1
}
@@ -1533,18 +1544,10 @@ technologies = {
light_cruiser = {
build_cost_ic = -0.1
}
research_cost = 1
start_year = 1949
folder = {
name = mtgnavalfolder
position = { x = 4 y = @1948_module }
}
on_research_complete = {
hidden_effect = {
add_equipment_bonus = {
name = vnr_cruiser_cost_2
name = new_ship_materials
bonus = {
ship_hull_cruiser = {
instant = yes
@@ -1872,7 +1875,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
ca_tech
ship_modules_tech
mio_cat_tech_all_cruiser_and_modules
@@ -1928,7 +1931,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
ca_tech
ship_modules_tech
mio_cat_tech_all_cruiser_and_modules
@@ -1984,7 +1987,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
ca_tech
ship_modules_tech
mio_cat_tech_all_cruiser_and_modules
@@ -2040,7 +2043,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
ca_tech
ship_modules_tech
mio_cat_tech_all_cruiser_and_modules
@@ -2082,17 +2085,17 @@ technologies = {
research_cost = 0.5
heavy_cruiser = {
build_cost_ic = -0.05
max_strength = 0.05
build_cost_ic = -0.05
}
medium_cruiser = {
build_cost_ic = -0.05
max_strength = 0.05
build_cost_ic = -0.05
}
light_cruiser = {
build_cost_ic = -0.05
naval_speed = 0.025
surface_visibility = -0.03
build_cost_ic = -0.05
}
path = {
leads_to_tech = basic_ship_hull_cruiser
@@ -2107,7 +2110,7 @@ technologies = {
on_research_complete = {
hidden_effect = {
add_equipment_bonus = {
name = vnr_cruiser_cost_1
name = treaty_cruiser_trend
bonus = {
ship_hull_cruiser = {
instant = yes
@@ -2472,6 +2475,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -2517,6 +2521,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -2562,6 +2567,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -2611,6 +2617,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -2662,6 +2669,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
mio_cat_tech_all_capital_ship_and_modules
@@ -2712,6 +2720,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
mio_cat_tech_all_capital_ship_and_modules
@@ -2771,6 +2780,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
mio_cat_tech_all_capital_ship_and_modules
@@ -2810,6 +2820,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
mio_cat_tech_all_capital_ship_and_modules
@@ -2846,6 +2857,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
mio_cat_tech_all_capital_ship_and_modules
@@ -3249,6 +3261,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -3299,6 +3312,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -3350,6 +3364,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -3381,6 +3396,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -3414,6 +3430,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -3451,6 +3468,7 @@ technologies = {
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
naval_armor
bb_tech
bc_tech
ship_modules_tech
@@ -4239,6 +4257,7 @@ technologies = {
ship_armor_carrier_1
ship_armor_carrier_heavy_1
}
sortie_efficiency = 0.1
path = {
leads_to_tech = basic_ship_hull_carrier
@@ -4303,6 +4322,7 @@ technologies = {
ship_armor_carrier_2
ship_armor_carrier_heavy_2
}
sortie_efficiency = 0.1
path = {
leads_to_tech = dive_bomber_study
research_cost_coeff = 1
@@ -4531,9 +4551,6 @@ technologies = {
start_year = 1925
air_accidents_factor = -0.05
carrier = {
reliability = 0.05
}
enable_equipment_modules = {
carrier_aviation_control_unit
}
@@ -4592,6 +4609,9 @@ technologies = {
}
aviation_dawn = {
allow = {
has_subdoctrine_in_track = carriers
}
research_cost = 2
start_year = 1932
@@ -4601,8 +4621,8 @@ technologies = {
experience_gain_carrier_training_factor = 0.1
experience_gain_carrier_combat_factor = 0.1
carriers_track_mastery_gain_factor = 0.1
ship_hull_carrier_design_cost_factor = -0.1
sortie_efficiency = 0.2
path = {
leads_to_tech = improved_ship_hull_carrier
@@ -4705,9 +4725,8 @@ technologies = {
}
carrier = {
max_organisation = 5
max_strength = 0.1
reliability = 0.05
reliability = 0.1
}
enable_equipment_modules = {
carrier_damage_control_unit
@@ -4792,9 +4811,6 @@ technologies = {
xp_boost_cost = 20
xp_research_bonus = 1.25
carrier = {
build_cost_ic = -0.1
}
enable_equipment_modules = {
carrier_civilian_material
}
@@ -4803,12 +4819,15 @@ technologies = {
name = mtgnavalfolder
position = { x = -2 y = @1944 }
}
carrier = {
build_cost_ic = -0.1
}
on_research_complete = {
custom_effect_tooltip = cv_tech_6_tt
hidden_effect = {
add_equipment_bonus = {
name = vnr_carrier_cost_1
name = carrier_mass_production
bonus = {
ship_hull_carrier = {
instant = yes
@@ -4925,7 +4944,6 @@ technologies = {
carrier = {
armor_value = 0.2
anti_air_attack = 0.05
reliability = 0.05
max_organisation = 10
}
enable_equipment_modules = {
@@ -5344,7 +5362,6 @@ technologies = {
sub_ship_engine_4
pressure_hull_4
ship_sub_torpedo_computer_2
sub_conning_tower_1
}
path = {
leads_to_tech = improved_submarine_snorkel
@@ -5698,18 +5715,18 @@ technologies = {
start_year = 1941
submarine = {
build_cost_ic = -0.15
}
folder = {
name = mtgnavalfolder
position = { x = -2 y = @1944 }
}
submarine = {
build_cost_ic = -0.15
}
on_research_complete = {
hidden_effect = {
add_equipment_bonus = {
name = vnr_submarine_cost_1
name = submarine_mass_production
bonus = {
ship_hull_submarine = {
instant = yes
@@ -5838,6 +5855,7 @@ technologies = {
enable_equipment_modules = {
sub_ship_periscope_1
sub_conning_tower_0
}
research_cost = 0.5
@@ -5908,10 +5926,11 @@ technologies = {
enable_equipment_modules = {
sub_ship_periscope_3
sub_conning_tower_1
}
research_cost = 0.5
start_year = 1941
start_year = 1943
dependencies = {
improved_periscope = 1
@@ -6016,8 +6035,16 @@ technologies = {
rescue_submarine = {
research_cost = 1
naval_accidents_chance = -0.15
submarine = {
reliability = 0.2
on_research_complete = {
add_equipment_bonus = {
name = rescue_submarine
bonus = {
ship_hull_submarine = {
reliability = 0.2
instant = yes
}
}
}
}
start_year = 1951
@@ -6340,6 +6367,15 @@ technologies = {
start_year = 1918
}
auxiliary_submarine_tech = {
allow = {
always = no
}
enable_equipment_modules = {}
research_cost = 1
start_year = 1920
}
obsolete_vanilla_hulls = {
enable_equipments = {
ship_hull_light_1

View File

@@ -3209,14 +3209,17 @@ technologies = {
repair_speed_factor = 0.05
naval_accidents_chance = -0.05
heavy_cruiser = {
reliability = 0.1
}
medium_cruiser = {
reliability = 0.1
}
light_cruiser = {
reliability = 0.1
on_research_complete = {
add_equipment_bonus = {
name = support_fleet
bonus = {
ship_hull_cruiser = {
reliability = 0.1
instant = yes
}
}
}
}
special_project_specialization = { specialization_naval }
categories = {
@@ -3241,14 +3244,16 @@ technologies = {
repair_speed_factor = 0.1
naval_accidents_chance = -0.05
battleship = {
reliability = 0.1
}
battle_cruiser = {
reliability = 0.1
}
SH_battleship = {
reliability = 0.1
on_research_complete = {
add_equipment_bonus = {
name = floating_dry_dock
bonus = {
ship_hull_heavy = {
reliability = 0.1
instant = yes
}
}
}
}
special_project_specialization = { specialization_naval }
@@ -3269,14 +3274,24 @@ technologies = {
position = { x = 8 y = 16 }
}
auxiliary_ship = {
build_cost_ic = -0.1
}
destroyer = {
reliability = 0.1
}
submarine = {
reliability = 0.1
on_research_complete = {
add_equipment_bonus = {
name = logistic_system_redundancy_ncns
bonus = {
ship_hull_light = {
reliability = 0.1
instant = yes
}
ship_hull_submarine = {
reliability = 0.1
instant = yes
}
ship_hull_civilian = {
build_cost_ic = -0.1
instant = yes
}
}
}
}
special_project_specialization = { specialization_naval }
@@ -3308,14 +3323,16 @@ technologies = {
repair_speed_factor = 0.05
naval_accidents_chance = -0.05
heavy_cruiser = {
reliability = 0.1
}
medium_cruiser = {
reliability = 0.1
}
light_cruiser = {
reliability = 0.1
on_research_complete = {
add_equipment_bonus = {
name = support_fleet_ncns
bonus = {
ship_hull_cruiser = {
reliability = 0.1
instant = yes
}
}
}
}
enable_equipments = {
support_ship_1
@@ -3344,14 +3361,16 @@ technologies = {
repair_speed_factor = 0.1
naval_accidents_chance = -0.05
battleship = {
reliability = 0.1
}
battle_cruiser = {
reliability = 0.1
}
SH_battleship = {
reliability = 0.1
on_research_complete = {
add_equipment_bonus = {
name = floating_dry_dock
bonus = {
ship_hull_heavy = {
reliability = 0.1
instant = yes
}
}
}
}
special_project_specialization = { specialization_naval }
@@ -3374,14 +3393,24 @@ technologies = {
position = { x = 8 y = 16 }
}
auxiliary_ship = {
build_cost_ic = -0.1
}
destroyer = {
reliability = 0.1
}
submarine = {
reliability = 0.1
on_research_complete = {
add_equipment_bonus = {
name = logistic_system_redundancy_ncns
bonus = {
ship_hull_light = {
reliability = 0.1
instant = yes
}
ship_hull_submarine = {
reliability = 0.1
instant = yes
}
ship_hull_civilian = {
build_cost_ic = -0.1
instant = yes
}
}
}
}
enable_equipments = {
support_ship_2
@@ -3640,14 +3669,4 @@ technologies = {
}
}
vnr_less_fuel_consumption = {
research_cost = 1
start_year = 1900
allow = {
always = no
}
navy_fuel_consumption_factor = -0.15
}
}

View File

@@ -1,23 +0,0 @@
sub_units = {
battlecarrier = {
sprite = battlecarrier
map_icon_category = ship
priority = 8
active = yes
type = { carrier }
need_equipment = { ship_hull_heavy = 1 }
need_equipment_modules = {
any = {
ship_deck_space_bb = 1
}
}
max_organisation = 20
supply_consumption = 0.42
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1.3
hit_profile_mult = 1.5
}
}

View File

@@ -1,24 +0,0 @@
sub_units = {
behemoth = {
sprite = behemoth
map_icon_category = ship
priority = 13
active = yes
type = { capital_ship carrier }
need_equipment = { ship_hull_heavy = 1 }
need_equipment_modules = {
any = {
ship_modern_armor_1 = 1
ship_space_armor_1 = 1
}
}
max_organisation = 100
supply_consumption = 1
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1
hit_profile_mult = 1.0
}
}

View File

@@ -1,34 +0,0 @@
sub_units = {
medium_cruiser = {
sprite = medium_cruiser
map_icon_category = ship
priority = 6
active = yes
type = { screen_ship }
need = { ship_hull_cruiser = 1 }
need_equipment_modules = {
any = {
ship_medium_battery_1 = 1
ship_medium_battery_2 = 1
ship_medium_battery_3 = 1
ship_medium_battery_4 = 1
ship_medium_battery_1_double = 1
ship_medium_battery_2_double = 1
ship_medium_battery_3_double = 1
ship_medium_battery_4_double = 1
ship_medium_battery_1_single = 1
ship_medium_battery_2_single = 1
ship_medium_battery_3_single = 1
ship_medium_battery_4_single = 1
}
}
max_organisation = 40
supply_consumption = 0.15
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1
hit_profile_mult = 1.0
}
}

View File

@@ -1,24 +0,0 @@
sub_units = {
SH_battleship = {
sprite = SH_battleship
map_icon_category = ship
priority = 11
active = yes
type = { capital_ship }
need_equipment = { ship_hull_heavy = 1 }
need_equipment_modules = {
any = {
ship_armor_shbb = 1
ship_armor_shbb_2 = 1
}
}
max_organisation = 40
supply_consumption = 0.5
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1
hit_profile_mult = 1.0
}
}

View File

@@ -1,4 +1,50 @@
sub_units = {
SH_battleship = {
sprite = SH_battleship
map_icon_category = ship
priority = 11
active = yes
type = { capital_ship }
need_equipment = { ship_hull_heavy = 1 }
need_equipment_modules = {
any = {
ship_armor_shbb = 1
ship_armor_shbb_2 = 1
}
}
max_organisation = 40
supply_consumption = 0.5
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1
hit_profile_mult = 1.0
}
behemoth = {
sprite = behemoth
map_icon_category = ship
priority = 13
active = yes
type = { capital_ship carrier }
need_equipment = { ship_hull_heavy = 1 }
need_equipment_modules = {
any = {
ship_modern_armor_1 = 1
ship_space_armor_1 = 1
}
}
max_organisation = 100
supply_consumption = 1
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1
hit_profile_mult = 1.0
}
battleship = {
sprite = battleship
map_icon_category = ship

View File

@@ -1,4 +1,26 @@
sub_units = {
battlecarrier = {
sprite = battlecarrier
map_icon_category = ship
priority = 8
active = yes
type = { carrier }
need_equipment = { ship_hull_heavy = 1 }
need_equipment_modules = {
any = {
ship_deck_space_bb = 1
}
}
max_organisation = 20
supply_consumption = 0.42
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1.3
hit_profile_mult = 1.5
}
carrier = {
sprite = carrier
map_icon_category = ship
@@ -14,7 +36,7 @@ sub_units = {
max_organisation = 40
critical_parts = { destroyed_ammo_storage broken_propeller on_fire gas_leakage }
critical_parts = { destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1
hit_profile_mult = 1

View File

@@ -43,6 +43,32 @@ critical_parts = {
max_damage_instance = -1
}
damaged_missiles = {
icon = "GFX_default_critical_damage_icons"
frame = 2
stat_penalties = {
hg_attack = -0.33
lg_attack = -0.33
}
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = -1
str_damage = 25
}
damaged_aa_missiles = {
icon = "GFX_default_critical_damage_icons"
frame = 3
stat_penalties = {
lg_attack = -0.15
anti_air_attack = -0.33
}
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = -1
str_damage = 10
}
damaged_light_guns = {
icon = "GFX_default_critical_damage_icons"
frame = 3
@@ -87,14 +113,17 @@ critical_parts = {
torpedo_attack = -0.7
}
chance = 0.05
str_damage_multiplier = 30
org_damage_multiplier = 30
str_damage = 500
org_damage = 100
}
on_fire = {
icon = "GFX_default_critical_damage_icons"
frame = 6
stat_penalties = {
surface_visibility = 1
}
modifier = {
navy_org_factor = -0.5
naval_morale_factor = -0.8
@@ -199,7 +228,7 @@ critical_parts = {
damage_instance_per_added_module = 1
max_damage_instance = 1
}
gas_leakage = {
gas_leakage_light = {
icon = "GFX_default_critical_damage_icons"
frame = 6
modifier = {
@@ -207,7 +236,24 @@ critical_parts = {
naval_morale_factor = -1
}
chance = 0.05
org_damage_multiplier = 50
org_damage = 40
str_damage = 200
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = 1
}
gas_leakage_heavy = {
icon = "GFX_default_critical_damage_icons"
frame = 6
modifier = {
navy_org_factor = -0.9
naval_morale_factor = -1
}
chance = 0.05
org_damage = 50
str_damage = 250
base_damage_instance = 1
damage_instance_per_added_module = 1
max_damage_instance = 1
}
}

View File

@@ -34,9 +34,11 @@ equipment_modules = {
module_category = ship_deck_space
convert_cost_ic = 1600
}
critical_parts = { gas_leakage_heavy }
}
ship_deck_space_armored = {
category = ship_deck_space
category = ship_deck_space_reinforced
gui_category = ship_deck_space
add_equipment_type = capital_ship
add_stats = {
@@ -47,6 +49,10 @@ equipment_modules = {
carrier_surface_detection = 4
carrier_sub_detection = 2
supply_consumption = 0.015
max_organisation = -0.05
}
add_average_stats = {
naval_weather_penalty_factor = -0.1
}
manpower = 200 #outside the add_stats section for code reasons
multiply_stats = {
@@ -60,6 +66,12 @@ equipment_modules = {
module_category = ship_deck_space
convert_cost_ic = 1200
}
forbid_module_categories = {
ship_deck_space
ship_deck_space_small
ship_deck_space_converted
}
critical_parts = { gas_leakage_light }
}
ship_deck_space_open = {
category = ship_deck_space
@@ -87,6 +99,7 @@ equipment_modules = {
module_category = ship_deck_space
convert_cost_ic = 1000
}
critical_parts = { gas_leakage_heavy }
}
ship_deck_space_small = {
category = ship_deck_space_small
@@ -109,9 +122,10 @@ equipment_modules = {
}
manpower = 100
dismantle_cost_ic = 400
critical_parts = { gas_leakage_heavy }
}
ship_deck_space_big = {
category = ship_deck_space_big
category = ship_deck_space_reinforced
gui_category = ship_deck_space
add_equipment_type = capital_ship
add_stats = {
@@ -120,11 +134,14 @@ equipment_modules = {
max_organisation = -0.05
carrier_surface_detection = 5
carrier_sub_detection = 3
reliability = -0.05
reliability = -0.075
max_strength = 55
anti_air_attack = 3
supply_consumption = 0.025
}
add_average_stats = {
naval_weather_penalty_factor = -0.2
}
manpower = 300
multiply_stats = {
naval_speed = -0.075
@@ -133,6 +150,12 @@ equipment_modules = {
surface_visibility = 0.05
}
dismantle_cost_ic = 1100
forbid_module_categories = {
ship_deck_space
ship_deck_space_small
ship_deck_space_converted
}
critical_parts = { gas_leakage_light }
}
ship_deck_space_bb = {
category = ship_deck_space_bb
@@ -181,6 +204,7 @@ equipment_modules = {
surface_visibility = 0.05
}
dismantle_cost_ic = 1600
critical_parts = { gas_leakage_light }
}
ship_deck_space_converted = {
category = ship_deck_space_converted
@@ -311,26 +335,26 @@ equipment_modules = {
gfx = ship_airplane_launcher_3
add_stats = {
build_cost_ic = 1000
build_cost_ic = 700
max_organisation = 0.1
}
multiply_stats = {
anti_air_attack = 0.15
}
dismantle_cost_ic = 800
dismantle_cost_ic = 500
}
ship_ski_jump_ramp = {
category = steam_catapult
gui_category = modern_carrier_equipments
add_stats = {
build_cost_ic = 500
build_cost_ic = 400
}
multiply_stats = {
anti_air_attack = 0.1
surface_detection = 0.06
}
dismantle_cost_ic = 400
dismantle_cost_ic = 250
}
side_lift = {
@@ -339,14 +363,14 @@ equipment_modules = {
gfx = ship_side_lift
add_stats = {
build_cost_ic = 500
build_cost_ic = 350
max_organisation = 0.05
}
multiply_stats = {
anti_air_attack = 0.05
}
dismantle_cost_ic = 400
dismantle_cost_ic = 300
}
angled_deck = {
@@ -357,10 +381,10 @@ equipment_modules = {
add_stats = {
carrier_size = 1
max_organisation = 0.2
build_cost_ic = 2000
build_cost_ic = 1200
}
dismantle_cost_ic = 1250
dismantle_cost_ic = 1000
}

View File

@@ -33,6 +33,7 @@ equipment_modules = {
add_stats = {
build_cost_ic = 100
surface_detection = 5
fuel_consumption = 0.5
}
}
ship_radar_2 = {
@@ -47,6 +48,7 @@ equipment_modules = {
add_stats = {
build_cost_ic = 130
surface_detection = 7
fuel_consumption = 1
}
can_convert_from = {
@@ -66,6 +68,7 @@ equipment_modules = {
add_stats = {
surface_detection = 12
build_cost_ic = 160
fuel_consumption = 1.5
}
can_convert_from = {
module = ship_radar_2
@@ -88,6 +91,7 @@ equipment_modules = {
add_stats = {
build_cost_ic = 190
surface_detection = 18
fuel_consumption = 2
}
can_convert_from = {
module = ship_radar_3
@@ -108,7 +112,8 @@ equipment_modules = {
}
add_stats = {
build_cost_ic = 600
surface_detection = 30
surface_detection = 25
fuel_consumption = 2.5
}
can_convert_from = {
module_category = ship_radar
@@ -222,7 +227,7 @@ equipment_modules = {
multiply_stats = {
anti_air_attack = 0.3
surface_detection = 0.05
surface_detection = 0.025
}
can_convert_from = {
module = ship_fire_control_system_3
@@ -248,7 +253,7 @@ equipment_modules = {
multiply_stats = {
anti_air_attack = 0.3
surface_detection = 0.075
surface_detection = 0.05
surface_visibility = -0.05
}
can_convert_from = {

View File

@@ -20,7 +20,7 @@ equipment_modules = {
build_cost_ic = 30
}
multiply_stats = {
naval_speed = -0.001
naval_speed = -0.01
}
add_average_stats = {
lg_armor_piercing = 3
@@ -43,7 +43,7 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = -0.005
naval_speed = -0.013
}
add_average_stats = {
lg_armor_piercing = 4.5
@@ -69,7 +69,7 @@ equipment_modules = {
lg_armor_piercing = 6
}
multiply_stats = {
naval_speed = -0.007
naval_speed = -0.015
}
dismantle_cost_ic = 6
@@ -88,7 +88,7 @@ equipment_modules = {
build_cost_ic = 60
}
multiply_stats = {
naval_speed = -0.01
naval_speed = -0.018
}
add_average_stats = {
lg_armor_piercing = 8
@@ -109,7 +109,7 @@ equipment_modules = {
build_cost_ic = 45
}
multiply_stats = {
naval_speed = -0.001
naval_speed = -0.013
}
add_average_stats = {
lg_armor_piercing = 3
@@ -132,7 +132,7 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = -0.005
naval_speed = -0.015
}
add_average_stats = {
lg_armor_piercing = 4.5
@@ -158,7 +158,7 @@ equipment_modules = {
lg_armor_piercing = 6
}
multiply_stats = {
naval_speed = -0.007
naval_speed = -0.018
}
dismantle_cost_ic = 12
critical_parts = { damaged_light_guns }
@@ -176,7 +176,7 @@ equipment_modules = {
build_cost_ic = 100
}
multiply_stats = {
naval_speed = -0.01
naval_speed = -0.02
}
add_average_stats = {
lg_armor_piercing = 8
@@ -198,7 +198,7 @@ equipment_modules = {
build_cost_ic = 50
}
multiply_stats = {
naval_speed = -0.005
naval_speed = -0.013
}
add_average_stats = {
@@ -222,7 +222,7 @@ equipment_modules = {
build_cost_ic = 85
}
multiply_stats = {
naval_speed = -0.01
naval_speed = -0.015
}
add_average_stats = {
@@ -246,7 +246,7 @@ equipment_modules = {
build_cost_ic = 100
}
multiply_stats = {
naval_speed = -0.015
naval_speed = -0.018
}
add_average_stats = {
@@ -270,7 +270,7 @@ equipment_modules = {
build_cost_ic = 130
}
multiply_stats = {
naval_speed = -0.02
naval_speed = -0.022
}
add_average_stats = {
@@ -294,7 +294,7 @@ equipment_modules = {
build_cost_ic = 200
}
multiply_stats = {
naval_speed = -0.02
naval_speed = -0.025
}
add_average_stats = {
lg_armor_piercing = 10
@@ -315,7 +315,7 @@ equipment_modules = {
build_cost_ic = 40
}
multiply_stats = {
naval_speed = -0.005
naval_speed = -0.01
}
add_average_stats = {
@@ -338,7 +338,7 @@ equipment_modules = {
build_cost_ic = 65
}
multiply_stats = {
naval_speed = -0.01
naval_speed = -0.013
}
add_average_stats = {
@@ -384,7 +384,7 @@ equipment_modules = {
build_cost_ic = 110
}
multiply_stats = {
naval_speed = -0.02
naval_speed = -0.018
}
add_average_stats = {
@@ -408,7 +408,7 @@ equipment_modules = {
build_cost_ic = 160
}
multiply_stats = {
naval_speed = -0.015
naval_speed = -0.02
}
add_average_stats = {
lg_armor_piercing = 10
@@ -438,6 +438,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.05
naval_speed = -0.03
naval_range = 0.05
}
add_average_stats = {
hg_armor_piercing = 10
@@ -465,6 +466,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.055
naval_speed = -0.04
naval_range = 0.06
}
add_average_stats = {
hg_armor_piercing = 15
@@ -492,6 +494,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.05
naval_range = 0.07
}
add_average_stats = {
hg_armor_piercing = 20
@@ -519,6 +522,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.065
naval_speed = -0.06
naval_range = 0.08
}
add_average_stats = {
hg_armor_piercing = 25
@@ -545,6 +549,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.03
naval_speed = -0.025
naval_range = 0.05
}
add_average_stats = {
hg_armor_piercing = 10
@@ -572,6 +577,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.04
naval_speed = -0.035
naval_range = 0.06
}
add_average_stats = {
hg_armor_piercing = 15
@@ -599,6 +605,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.05
naval_speed = -0.045
naval_range = 0.07
}
add_average_stats = {
hg_armor_piercing = 20
@@ -626,6 +633,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.055
naval_range = 0.08
}
add_average_stats = {
hg_armor_piercing = 25
@@ -652,6 +660,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.03
naval_speed = -0.025
naval_range = 0.04
}
add_average_stats = {
hg_armor_piercing = 10
@@ -678,6 +687,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.04
naval_speed = -0.035
naval_range = 0.05
}
add_average_stats = {
hg_armor_piercing = 15
@@ -704,6 +714,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.05
naval_speed = -0.045
naval_range = 0.06
}
add_average_stats = {
hg_armor_piercing = 20
@@ -730,6 +741,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.055
naval_range = 0.07
}
add_average_stats = {
hg_armor_piercing = 25
@@ -758,6 +770,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.08
naval_speed = -0.015
naval_range = 0.06
}
add_average_stats = {
hg_armor_piercing = 30
@@ -791,6 +804,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.1
naval_speed = -0.02
naval_range = 0.07
}
add_average_stats = {
hg_armor_piercing = 32
@@ -825,6 +839,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.1
naval_speed = -0.02
naval_range = 0.07
}
add_average_stats = {
hg_armor_piercing = 30
@@ -858,6 +873,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.125
naval_speed = -0.025
naval_range = 0.08
}
add_average_stats = {
hg_armor_piercing = 32
@@ -1313,6 +1329,7 @@ equipment_modules = {
surface_visibility = 0.7
hg_attack = 8
max_strength = 32
reliability = -0.01
build_cost_ic = 750
}
multiply_stats = {
@@ -1342,6 +1359,7 @@ equipment_modules = {
surface_visibility = 0.8
hg_attack = 9
max_strength = 40
reliability = -0.03
build_cost_ic = 800
}
multiply_stats = {
@@ -1371,6 +1389,7 @@ equipment_modules = {
surface_visibility = 0.9
hg_attack = 12
max_strength = 52
reliability = -0.05
build_cost_ic = 850
}
multiply_stats = {
@@ -1435,7 +1454,7 @@ equipment_modules = {
}
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.09
naval_speed = -0.1
}
add_average_stats = {
hg_armor_piercing = 52
@@ -1542,6 +1561,7 @@ equipment_modules = {
surface_visibility = 0.8
hg_attack = 12
max_strength = 40
reliability = -0.03
build_cost_ic = 875
}
multiply_stats = {
@@ -1571,6 +1591,7 @@ equipment_modules = {
surface_visibility = 0.9
hg_attack = 13
max_strength = 50
reliability = -0.05
build_cost_ic = 950
}
multiply_stats = {
@@ -1600,6 +1621,7 @@ equipment_modules = {
surface_visibility = 1
hg_attack = 16
max_strength = 64
reliability = -0.07
build_cost_ic = 1050
}
multiply_stats = {
@@ -1665,7 +1687,7 @@ equipment_modules = {
}
multiply_stats = {
build_cost_ic = 0.065
naval_speed = -0.11
naval_speed = -0.13
}
add_average_stats = {
hg_armor_piercing = 52
@@ -1880,7 +1902,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.12
naval_speed = -0.13
}
add_average_stats = {
hg_armor_piercing = 48
@@ -1909,7 +1931,7 @@ equipment_modules = {
}
multiply_stats = {
build_cost_ic = 0.07
naval_speed = -0.15
naval_speed = -0.17
}
add_average_stats = {
hg_armor_piercing = 52
@@ -1936,7 +1958,7 @@ equipment_modules = {
}
multiply_stats = {
build_cost_ic = 0.055
naval_speed = -0.065
naval_speed = -0.075
}
add_average_stats = {
hg_armor_piercing = 54
@@ -1962,7 +1984,7 @@ equipment_modules = {
}
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.1
naval_speed = -0.12
}
add_average_stats = {
hg_armor_piercing = 54
@@ -1989,7 +2011,7 @@ equipment_modules = {
}
multiply_stats = {
build_cost_ic = 0.065
naval_speed = -0.135
naval_speed = -0.16
}
add_average_stats = {
hg_armor_piercing = 54
@@ -2059,7 +2081,7 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = -0.02
naval_speed = -0.025
}
add_average_stats = {
@@ -2080,7 +2102,7 @@ equipment_modules = {
build_cost_ic = 350
}
multiply_stats = {
naval_speed = -0.025
naval_speed = -0.035
}
add_average_stats = {
@@ -2168,7 +2190,7 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = -0.01
naval_speed = -0.015
}
dismantle_cost_ic = 40
@@ -2228,7 +2250,7 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = -0.035
naval_speed = -0.04
}
dismantle_cost_ic = 75
@@ -2270,7 +2292,7 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = -0.01
naval_speed = -0.015
}
add_average_stats = {
lg_armor_piercing = 7.5
@@ -2340,7 +2362,7 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = -0.035
naval_speed = -0.04
}
add_average_stats = {
lg_armor_piercing = 13
@@ -2377,6 +2399,7 @@ equipment_modules = {
}
xp_cost = 5
dismantle_cost_ic = 600
critical_parts = { damaged_missiles }
}
ship_missile_2 = {
category = ship_missile
@@ -2402,6 +2425,7 @@ equipment_modules = {
}
xp_cost = 8
dismantle_cost_ic = 950
critical_parts = { damaged_missiles }
}
ship_cruise_missile_1 = {
category = ship_missile
@@ -2419,6 +2443,7 @@ equipment_modules = {
}
xp_cost = 3
dismantle_cost_ic = 600
critical_parts = { damaged_missiles }
}
ship_cruise_missile_sub_1 = {
category = ship_sub_missile

View File

@@ -186,8 +186,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.17
naval_speed = 0.13
naval_range = 0.6
surface_visibility = -0.03
}
can_convert_from = {
@@ -210,8 +211,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.22
naval_range = 0.7
naval_speed = 0.17
naval_range = 0.65
surface_visibility = -0.04
}
can_convert_from = {
@@ -238,8 +240,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.27
naval_speed = 0.21
naval_range = 0.8
surface_visibility = -0.05
}
can_convert_from = {
@@ -435,14 +438,17 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.3
sub_visibility = -0.1
naval_speed = 0.4
sub_visibility = -0.2
max_strength = -0.1
fuel_consumption = -1
}
build_cost_resources = {
chromium = 1
}
forbid_module_categories = {
ship_sub_snorkel
}
can_convert_from = {
module_category = sub_ship_engine
@@ -641,6 +647,7 @@ equipment_modules = {
multiply_stats = {
naval_speed = 0.25
naval_range = 0.6
surface_visibility = -0.03
}
can_convert_from = {
@@ -663,8 +670,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.3
naval_speed = 0.275
naval_range = 0.7
surface_visibility = -0.04
}
build_cost_resources = {
chromium = 1
@@ -694,8 +702,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.35
naval_speed = 0.3
naval_range = 0.8
surface_visibility = -0.05
}
build_cost_resources = {
chromium = 1
@@ -928,8 +937,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.35
naval_speed = 0.25
naval_range = 0.6
surface_visibility = -0.03
}
build_cost_resources = {
chromium = 1
@@ -959,8 +969,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.4
naval_speed = 0.3
naval_range = 0.7
surface_visibility = -0.04
}
build_cost_resources = {
chromium = 1
@@ -993,8 +1004,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.45
naval_speed = 0.35
naval_range = 0.8
surface_visibility = -0.05
}
build_cost_resources = {
chromium = 2
@@ -1106,6 +1118,7 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.7
naval_range = 0.2
}
build_cost_resources = {
chromium = 2
@@ -1303,8 +1316,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.35
naval_speed = 0.25
naval_range = 0.6
surface_visibility = -0.03
}
build_cost_resources = {
chromium = 1
@@ -1334,8 +1348,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.45
naval_speed = 0.3
naval_range = 0.7
surface_visibility = -0.04
}
build_cost_resources = {
chromium = 1
@@ -1368,8 +1383,9 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = 0.5
naval_speed = 0.35
naval_range = 0.8
surface_visibility = -0.05
}
build_cost_resources = {
chromium = 2

View File

@@ -654,7 +654,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.12
naval_speed = -0.1
max_strength = 0.1
max_strength = 0.075
}
dismantle_cost_ic = 2000
@@ -700,7 +700,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.15
naval_speed = -0.125
max_strength = 0.15
max_strength = 0.1
}
dismantle_cost_ic = 2250
@@ -745,7 +745,7 @@ equipment_modules = {
add_equipment_type = capital_ship
multiply_stats = {
build_cost_ic = 0.095
build_cost_ic = 0.1
naval_speed = -0.07
max_strength = 0.05
}
@@ -788,7 +788,7 @@ equipment_modules = {
add_equipment_type = capital_ship
parent = ship_armor_carrier_heavy_1
multiply_stats = {
build_cost_ic = 0.14
build_cost_ic = 0.15
naval_speed = -0.1
max_strength = 0.1
}
@@ -837,7 +837,7 @@ equipment_modules = {
add_equipment_type = capital_ship
parent = ship_armor_carrier_heavy_2
multiply_stats = {
build_cost_ic = 0.17
build_cost_ic = 0.225
naval_speed = -0.15
max_strength = 0.15
}
@@ -886,7 +886,7 @@ equipment_modules = {
add_equipment_type = capital_ship
parent = ship_armor_carrier_heavy_3
multiply_stats = {
build_cost_ic = 0.2
build_cost_ic = 0.3
naval_speed = -0.2
max_strength = 0.2
}
@@ -935,16 +935,14 @@ equipment_modules = {
add_equipment_type = capital_ship
parent = ship_armor_carrier_heavy_4
multiply_stats = {
build_cost_ic = 0.23
}
build_cost_resources = {
steel = 1
chromium = 1
}
multiply_stats = {
build_cost_ic = 0.35
naval_speed = -0.2
max_strength = 0.3
max_strength = 0.25
}
add_stats = {
armor_value = 30
@@ -1289,6 +1287,9 @@ equipment_modules = {
ship_cruiser_camo_1 = {
category = raider_kit
add_stats = {
convoy_raiding_coordination = 0.05
}
multiply_stats = {
surface_visibility = -0.05
build_cost_ic = 0.02
@@ -1301,6 +1302,9 @@ equipment_modules = {
ship_cruiser_camo_2 = {
category = raider_kit
add_stats = {
convoy_raiding_coordination = 0.1
}
multiply_stats = {
lg_attack = -0.2
lg_armor_piercing = -0.2

View File

@@ -21,10 +21,11 @@ equipment_modules = {
}
ship_hull_light_role_dl = {
category = dd_role
add_stats = {
patrol_coordination = 0.1
}
multiply_stats = {
lg_attack = 0.1
lg_armor_piercing = 0.1
max_strength = 0.1
max_strength = 0.15
naval_range = 0.2
surface_visibility = 0.25
build_cost_ic = 0.15
@@ -39,6 +40,9 @@ equipment_modules = {
}
ship_hull_light_role_de = {
category = dd_role
add_stats = {
patrol_coordination = -0.1
}
multiply_stats = {
lg_attack = -0.1
max_strength = -0.05
@@ -59,6 +63,9 @@ equipment_modules = {
}
ship_hull_light_role_ff = {
category = dd_role
add_stats = {
patrol_coordination = -0.2
}
multiply_stats = {
lg_attack = -0.15
lg_armor_piercing = -0.1
@@ -83,6 +90,7 @@ equipment_modules = {
category = dd_role
add_stats = {
armor_value = 6
patrol_coordination = 0.15
}
multiply_stats = {
max_strength = 0.2
@@ -184,7 +192,7 @@ equipment_modules = {
max_strength = 55
}
multiply_stats = {
naval_range = 0.1
naval_range = 0.15
naval_speed = -0.2
build_cost_ic = 0.1
}
@@ -250,6 +258,7 @@ equipment_modules = {
category = c_role
add_stats = {
naval_heavy_gun_hit_chance_factor = -0.75
convoy_raiding_coordination = 0.1
}
multiply_stats = {
lg_attack = -0.15
@@ -442,6 +451,7 @@ equipment_modules = {
dismantle_cost_ic = 100000
forbid_module_categories = {
ship_deck_space
ship_deck_space_reinforced
ship_deck_space_mega
}
}
@@ -457,6 +467,7 @@ equipment_modules = {
dismantle_cost_ic = 100000
forbid_module_categories = {
ship_deck_space
ship_deck_space_reinforced
ship_deck_space_mega
}
}

View File

@@ -148,6 +148,7 @@ equipment_modules = {
surface_visibility = -0.01
}
dismantle_cost_ic = 400
critical_parts = { damaged_aa_missiles }
}
ship_missile_aa_2 = {
category = ship_missile_aa
@@ -169,6 +170,7 @@ equipment_modules = {
surface_visibility = -0.015
}
dismantle_cost_ic = 600
critical_parts = { damaged_aa_missiles }
}
@@ -403,7 +405,7 @@ equipment_modules = {
sfx = sfx_ui_sd_module_turret
add_stats = {
torpedo_attack = 10
torpedo_attack = 15
build_cost_ic = 80
naval_torpedo_hit_chance_factor = -0.02
}
@@ -422,7 +424,7 @@ equipment_modules = {
add_stats = {
torpedo_attack = 14
torpedo_attack = 15
build_cost_ic = 50
naval_torpedo_hit_chance_factor = 0.01
}
@@ -446,7 +448,7 @@ equipment_modules = {
sfx = sfx_ui_sd_module_turret
add_stats = {
torpedo_attack = 18
torpedo_attack = 20
build_cost_ic = 70
naval_torpedo_hit_chance_factor = 0.02
}
@@ -474,7 +476,7 @@ equipment_modules = {
sfx = sfx_ui_sd_module_turret
add_stats = {
torpedo_attack = 22
torpedo_attack = 24
build_cost_ic = 90
naval_torpedo_hit_chance_factor = 0.03
}
@@ -499,7 +501,7 @@ equipment_modules = {
sfx = sfx_ui_sd_module_turret
add_stats = {
torpedo_attack = 26
torpedo_attack = 28
build_cost_ic = 110
naval_torpedo_hit_chance_factor = 0.04
}
@@ -523,7 +525,7 @@ equipment_modules = {
sfx = sfx_ui_sd_module_turret
add_stats = {
torpedo_attack = 30
torpedo_attack = 32
sub_attack = 8
build_cost_ic = 150
naval_torpedo_hit_chance_factor = 0.05
@@ -601,6 +603,7 @@ equipment_modules = {
add_stats = {
sub_attack = 15
build_cost_ic = 90
reliability = -0.01
}
can_convert_from = {
@@ -622,6 +625,7 @@ equipment_modules = {
add_stats = {
sub_attack = 20
build_cost_ic = 120
reliability = -0.03
}
can_convert_from = {
@@ -643,6 +647,7 @@ equipment_modules = {
add_stats = {
sub_attack = 24
build_cost_ic = 150
reliability = -0.05
}
can_convert_from = {
@@ -664,6 +669,7 @@ equipment_modules = {
add_stats = {
sub_attack = 30
build_cost_ic = 180
reliability = -0.07
}
can_convert_from = {
@@ -684,7 +690,7 @@ equipment_modules = {
add_stats = {
sub_attack = 35
build_cost_ic = 300
reliability = -0.025
reliability = -0.085
}
multiply_stats = {
@@ -748,6 +754,68 @@ equipment_modules = {
convert_cost_ic = 50
}
}
sub_sonar_1 = {
category = sub_sonar
gui_category = ship_sonar
gfx = ship_sonar_1
sfx = sfx_ui_sd_module_sonar
add_stats = {
surface_detection = 3
sub_detection = 2
build_cost_ic = 40
}
}
sub_sonar_2 = {
category = sub_sonar
gui_category = ship_sonar
gfx = ship_sonar_2
sfx = sfx_ui_sd_module_sonar
parent = sub_sonar_1
add_stats = {
surface_detection = 5
sub_detection = 5
build_cost_ic = 60
}
can_convert_from = {
module_category = sub_sonar
convert_cost_ic = 25
}
}
sub_sonar_3 = {
category = sub_sonar
gui_category = ship_sonar
gfx = ship_sonar_3
sfx = sfx_ui_sd_module_sonar
parent = sub_sonar_2
add_stats = {
surface_detection = 7
sub_detection = 8
build_cost_ic = 80
}
can_convert_from = {
module_category = sub_sonar
convert_cost_ic = 25
}
}
sub_sonar_4 = {
category = sub_sonar
gui_category = ship_sonar
gfx = ship_sonar_4
sfx = sfx_ui_sd_module_sonar
parent = sub_sonar_3
add_stats = {
surface_detection = 9
sub_detection = 11
build_cost_ic = 150
}
can_convert_from = {
module_category = sub_sonar
convert_cost_ic = 50
}
}
ship_bulbous_bow = {
category = light_miscellaneous
gui_category = ship_miscellaneous
@@ -764,7 +832,7 @@ equipment_modules = {
category = submarine_miscellaneous
add_stats = {
sub_detection = 10
surface_detection = 5
surface_detection = 20
reliability = -0.05
build_cost_ic = 150
}
@@ -835,15 +903,18 @@ equipment_modules = {
category = ship_airplane_launcher
gfx = ship_airplane_launcher_1
add_average_stats = {
surface_detection = 1
sub_detection = 0.25
}
add_stats = {
surface_detection = 2.5
sub_detection = 0.5
surface_detection = 1.5
sub_detection = 0.25
sub_attack = 1.5
build_cost_ic = 150
}
multiply_stats = {
naval_speed = -0.005
surface_detection = -0.03
}
}
ship_airplane_launcher_2 = {
@@ -851,9 +922,13 @@ equipment_modules = {
category = ship_airplane_launcher
gfx = ship_airplane_launcher_2
parent = ship_airplane_launcher_1
add_average_stats = {
surface_detection = 2
sub_detection = 1
}
add_stats = {
surface_detection = 4
sub_detection = 1.5
surface_detection = 2
sub_detection = 0.5
sub_attack = 2.5
build_cost_ic = 250
}
@@ -863,32 +938,35 @@ equipment_modules = {
}
multiply_stats = {
naval_speed = -0.02
surface_detection = -0.04
}
}
ship_helipad = {
category = ship_airplane_launcher
gui_category = carrier_helipad
add_average_stats = {
surface_detection = 1
sub_detection = 2
}
add_stats = {
surface_detection = 3
sub_detection = 4.5
surface_detection = 2
sub_detection = 2.5
sub_attack = 6
build_cost_ic = 200
}
multiply_stats = {
naval_speed = -0.005
surface_detection = -0.035
}
}
recon_drone_1 = {
category = ship_airplane_launcher
add_stats = {
surface_detection = 1
sub_detection = 3
build_cost_ic = 10
add_average_stats = {
surface_detection = 0.5
sub_detection = 2
}
multiply_stats = {
surface_detection = -0.01
add_stats = {
surface_detection = 0.5
sub_detection = 1
build_cost_ic = 10
}
}
seaplane_hangar = {
@@ -956,16 +1034,28 @@ equipment_modules = {
}
dismantle_cost_ic = 700
}
ship_extra_fuel_tank_large = {
category = ship_extra_fuel_tank
add_stats = {
naval_range = 2000
reliability = -0.05
}
multiply_stats = {
build_cost_ic = 0.1
}
dismantle_cost_ic = 1000
}
fuel_tanker_silo = {
category = ship_auxiliary
gfx = ship_extra_fuel_tank
add_stats = {
naval_range = 2000
build_cost_ic = 250
reliability = -0.05
}
multiply_stats = {
naval_speed = -0.05
reliability = -0.05
}
}
dry_cargo_storage = {
@@ -974,17 +1064,12 @@ equipment_modules = {
naval_range = 1000
build_cost_ic = 100
}
multiply_stats = {
reliability = 0.05
}
}
shipping_container = {
category = ship_auxiliary
add_stats = {
naval_range = 1000
build_cost_ic = 10
}
multiply_stats = {
reliability = 0.05
}
}
@@ -1011,7 +1096,6 @@ equipment_modules = {
dismantle_cost_ic = 100
forbid_module_categories = {
ship_radar
ship_sonar
}
}
sub_conning_tower_1 = {
@@ -1045,12 +1129,12 @@ equipment_modules = {
sub_visibility = 0.06
}
add_stats = {
surface_detection = 3
build_cost_ic = 10
surface_detection = 1
build_cost_ic = 5
}
can_convert_from = {
module_category = sub_ship_periscope
convert_cost_ic = 8
convert_cost_ic = 3
}
}
sub_ship_periscope_1 = {
@@ -1060,12 +1144,12 @@ equipment_modules = {
sub_visibility = 0.05
}
add_stats = {
surface_detection = 5
build_cost_ic = 30
surface_detection = 3
build_cost_ic = 15
}
can_convert_from = {
module_category = sub_ship_periscope
convert_cost_ic = 24
convert_cost_ic = 8
}
}
sub_ship_periscope_2 = {
@@ -1075,12 +1159,12 @@ equipment_modules = {
sub_visibility = 0.025
}
add_stats = {
surface_detection = 8
build_cost_ic = 50
surface_detection = 5
build_cost_ic = 30
}
can_convert_from = {
module_category = sub_ship_periscope
convert_cost_ic = 40
convert_cost_ic = 15
}
}
sub_ship_periscope_3 = {
@@ -1090,12 +1174,12 @@ equipment_modules = {
sub_visibility = 0.01
}
add_stats = {
surface_detection = 11
build_cost_ic = 70
surface_detection = 7
build_cost_ic = 50
}
can_convert_from = {
module_category = sub_ship_periscope
convert_cost_ic = 56
convert_cost_ic = 30
}
}
sub_ship_periscope_4 = {
@@ -1105,12 +1189,12 @@ equipment_modules = {
sub_visibility = 0.01
}
add_stats = {
surface_detection = 14
build_cost_ic = 120
surface_detection = 9
build_cost_ic = 80
}
can_convert_from = {
module_category = sub_ship_periscope
convert_cost_ic = 75
convert_cost_ic = 50
}
}
@@ -1265,9 +1349,9 @@ equipment_modules = {
category = submarine_miscellaneous
add_stats = {
build_cost_ic = 200
convoy_raiding_coordination = 0.1
}
multiply_stats = {
surface_detection = 0.1
sub_visibility = -0.05
}
}
@@ -1357,16 +1441,20 @@ equipment_modules = {
}
sub_wire_guided_torpedo = {
category = submarine_miscellaneous
add_stats = {
naval_torpedo_hit_chance_factor = 0.15
}
multiply_stats = {
torpedo_attack = 0.15
build_cost_ic = 0.1
}
}
structural_aluminum = {
category = generic_miscellaneous
gui_category = cold_war_miscellaneous
multiply_stats = {
add_stats = {
reliability = -0.1
}
multiply_stats = {
armor_value = -1
max_strength = -0.3
naval_speed = 0.3

View File

@@ -3,20 +3,8 @@ equipments = {
repair_ship_hull = {
year = 1936
can_be_produced = {
if = {
limit = {
has_dlc = "Arms Against Tyranny"
}
NOT = {
has_idea = BUL_army_restrictions_aat
}
}
else = {
NOT = {
has_idea = BUL_army_restrictions
}
}
can_be_produced = { # Commented until flag 'cannot_produce_ships' is used by any tag
NOT = { has_country_flag = cannot_produce_ships }
}
is_archetype = yes

View File

@@ -26,12 +26,12 @@ equipments = {
module_slots = {
fixed_ship_deck_slot_1 = {
required = yes
allowed_module_categories = { ship_deck_space ship_deck_space_small }
allowed_module_categories = { ship_deck_space ship_deck_space_small ship_deck_space_reinforced }
gfx = ship_deck_space_slot
}
fixed_ship_deck_slot_2 = {
required = no
allowed_module_categories = { ship_deck_space ship_deck_space_small }
allowed_module_categories = { ship_deck_space ship_deck_space_small ship_deck_space_reinforced }
gfx = ship_deck_space_slot
}
fixed_ship_anti_air_slot = {
@@ -72,6 +72,7 @@ equipments = {
allowed_module_categories = {
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
ship_secondaries
ship_dp_secondaries_bb
}
@@ -227,6 +228,7 @@ equipments = {
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
}
}
mid_2_custom_slot = {
@@ -235,6 +237,7 @@ equipments = {
ship_secondaries
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
}
}
rear_1_custom_slot = {
@@ -279,12 +282,12 @@ equipments = {
module_slots = {
fixed_ship_deck_slot_1 = {
required = yes
allowed_module_categories = { ship_deck_space ship_deck_space_small }
allowed_module_categories = { ship_deck_space ship_deck_space_small ship_deck_space_reinforced }
gfx = ship_deck_space_slot
}
fixed_ship_deck_slot_2 = {
required = no
allowed_module_categories = { ship_deck_space ship_deck_space_small }
allowed_module_categories = { ship_deck_space ship_deck_space_small ship_deck_space_reinforced }
gfx = ship_deck_space_slot
}
fixed_ship_anti_air_slot = {
@@ -320,6 +323,7 @@ equipments = {
allowed_module_categories = {
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
ship_secondaries
ship_dp_secondaries_bb
}
@@ -329,6 +333,7 @@ equipments = {
allowed_module_categories = {
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
ship_secondaries
ship_dp_secondaries_bb
}
@@ -369,6 +374,7 @@ equipments = {
ship_anti_air
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
}
}
front_2_custom_slot = {
@@ -386,6 +392,7 @@ equipments = {
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
}
}
mid_2_custom_slot = {
@@ -398,6 +405,7 @@ equipments = {
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
carrier_miscellaneous
carrier_island
}
@@ -462,6 +470,7 @@ equipments = {
ship_anti_air
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
carrier_helipad
}
}
@@ -480,6 +489,7 @@ equipments = {
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
steam_catapult
carrier_side_lift
carrier_angled_deck
@@ -493,6 +503,7 @@ equipments = {
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_small
ship_deck_space_reinforced
steam_catapult
carrier_side_lift
carrier_angled_deck
@@ -680,11 +691,11 @@ equipments = {
module_slots = {
fixed_ship_deck_slot_1 = {
required = yes
allowed_module_categories = { ship_deck_space_big ship_deck_space }
allowed_module_categories = { ship_deck_space_reinforced ship_deck_space }
}
fixed_ship_deck_slot_2 = {
required = yes
allowed_module_categories = { ship_deck_space_big ship_deck_space }
allowed_module_categories = { ship_deck_space_reinforced ship_deck_space }
}
fixed_ship_anti_air_slot = {
required = no
@@ -729,7 +740,7 @@ equipments = {
ship_secondaries
ship_dp_secondaries_bb
ship_deck_space
ship_deck_space_big
ship_deck_space_reinforced
steam_catapult
carrier_side_lift
carrier_angled_deck
@@ -755,7 +766,7 @@ equipments = {
default_modules = {
fixed_ship_engine_slot = carrier_ship_engine_4
fixed_ship_armor_slot = ship_armor_carrier_heavy_5
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_flight_deck_slot = carrier_strength_deck
}
naval_range = 6000

View File

@@ -196,7 +196,7 @@ equipments = {
surface_detection = 20
sub_detection = 1
sub_detection = 5
surface_visibility = 15
naval_speed = 32
reliability = 0.80

View File

@@ -39,16 +39,19 @@ equipments = {
required = yes
allowed_module_categories = { sub_conning_tower }
}
fixed_sub_periscope_slot = {
required = yes
allowed_module_categories = { sub_ship_periscope }
gfx = fixed_ship_radar_slot
}
fixed_ship_fire_control_system_slot = {
required = no
allowed_module_categories = { sub_sonar sub_fire_control_system }
}
fixed_ship_extra_secondaries_slot = {
required = no
allowed_module_categories = { submarine_miscellaneous }
}
mid_1_custom_slot = {
required = yes
allowed_module_categories = {
sub_ship_periscope
}
}
rear_1_custom_slot = {
required = no
allowed_module_categories = {
@@ -64,7 +67,7 @@ equipments = {
count < 2
}
module_count_limit = {
category = ship_sonar
category = sub_sonar
count < 2
}
module_count_limit = {
@@ -93,7 +96,7 @@ equipments = {
fixed_ship_conning_tower_slot = sub_conning_tower_0
fixed_ship_engine_slot = sub_ship_engine_1
fixed_ship_armor_slot = pressure_hull_1
mid_1_custom_slot = sub_ship_periscope_0
fixed_sub_periscope_slot = sub_ship_periscope_0
rear_1_custom_slot = empty
}
@@ -167,16 +170,13 @@ equipments = {
fixed_ship_engine_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_conning_tower_slot = inherit
fixed_ship_fire_control_system_slot = {
required = no
allowed_module_categories = { sub_fire_control_system ship_sonar }
}
fixed_sub_periscope_slot = inherit
fixed_ship_fire_control_system_slot = inherit
fixed_ship_radar_slot = {
required = no
allowed_module_categories = { ship_radar ship_sonar }
allowed_module_categories = { ship_radar sub_sonar }
}
fixed_ship_extra_secondaries_slot = inherit
mid_1_custom_slot = inherit
rear_1_custom_slot = inherit
}
@@ -184,7 +184,7 @@ equipments = {
rear_1_custom_slot = empty
fixed_ship_engine_slot = sub_ship_engine_2
fixed_ship_armor_slot = pressure_hull_2
mid_1_custom_slot = sub_ship_periscope_0
fixed_sub_periscope_slot = sub_ship_periscope_0
}
sub_visibility = 24
naval_speed = 17
@@ -194,8 +194,6 @@ equipments = {
reliability = 0.70
max_strength = 20
build_cost_ic = 150
resources = {
#oil = 1
@@ -218,6 +216,7 @@ equipments = {
fixed_ship_engine_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_conning_tower_slot = inherit
fixed_sub_periscope_slot = inherit
fixed_ship_fire_control_system_slot = inherit
fixed_ship_radar_slot = inherit
fixed_ship_extra_secondaries_slot = inherit
@@ -228,7 +227,6 @@ equipments = {
ship_mine_layer_sub
}
}
mid_1_custom_slot = inherit
mid_2_custom_slot = {
required = no
allowed_module_categories = {
@@ -240,7 +238,7 @@ equipments = {
default_modules = {
front_1_custom_slot = empty
mid_1_custom_slot = sub_ship_periscope_0
fixed_sub_periscope_slot = sub_ship_periscope_0
rear_1_custom_slot = empty
fixed_ship_engine_slot = sub_ship_engine_3
fixed_ship_armor_slot = pressure_hull_3
@@ -254,8 +252,6 @@ equipments = {
max_strength = 30
build_cost_ic = 200
resources = {
steel = 1
@@ -276,11 +272,15 @@ equipments = {
fixed_ship_engine_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_conning_tower_slot = inherit
fixed_sub_periscope_slot = inherit
fixed_ship_fire_control_system_slot = inherit
fixed_ship_radar_slot = inherit
fixed_ship_extra_electronics_slot = {
required = no
allowed_module_categories = { sub_sonar ship_radar sub_fire_control_system }
}
fixed_ship_extra_secondaries_slot = inherit
front_1_custom_slot = inherit
mid_1_custom_slot = inherit
mid_2_custom_slot = inherit
mid_3_custom_slot = {
required = no
@@ -293,7 +293,7 @@ equipments = {
default_modules = {
front_1_custom_slot = empty
mid_1_custom_slot = sub_ship_periscope_0
fixed_sub_periscope_slot = sub_ship_periscope_0
rear_1_custom_slot = empty
fixed_ship_engine_slot = sub_ship_engine_4
fixed_ship_armor_slot = pressure_hull_4
@@ -307,8 +307,6 @@ equipments = {
max_strength = 35
build_cost_ic = 275
resources = {
steel = 1
@@ -331,12 +329,13 @@ equipments = {
fixed_ship_engine_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_conning_tower_slot = inherit
fixed_sub_periscope_slot = inherit
fixed_ship_fire_control_system_slot = inherit
fixed_ship_radar_slot = inherit
fixed_ship_extra_electronics_slot = inherit
fixed_ship_extra_secondaries_slot = inherit
fixed_ship_extra_missile_slot = fixed_ship_extra_secondaries_slot
front_1_custom_slot = inherit
mid_1_custom_slot = inherit
mid_2_custom_slot = inherit
mid_3_custom_slot = {
required = no
@@ -353,7 +352,7 @@ equipments = {
default_modules = {
front_1_custom_slot = empty
mid_1_custom_slot = sub_ship_periscope_0
fixed_sub_periscope_slot = sub_ship_periscope_0
rear_1_custom_slot = empty
fixed_ship_engine_slot = sub_ship_engine_4
fixed_ship_armor_slot = pressure_hull_4
@@ -391,15 +390,16 @@ equipments = {
fixed_ship_engine_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_conning_tower_slot = inherit
fixed_sub_periscope_slot = inherit
fixed_ship_fire_control_system_slot = {
required = no
allowed_module_categories = { sub_fire_control_system ship_sonar }
allowed_module_categories = { sub_fire_control_system sub_sonar }
}
fixed_ship_extra_secondaries_slot = inherit
fixed_ship_radar_slot = {
required = no
allowed_module_categories = { ship_radar ship_sonar }
allowed_module_categories = { ship_radar sub_sonar }
}
fixed_ship_extra_secondaries_slot = inherit
front_1_custom_slot = {
required = no
allowed_module_categories = {
@@ -409,12 +409,6 @@ equipments = {
ship_extra_fuel_tank
}
}
mid_1_custom_slot = {
required = yes
allowed_module_categories = {
sub_ship_periscope
}
}
mid_2_custom_slot = {
required = no
allowed_module_categories = {
@@ -440,7 +434,7 @@ equipments = {
default_modules = {
front_1_custom_slot = empty
mid_1_custom_slot = sub_ship_periscope_0
fixed_sub_periscope_slot = sub_ship_periscope_0
rear_1_custom_slot = empty
fixed_ship_armor_slot = pressure_hull_1
}
@@ -453,8 +447,6 @@ equipments = {
max_strength = 30
build_cost_ic = 250
resources = {
steel = 1
@@ -474,13 +466,9 @@ equipments = {
fixed_ship_engine_slot = inherit
fixed_ship_armor_slot = inherit
fixed_ship_conning_tower_slot = inherit
fixed_sub_periscope_slot = inherit
fixed_ship_fire_control_system_slot = inherit
fixed_ship_extra_secondaries_slot = inherit
mid_1_custom_slot = {
required = yes
allowed_module_categories = {
sub_ship_periscope
}
}
mid_2_custom_slot = {
required = no
allowed_module_categories = {
@@ -497,7 +485,7 @@ equipments = {
default_modules = {
fixed_ship_torpedo_slot = inherit
fixed_ship_engine_slot = inherit
mid_1_custom_slot = sub_ship_periscope_0
fixed_sub_periscope_slot = sub_ship_periscope_0
}
sub_visibility = 15

View File

@@ -3,20 +3,8 @@ equipments = {
support_ship_hull = {
year = 1936
can_be_produced = {
if = {
limit = {
has_dlc = "Arms Against Tyranny"
}
NOT = {
has_idea = BUL_army_restrictions_aat
}
}
else = {
NOT = {
has_idea = BUL_army_restrictions
}
}
can_be_produced = { # Commented until flag 'cannot_produce_ships' is used by any tag
NOT = { has_country_flag = cannot_produce_ships }
}
is_archetype = yes

View File

@@ -1,4 +1,37 @@
sub_units = {
medium_cruiser = {
sprite = medium_cruiser
map_icon_category = ship
priority = 6
active = yes
type = { screen_ship }
need = { ship_hull_cruiser = 1 }
need_equipment_modules = {
any = {
ship_medium_battery_1 = 1
ship_medium_battery_2 = 1
ship_medium_battery_3 = 1
ship_medium_battery_4 = 1
ship_medium_battery_1_double = 1
ship_medium_battery_2_double = 1
ship_medium_battery_3_double = 1
ship_medium_battery_4_double = 1
ship_medium_battery_1_single = 1
ship_medium_battery_2_single = 1
ship_medium_battery_3_single = 1
ship_medium_battery_4_single = 1
}
}
max_organisation = 40
supply_consumption = 0.15
critical_parts = { rudder_jammed destroyed_ammo_storage broken_propeller on_fire }
critical_part_damage_chance_mult = 1
hit_profile_mult = 1.0
}
heavy_cruiser = {
sprite = heavy_cruiser
map_icon_category = ship

View File

@@ -1,4 +1,4 @@
version="v2.8 - Leyte Gulf"
version="v2.9 - Iwo Jima"
tags={
"Military"
"Translation"

View File

@@ -51,7 +51,9 @@ Detection and visibility are an interesting duo in gaining initiativeness. They
**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 as well. This is especially true for countries like Germany or Soviet Union which require 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.
When you try to achieve engineering perfection, you'll find more efforts are needed to get from 90% to 100% than from 0% to 50%. This is known as diminishing returns. Cost of ships in VNR also adopts a model based on this theory to encourage historical designing. With each new turret, the cost goes up not only in total, but also in average. For example, the first turret costs 800 ic, while the second may cost you 900 ic, and it goes on as you put more turrets on the ship until it gets overwhelming.
Unless you are playing as US or UK, building a large fleet of super warships takes too much time and IC, and it may hamper your army production as well. This is especially true for countries like Germany or Soviet Union which require 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 ###
@@ -63,7 +65,9 @@ Carrier serves as the main source of damage in battle, and it heavily relies on
**Heavy Ship**
You can't skip heavy ships in your fleet, such as battleships and battlecruisers. While screen ships escort capital ships, these heavy ships will escort carriers and boost their survivability by drawing attacks from aircrafts. If one has to summarize the design of battleships, that will be "paradoxical". Let's take 3 factors into consideration, HP, cost, and strength. Since HP is deeply bounded with number of guns, a battleship needs as many guns as possible to boost its survivability and protect the fleet. However, that has raised another question, is it worthy in exchange for lower speed and incredible cost (consider that the cost of a super battleship can be used to arm two conventional battleships or advanced carriers). As a result, I strongly recommend historical design with adequate guns and AAs for all your heavy ships.
You can't skip heavy ships in your fleet, such as battleships and battlecruisers. While screen ships escort capital ships, these heavy ships will escort carriers and boost their survivability by drawing attacks from aircrafts. If one has to summarize the design of battleships, that will be "paradoxical". Let's take 3 factors into consideration, HP, cost, and strength.
In VNR, HP is deeply bounded with number of guns since the turret module directly provides HP. With hull's HP reduced, a battleship needs as many guns as possible to boost its survivability and protect the fleet. However, that has raised another question: is it worthy in exchange for lower speed and incredible cost, consider that the cost of a super battleship can be used to arm two conventional battleships or advanced carriers? The answer can vary, but I strongly recommend historical design with adequate guns and AAs for all your heavy ships for cost-efficiency.
On the contrary, battlecruiser is not a good option despite its advantage of speed. Its armor is too weak to withstand a direct hit by heavy gun of its type, even some advanced cruisers can inflict damage on it. In 1936, battlecruiser has also started to show marginal utilities on speed. (positive effect from speed gradually reduces as you keep investing in it).
@@ -194,7 +198,7 @@ As for fuel branch, its research cost is insignificant with little bonus, making
## Doctrine Tree ##
With doctrines totally overhauled in NCNS update, previous VNR doctrines are also reworked to fit in the grand-sub strategy system. Some doctrines from vanilla are removed or merged into others to create more condensed doctrine tree. Grand strategy sets the tone for your entire navy experience and thus has to be chosen wisely based on the fleet you have or plan to build. After that, you can choose subdoctrines for four tracks: carrier, capital ship, screen ship, and submarine. Typically, there are five levels of mastery on each subdoctrine, providing different bonuses (or debuffs) when mastery is achieved, and it also unlocks special bonuses with a track completed.
With doctrines totally overhauled in NCNS update, previous VNR doctrines are also reworked to fit in the grand-sub strategy system. Some doctrines from vanilla are removed or merged into others to create more condensed doctrine tree. Grand strategy sets the tone for your entire navy experience and thus it has to be chosen wisely based on the fleet you have or plan to build. After that, you can choose subdoctrines, corresponding to different grand strategies, for four tracks: Naval Aviation, Surface Fleet, Escort Force, and Submarine Flotilla. Typically, there are five levels of mastery on each subdoctrine, providing different bonuses (or debuffs) when mastery is achieved, and it also unlocks special bonuses with a track completed.
### Grand Strategy ###
@@ -202,14 +206,110 @@ With doctrines totally overhauled in NCNS update, previous VNR doctrines are als
*Decisive battle* strategy offers a quick start and the best fleet operation bonuses among all. Historically, it was adopted by many major powers in the 1910s which aims at building a fleet around capable battleships, by consolidating formation trainings. The most important bonus of *Decisive Battle* is the positioning bonus that allows you to operate a bigger fleet without penalty.
Unlocks following doctrines:
- Naval Aviation
- Floating Airfields
- Subsidiary Carrier Support
- Naval Airforce
- Airspace Denial
- Surface Fleet
- Fast Battleship Primacy
- Specialized Scouting Fleet
- Coastal Defense Fleet
- Monitor Support
- Escort Force
- Convoy Escort
- Integrated Operations
- Hunter Killer Groups
- Torpedo Flotilla
- Submarine Flotilla
- Fleet Operations
- Capital Hunters
- Covert Denial
**Commerce Raiding**
For countries with ambitions to dominate seven seas, *Commerce Raiding* may not be the top pick as it offers limited improvements to surface ships. However, it has potential to salvage the underdog. Submarine is the most benefited ship with convoy raiding rewards from the strategy, promoting your ability to harrass stronger powers in their soft spots.
Unlocks following doctrines:
- Naval Aviation
- Floating Airfields
- Subsidiary Carrier Support
- Naval Airforce
- Airspace Denial
- Surface Fleet
- Specialized Scouting Fleet
- Armored Raiders
- Coastal Defense Fleet
- Escort Force
- Convoy Escort
- Integrated Operations
- The New School
- Submarine Flotilla
- Wolfpacks
- Covert Denial
- Operational Autonomy
**Air-Sea Operation**
If you are patient enough, *Air-Sea Operation* will give you ample rewards better than any other strategies when fully mastered. The only problem is that it has a relatively weak start. To unleash the power of this strategy, you will need a massive carrier fleet and strong industrial power, which can only be achieved by few countries in the game.
Unlocks following doctrines:
- Naval Aviation
- Carrier Taskforce
- Floating Airfields
- Carrier Concentration
- Airspace Denial
- Surface Fleet
- Fast Battleship Primacy
- Specialized Scouting Fleet
- Taskforce Guardian
- Escort Force
- Convoy Escort
- Integrated Operations
- Hunter Killer Groups
- Torpedo Flotilla
- Submarine Flotilla
- Fleet Operations
- Capital Hunters
- Operational Autonomy
**Littoral Defense**
*Littoral Defense* is a strategy designed for countries with weak or close to none navy to protect their coastlines. Subdoctrines attached to this strategy are usually cheaper in xp usage, but give inadequate bonuses to limited types of ships.
Unlocks following doctrines:
- Naval Aviation
- Subsidiary Carrier Support
- Naval Airforce
- Surface Fleet
- Armored Raiders
- Coastal Defense Fleet
- Monitor Support
- Escort Force
- Torpedo Flotilla
- The New School
- Mosquito Fleet
- Submarine Flotilla
- Coastal Defense
- Covert Denial
### Sub Doctrine - Carrier ###
**Carrier Taskforce**
@@ -232,6 +332,10 @@ For people who don't believe in air power, this doctrine depicts another possibi
Contrary to prior ones, this is the most radical doctrines among all, stressing land-based naval bombers more than anything else, but weaker on usage of carriers compared to others. This can be an interesting but unstable option to explore.
**Airspace Denial**
Often used by underdog with a rather weaker carrier fleet, this strategy combines parts of dedicated carrier doctrines with land-based support doctrines, which it should work well for those who looks to establish area denial capabilities at doorstep instead of projecting influence overseas.
### Sub Doctrine - Battle Line ###
**Fast Battleship Primacy**
@@ -272,14 +376,18 @@ This is an authentic USN strategy adopted during WWII, which makes screen ships
*Hunter Killer Groups* is a doctrine which prioritizes anti-submarine warfare with generous buffs on detection and counter-measures against submarines, while still being able to shoulder other responsibilities like convoy escort.
**Torpedo Primacy**
**Torpedo Flotilla**
*Torpedo Primacy* is a doctrine full of Japanese characteristics with its priority of torpedoes on various ships. Its reduction of torpedo loading by 2 hours is the greatest bonus on torpedo among all, and together with other rewards builds an interesting method around torpedoes.
*Torpedo Flotilla* is a doctrine full of Japanese characteristics with its priority of torpedoes on various ships. Its reduction of torpedo loading by 2 hours is the greatest bonus on torpedo among all, and together with other rewards builds an interesting method around torpedoes.
**The New School**
*The New School*, or *Jeune Ecole* in French, was a doctrine developed with the advent of torpedo in reality. In the mod, it also emphasizes the importance of torpedo attacks but inferior to Japanese practice. Instead, it is the only doctrine enabling screen ship convoy raiding with dedicated bonuses, mixed with other rewards on coastal defense and mine warfare.
**Mosquito Fleet**
Once you choose this branch, you completely give up regular fleet in result of range and org debuffs from this doctrine. Its bonuses are centered around reduced cost and torpedo attacks, while eliminating your screening efficiency to non-existence.
### Sub Doctrine - Submarine ###
**Wolfpacks**
@@ -292,16 +400,20 @@ Despite less emphasis on commerce raiding and coordination, *Fleet Operations* t
**Capital Hunters**
Another Japanese-style doctrine that buffs torpedo more than the equipment itself. It can expand usage scenario of torpedo further if used with *torpedo primacy*.
Another Japanese-style doctrine that buffs torpedo more than the equipment itself. It can expand usage scenario of torpedo further if used with *torpedo flotilla*.
**Coastal Defense**
As its name suggests, the doctrine gives moderate and balanced bonuses on submarines at the cost of max range.
**Area Defense**
**Covert Denial**
A unique double-edge-sword type of doctrine that offers reduction of visibility at great cost of HP and combat capabilities.
**Operational Autonomy**
A doctrine that fully authorizes submarine capitans commanding privilege while raiding in distant waters. This is a weakened version of *Wolfpacks*, but has more bonuses on range and visibility and can unlock a special submarine module after mastered.
## Naval Battle ##
### Overview ###
@@ -320,7 +432,7 @@ Besides, make sure your fleet has a min speed over 30kn, this is extremely impor
### Combat Duration ###
To simulate carrier's capability to send over the horizon strikes, the duration of combat is made longer in the mod, but I still kept it under control so that other ships still hold a place in navy. Carrier can send air strikes every 8 hour (based on your sortie efficiency) in different squadron size (based on carrier traffic and some other factors). 20 hours after the battle begins, fleet will have a chance to retreat both automatically and manually. Only 22 hours into the battle, battleship gets to fire its first salvo, while light ships still have to wait to the 30th hour to fire.
To simulate carrier's capability to send over the horizon strikes, the duration of combat is made longer in the mod, but I kept it under control so that other ships still hold a place in navy. Carrier can send air strikes every 8 hour (based on your sortie efficiency) in different squadron size (based on carrier traffic and some other factors). 20 hours after the battle begins, fleet will have a chance to retreat both automatically and manually. Only 22 hours into the battle, battleship gets to fire its first salvo, while light ships still have to wait to the 30th hour to fire.
### Night Combat ###
@@ -336,21 +448,47 @@ This feature differentiates light gun from heavy gun by a huge gap between their
Critical hit chance has a close relation to piercing. With higher piercing vs armor ratio, the chance gets increased to 3x at maximum, which will 100% cause destruction of critical parts putting heavy debuff on the ship.
Critical part is a module- or hull-based component that's used to depict how injury can impact combat performance of ships. You can try to understand it as something like a turret blown, or flight deck bombed, which it not only causes damage to HP but also decline in combat readiness. In vanilla, the chance to inflict critical part destruction is very low even when a critical hit takes place, but it's been ascended to an inevitable consequence due to poor armor or low reliability here.
To be more specific, each time your ship is critically hit, a critical part breaks. The hull-based critical part is a fixed property of the ship hull and can only be damaged once, with a fixed chance and effect, such as heavy fire, damaged rudder, and broken propeller, which there is no way to prevent them from happening unless you boost armor and reliability to maximum (though not very effective facing aerial attacks or torpedoes). And there's module-based part, which it can be damaged multiple times (e.g. heavy battery, each damaged critical part of it means a turret just got blown) based on the amount of instances you have, causing a series of related debuffs in its wake.
There are also exceptions that your choice of modules can lead to different consequences when a critical part is damaged. The most representative ones are flight deck and hangar, with armored ones having less chance to trigger horrifying blast.
Since it is very hard to preview critical part effects in the game, a list will be provided here for your reference.
1. Damaged Heavy Gun: -33% heavy attack, can be destroyed multiple times based on turrets in presence
2. Damaged Light Gun: -25% light attack, can be destroyed multiple times based on turrets in presence
3. Damaged Secondaries: -10% light attack, -33% anti-air attack, can be destroyed multiple times based on secondary turrets in presence
4. Damaged Torpedo: -50% torpedo attack, can be destroyed multiple times based on torpedo tubes in presence
5. Damaged Missile Launcher: -33% heavy attack and light attack, can be destroyed multiple times based on missile launchers in presence
6. Damaged AA Missile Launcher: -15% light attack, -33% anti-air attack, can be destroyed multiple times based on AA missile launchers in presence
7. Magazine Hit: -70% heavy attack, -70% light attack, -70% torpedo attack, an extra 500 points of HP damage and 100 points of org damage, can only happen once, extremely low probability
8. Heavy Fire: +100% surface visibility, -50% org, -80% org recovery, can only happen once
9. Broken Propeller: -95% retreat chance, -90% speed, can only happen once
10. Rudder Jammed: -90% retreat chance, -50% speed, can only happen once
11. Ballast Tank Inoperable: +100% sub visibility, submarine exclusive, can only happen once
12. Damaged Fire Control: -50% hit chance for all weapons, can only happen once if you have fire control in presence
13. Damaged Flight Deck (Wooden): -40% carrier capacity, -30% org, can only happen once on carrier with wooden flight deck
14. Damaged Flight Deck (Armored): -20% carrier capacity, -15% org, can only happen once on carrier with armored flight deck, 25% lower probability than the wooden one
15. Damaged Battlecarrier Flight Deck: -100% carrier capacity, -30% org, battlecarrier exclusive, can only happen once
16. Air Fuel Flashover (wth. unarmored hangar): -90% org, -100% org recovery, an extra 250 points of HP damage and 50 points of org damage, can only happen once, very low probability
17. Air Fuel Flashover (wth. armored hangar): -90% org, -100% org recovery, an extra 200 points of HP damage and 40 points of org damage, can only happen once, very low probability
### Retreat Process ###
Retreating is made faster in VNR to simulate the quick disengagement in real naval war, leading to more frequent but indecisive battles. Of course, you can still have Midway kind of victory because of luck.
### Positioning ###
Positioning is typically used to measure how successful the fleet formation is in real life, which is a very important element in the era of ship of line. In the game, it is a factor applied to screen efficiency. Bad positioning may lead to degradation of screen efficiency. In that case, the preferred screen ratio is no longer 1:1:2, you will need more ships to achieve max screen efficiency.
Positioning is typically used to measure how successful the fleet formation is in real life, which is a very important element in the era of ship of line. In the game, it is a factor applied to screen efficiency. Bad positioning may lead to degradation of screen efficiency. In that case, the preferred screen ratio is no longer 1:1:2, you will need more ships to achieve max screen efficiency, which in return it hurts positioning even more due to expansion of fleet and thus creates a vicious circle.
Positioning is affected by several factors including relative size of fleet, speed, detection, etc. To achieve good positioning, make sure to have fast ships with good detection, and avoid maneuvering a super massive fleet around. Any fleets with more than 40 ships have a chance to get penalized for high relative size, which is -50% positioning with every doubling of ships than the other side, capped to -300%.
Positioning is affected by several factors including relative size of fleet, speed, detection, etc. To achieve good positioning, make sure to have fast ships with good detection, and avoid maneuvering a super massive fleet around. Any fleets with more than 40 ships have a chance to get penalized for high relative size, which is -40% positioning with every doubling of ships than the other side, capped to -200%.
To be more specific, I will provide you with a list to illustrate:
- 10 vs 1: threshold of 41 ships not reached, no positioning penalty
- 45 vs 10: more than 4 times bigger, 4 x (-50%) = -200% positioning
- 100 vs 70: doubling relative size not achieved, no positioning penalty
- 80 vs 20: fleet is four times bigger, threshold of 41 ships reached, (80 - 20) / 20 x (-40%) = -120% positioning
- 100 vs 70: doubling relative size not achieved, threshold of 41 ships reached, partial positioning penalty, (100 - 70) / 70 x (-40%) = -17.15% positioning
When positioning reaches 0%, you will have to face harsh debuffs such as -90% damage, -75% AA, and -125% screening efficiency.

View File

@@ -212,7 +212,7 @@ The post-loading is achieved by following steps:
2. Overwrite all vanilla OOBs with empty files. OOB, or Order of Battle, is the definition of starting military forces in history/units. Unlike country history files, unit files are less sensitive since they only take effect when loaded in your script. Combining step 1 and step 2 will give you a clean state on game start, no country has naval variant or fleet. Then you got to paint your stuff on a blank sheet.
2.1. An alternative way to clear starting fleets will be the effect "destroy_ships". If you find overwriting all OOBs is too complicated, you can also create a scripted effect which iterates every starting country and deletes its navy.
> 2.1. An alternative way to clear starting fleets will be the effect "destroy_ships". If you find overwriting all OOBs is too complicated, you can also create a scripted effect which iterates every starting country and deletes its navy.
3. Loading customized designs and units is the last step, which 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 fire a loading event which gives every country variants and fleets (If you choose step 2.1, this is where you can use it). Its effects are modified to have no popup, and done in an instant. Then you get everything set.

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@@ -38,6 +38,8 @@ ENG = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
}
}
@@ -55,6 +57,8 @@ ENG = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
}
}
@@ -73,6 +77,8 @@ ENG = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -93,6 +99,8 @@ ENG = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -282,6 +290,7 @@ ENG = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
}
@@ -300,6 +309,7 @@ ENG = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -320,6 +330,7 @@ ENG = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -342,6 +353,7 @@ ENG = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -365,6 +377,7 @@ ENG = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -665,6 +678,8 @@ CAN = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
}
}
@@ -682,6 +697,8 @@ CAN = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
}
}
@@ -700,6 +717,8 @@ CAN = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -720,6 +739,8 @@ CAN = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -909,6 +930,7 @@ CAN = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
}
@@ -927,6 +949,7 @@ CAN = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -947,6 +970,7 @@ CAN = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -969,6 +993,7 @@ CAN = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -992,6 +1017,7 @@ CAN = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -1291,6 +1317,8 @@ RAJ = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
}
}
@@ -1308,6 +1336,8 @@ RAJ = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
}
}
@@ -1326,6 +1356,8 @@ RAJ = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -1346,6 +1378,8 @@ RAJ = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -1535,6 +1569,7 @@ RAJ = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
}
@@ -1553,6 +1588,7 @@ RAJ = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -1573,6 +1609,7 @@ RAJ = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -1595,6 +1632,7 @@ RAJ = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -1618,6 +1656,7 @@ RAJ = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -1917,6 +1956,8 @@ SAF = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
}
}
@@ -1934,6 +1975,8 @@ SAF = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
}
}
@@ -1952,6 +1995,8 @@ SAF = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -1972,6 +2017,8 @@ SAF = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -2161,6 +2208,7 @@ SAF = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
}
@@ -2179,6 +2227,7 @@ SAF = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -2199,6 +2248,7 @@ SAF = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -2221,6 +2271,7 @@ SAF = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -2244,6 +2295,7 @@ SAF = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -2543,6 +2595,8 @@ AST = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
}
}
@@ -2560,6 +2614,8 @@ AST = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
}
}
@@ -2578,6 +2634,8 @@ AST = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -2598,6 +2656,8 @@ AST = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -2787,6 +2847,7 @@ AST = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
}
@@ -2805,6 +2866,7 @@ AST = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -2825,6 +2887,7 @@ AST = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -2847,6 +2910,7 @@ AST = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -2870,6 +2934,7 @@ AST = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -3169,6 +3234,8 @@ NZL = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
}
}
@@ -3186,6 +3253,8 @@ NZL = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
}
}
@@ -3204,6 +3273,8 @@ NZL = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -3224,6 +3295,8 @@ NZL = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -3413,6 +3486,7 @@ NZL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
}
@@ -3431,6 +3505,7 @@ NZL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -3451,6 +3526,7 @@ NZL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -3473,6 +3549,7 @@ NZL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -3496,6 +3573,7 @@ NZL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -3795,6 +3873,8 @@ MAL = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
}
}
@@ -3812,6 +3892,8 @@ MAL = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
}
}
@@ -3830,6 +3912,8 @@ MAL = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -3850,6 +3934,8 @@ MAL = {
icons = {
GFX_ENG_vnr_ship_hull_light_1_medium
GFX_ENG_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/ENG_destroyer_Black_Swan.png"
"gfx/interface/technologies/extra/ENG_destroyer_Egret.png"
GFX_ENG_vnr_ship_hull_light_3_medium
GFX_ENG_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/ENG_destroyer_Daring.png"
@@ -4039,6 +4125,7 @@ MAL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
}
@@ -4057,6 +4144,7 @@ MAL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -4077,6 +4165,7 @@ MAL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -4099,6 +4188,7 @@ MAL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium
@@ -4122,6 +4212,7 @@ MAL = {
pool = {
icons = {
"gfx/interface/technologies/England/ENG_battleship_Renown.png"
"gfx/interface/technologies/extra/ENG_battleship_Renown.png"
"gfx/interface/technologies/England/ENG_battleship_Revenge.png"
"gfx/interface/technologies/extra/ENG_battleship_Queen.png"
GFX_ENG_vnr_ship_hull_heavy_1_medium

View File

@@ -38,6 +38,9 @@ USA = {
icons = {
GFX_USA_vnr_ship_hull_light_1_medium
GFX_USA_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/USA_destroyer_Buckley.png"
"gfx/interface/technologies/extra/USA_destroyer_Cannon.png"
"gfx/interface/technologies/extra/USA_destroyer_Evarts.png"
}
}
@@ -55,6 +58,9 @@ USA = {
icons = {
GFX_USA_vnr_ship_hull_light_1_medium
GFX_USA_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/USA_destroyer_Buckley.png"
"gfx/interface/technologies/extra/USA_destroyer_Cannon.png"
"gfx/interface/technologies/extra/USA_destroyer_Evarts.png"
GFX_USA_vnr_ship_hull_light_3_medium
}
}
@@ -73,6 +79,9 @@ USA = {
icons = {
GFX_USA_vnr_ship_hull_light_1_medium
GFX_USA_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/USA_destroyer_Buckley.png"
"gfx/interface/technologies/extra/USA_destroyer_Cannon.png"
"gfx/interface/technologies/extra/USA_destroyer_Evarts.png"
GFX_USA_vnr_ship_hull_light_3_medium
GFX_USA_vnr_ship_hull_light_4_medium
"gfx/interface/technologies/extra/USA_destroyer_Sumner.png"
@@ -95,6 +104,9 @@ USA = {
icons = {
GFX_USA_vnr_ship_hull_light_1_medium
GFX_USA_vnr_ship_hull_light_2_medium
"gfx/interface/technologies/extra/USA_destroyer_Buckley.png"
"gfx/interface/technologies/extra/USA_destroyer_Cannon.png"
"gfx/interface/technologies/extra/USA_destroyer_Evarts.png"
GFX_USA_vnr_ship_hull_light_3_medium
GFX_USA_vnr_ship_hull_light_4_medium
GFX_USA_vnr_ship_hull_light_5_medium
@@ -384,6 +396,7 @@ USA = {
GFX_USA_vnr_ship_hull_heavy_3_medium
GFX_USA_vnr_ship_hull_heavy_4_medium
"gfx/interface/technologies/extra/USA_battleship_Iowa.png"
"gfx/interface/technologies/extra/USA_battleship_Montana.png"
}
}
@@ -397,6 +410,12 @@ USA = {
}
}
pool = {
icons = {
"gfx/interface/technologies/extra/USA_battleship_Montana.png"
}
}
}
vnr_ship_hull_carrier_conversion_ca = {
@@ -407,6 +426,12 @@ USA = {
}
}
pool = {
icons = {
"gfx/interface/technologies/extra/USA_carrier_Langley.png"
}
}
}
vnr_ship_hull_carrier_conversion_bb = {
@@ -644,4 +669,52 @@ USA = {
}
vnr_ship_hull_civilian_1 = {
pool = {
weight = 5
icons = {
}
}
pool = {
icons = {
"gfx/interface/technologies/extra/USA_carrier_Langley.png"
}
}
}
vnr_ship_hull_civilian_2 = {
pool = {
weight = 5
icons = {
}
}
pool = {
icons = {
"gfx/interface/technologies/extra/USA_carrier_Langley.png"
}
}
}
vnr_ship_hull_civilian_3 = {
pool = {
weight = 5
icons = {
}
}
pool = {
icons = {
"gfx/interface/technologies/extra/USA_carrier_Langley.png"
}
}
}
}

View File

@@ -69,6 +69,9 @@ JAP = {
"gfx/interface/technologies/Japan/JAP_destroyer_Otori.png"
GFX_JAP_vnr_ship_hull_light_2_medium
GFX_JAP_vnr_ship_hull_light_3_medium
"gfx/interface/technologies/extra/JAP_destroyer_Matsu.png"
"gfx/interface/technologies/extra/JAP_destroyer_Shimakaze.png"
"gfx/interface/technologies/extra/JAP_destroyer_Yugumo.png"
}
}
@@ -90,6 +93,9 @@ JAP = {
"gfx/interface/technologies/Japan/JAP_destroyer_Otori.png"
GFX_JAP_vnr_ship_hull_light_2_medium
GFX_JAP_vnr_ship_hull_light_3_medium
"gfx/interface/technologies/extra/JAP_destroyer_Matsu.png"
"gfx/interface/technologies/extra/JAP_destroyer_Shimakaze.png"
"gfx/interface/technologies/extra/JAP_destroyer_Yugumo.png"
GFX_JAP_vnr_ship_hull_light_4_medium
}
}
@@ -112,6 +118,9 @@ JAP = {
"gfx/interface/technologies/Japan/JAP_destroyer_Otori.png"
GFX_JAP_vnr_ship_hull_light_2_medium
GFX_JAP_vnr_ship_hull_light_3_medium
"gfx/interface/technologies/extra/JAP_destroyer_Matsu.png"
"gfx/interface/technologies/extra/JAP_destroyer_Shimakaze.png"
"gfx/interface/technologies/extra/JAP_destroyer_Yugumo.png"
GFX_JAP_vnr_ship_hull_light_4_medium
GFX_JAP_vnr_ship_hull_light_5_medium
}

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src/gfx/interface/vnr_logo.dds Executable file

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@@ -1,4 +1,9 @@
spriteTypes = {
spriteType = {
name = "GFX_doctrine_base_strike_medium"
textureFile = "gfx/interface/doctrines/icons/air_sea_operation.png"
alwaystransparent = yes
}
spriteType = {
name = "GFX_doctrine_fast_battleship_primacy_medium"
textureFile = "gfx/interface/doctrines/icons/fast_battleship_primacy.png"
@@ -19,6 +24,26 @@ spriteTypes = {
textureFile = "gfx/interface/doctrines/icons/submarine_area_denial.png"
alwaystransparent = yes
}
spriteType = {
name = "GFX_doctrine_littoral_defense_medium"
textureFile = "gfx/interface/doctrines/icons/littoral_defense.png"
alwaystransparent = yes
}
spriteType = {
name = "GFX_doctrine_mosquito_fleet_medium"
textureFile = "gfx/interface/doctrines/icons/mosquito_fleet.png"
alwaystransparent = yes
}
spriteType = {
name = "GFX_doctrine_airspace_denial_medium"
textureFile = "gfx/interface/doctrines/icons/airspace_denial.png"
alwaystransparent = yes
}
spriteType = {
name = "GFX_doctrine_operation_autonomy_medium"
textureFile = "gfx/interface/doctrines/icons/operation_autonomy.png"
alwaystransparent = yes
}
spriteType = {
name = "GFX_fleet_in_being_bg"

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@@ -109,7 +109,7 @@ spriteTypes = {
spriteType = { name = "GFX_unit_cv_nav_bomber_icon_medium" texturefile = "gfx/interface/category_heavy_fighter.dds" }
### the blueprint icon at the bottom right corner of production of ship
### the blueprint background on ship sprite in ship designer
corneredTileSpriteType = {
name = "rework_ship_icon_bg"
#texturefile = "gfx/interface/tiles/tiled_paper_bg.dds"
@@ -176,30 +176,25 @@ spriteTypes = {
}
### background of main menu
corneredTileSpriteType = {
name = "GFX_frontend_bg"
texturefile = "gfx/interface/vnr_main_menu_bg.dds"
borderSize = { x = 0 y = 0 }
size = { x = 1920 y = 1440 }
tilingCenter = no
effectFile = "gfx/FX/buttonstate.shader"
}
corneredTileSpriteType = {
name = "GFX_frontend_bg_simp_chinese"
texturefile = "gfx/interface/vnr_main_menu_bg.dds"
borderSize = { x = 0 y = 0 }
size = { x = 1920 y = 1440 }
tilingCenter = no
effectFile = "gfx/FX/buttonstate.shader"
}
### idea icon of VNR AI buff
spriteType = { name = "GFX_idea_vnr_mad" textureFile = "gfx/interface/vnr_ai_difficulty.png" }
spriteType = { name = "GFX_idea_vnr_hard" textureFile = "gfx/interface/vnr_ai_difficulty.png" }
spriteType = { name = "GFX_idea_vnr_normal" textureFile = "gfx/interface/vnr_ai_difficulty.png" }
corneredTileSpriteType = {
name = "GFX_frontend_bg"
texturefile = "gfx/loadingscreens/vnr_main_menu_bg.dds"
borderSize = { x=0 y=0 }
size = { x=1920 y=1440 }
tilingCenter = no
effectFile = "gfx/FX/buttonstate.shader"
}
spriteType = {
name = "GFX_frontend_game_logo"
texturefile = "gfx/interface/vnr_logo.dds"
}
### a workaround to fix icon becoming huge after an exclusive tech is selected
spriteType = {

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@@ -2837,11 +2837,11 @@ spriteTypes = {
spriteType = {
name = "GFX_SIA_vnr_ship_hull_light_1_medium"
texturefile = "gfx/interface/technologies/Japan/JAP_destroyer1.png"
texturefile = "gfx/interface/technologies/Siam/SIA_destroyer1.png"
}
spriteType = {
name = "GFX_SIA_vnr_ship_hull_light_2_medium"
texturefile = "gfx/interface/technologies/Japan/JAP_destroyer2.png"
texturefile = "gfx/interface/technologies/Siam/SIA_destroyer2.png"
}
spriteType = {
name = "GFX_SIA_vnr_ship_hull_light_3_medium"

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@@ -2071,11 +2071,11 @@ spriteTypes = {
spriteType = {
name = "GFX_SIA_early_ship_hull_light_medium"
texturefile = "gfx/interface/technologies/Japan/JAP_destroyer1.png"
texturefile = "gfx/interface/technologies/Siam/SIA_destroyer1.png"
}
spriteType = {
name = "GFX_SIA_basic_ship_hull_light_medium"
texturefile = "gfx/interface/technologies/Japan/JAP_destroyer2.png"
texturefile = "gfx/interface/technologies/Siam/SIA_destroyer2.png"
}
spriteType = {
name = "GFX_SIA_interwar_ship_hull_light_medium"

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@@ -1650,4 +1650,8 @@ spriteTypes = {
name = "GFX_SMI_shipping_container"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/shipping_container.png"
}
spriteType = {
name = "GFX_SMI_ship_extra_fuel_tank_large"
textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_extra_fuel_tank_large.png"
}
}

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@@ -144,7 +144,7 @@
submarine_coastal_defense_maneuever_fire: "近距离精准射击"
submarine_coastal_defense_locals_knowledge: "占据地利"
submarine_coastal_defense_high_explosive_torpedo: "高爆鱼雷战斗部"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL: "区域防御"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL: "隐匿拒止"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL_DESC: "由专门建造的安静型柴电动力潜艇组成的拒止线可以威慑任何可能的海上干涉行径。"
submarine_area_denial_silent_sailing: "静默潜航"
submarine_area_denial_fortress_seas: "堡垒海域"
@@ -152,4 +152,36 @@
submarine_area_denial_slow_electric_torpedo: "慢速电动鱼雷"
submarine_area_denial_simplified_launching_protocal: "简化发射流程"
floating_airfields_all_weather_combat: "全天候作战"
carrier_battlegroups_early_warning_system: "早期预警体系"
carrier_battlegroups_early_warning_system: "早期预警体系"
GRAND_DOCTRINE_LITTORAL_DEFENSE: "滨海防御"
GRAND_DOCTRINE_LITTORAL_DEFENSE_DESC: "通过合理地使用现有的武器系统,弱者也可以在海上获得属于自己的生存法则。"
DOCTRINE_TRACK_CAPITAL_SHIPS: "水面舰队"
DOCTRINE_TRACK_CARRIERS: "海军航空"
DOCTRINE_TRACK_SCREENS: "护航分队"
DOCTRINE_TRACK_SUBMARINES: "潜艇部队"
SUBDOCTRINE_AIRSPACE_DENIAL: "空域阻断"
SUBDOCTRINE_AIRSPACE_DENIAL_DESC: "将相对弱小的舰队派往海外投射力量是一种自杀,珍贵的航母应该在陆基航空兵的支援范围内行动,并部署在离岸岛屿附近。"
airspace_denial_scout_carrier: "海空侦察"
airspace_denial_airspace_competition: "空域争夺"
airspace_denial_core_of_seapower: "制海核心"
airspace_denial_land_based_support: "陆基支援"
airspace_denial_land_sea_coordination: "陆海协调"
SUBDOCTRINE_SCREEN_MOSQUITO_FLEET: "蚊子舰队"
SUBDOCTRINE_SCREEN_MOSQUITO_FLEET_DESC: "使用大量便宜且灵活的鱼雷舰淹没敌军是最经济的理论。"
mosquito_fleet_concealment_measure: "隐蔽措施"
mosquito_fleet_mini_hull: "小型化船体设计"
mosquito_fleet_high_speed_maneuver: "高速回旋"
mosquito_fleet_echelon_salvo: "梯次鱼雷齐射"
mosquito_fleet_swarm_attack: "蜂群攻势"
SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY: "自主行动"
SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY_DESC: "一线潜艇艇长的决策权应该受到充分的尊重,这样一来,潜艇就可以成为海上的散兵。"
operation_autonomy_leadership_autonomy: "积极领导"
operation_autonomy_disguised_submarine_tender: "伪装潜艇支援舰"
operation_autonomy_radio_silence: "无线电静默"
operation_autonomy_submarine_kampfgruppe: "临时战斗群"
operation_autonomy_auxiliary_submarine: "辅助潜艇"
new_fleet_in_being_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_CARRIER_AIRFIELDS$\n£white_dot $SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT$\n£white_dot $SUBDOCTRINE_NAVAL_AIRFOCE$\n£white_dot $SUBDOCTRINE_AIRSPACE_DENIAL$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY$\n£white_dot $SUBDOCTRINE_BATTLECRUISER_SUPREMACY$\n£white_dot $SUBDOCTRINE_COASTAL_DEFENCE$\n£white_dot $SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_CONVOY_ESCORT$\n£white_dot $SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS$\n£white_dot $SUBDOCTRINE_SCREEN_HUNTER_KILLERS$\n£white_dot $SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_FLEET_OPERATIONS$\n£white_dot $SUBDOCTRINE_SUBMARINE_CAPITAL_HUNTERS$\n£white_dot $SUBDOCTRINE_SUBMARINE_AREA_DENIAL$\n\n"
new_convoy_raiding_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_CARRIER_AIRFIELDS$\n£white_dot $SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT$\n£white_dot $SUBDOCTRINE_NAVAL_AIRFOCE$\n£white_dot $SUBDOCTRINE_AIRSPACE_DENIAL$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_BATTLECRUISER_SUPREMACY$\n£white_dot $SUBDOCTRINE_ARMORED_RAIDERS$\n£white_dot $SUBDOCTRINE_COASTAL_DEFENCE$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_CONVOY_ESCORT$\n£white_dot $SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS$\n£white_dot $SUBDOCTRINE_SCREEN_JEUNE_ECOLE$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_WOLFPACKS$\n£white_dot $SUBDOCTRINE_SUBMARINE_AREA_DENIAL$\n£white_dot $SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY$\n\n"
new_base_strike_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_CARRIER_BATTLEGROUPS$\n£white_dot $SUBDOCTRINE_CARRIER_AIRFIELDS$\n£white_dot $SUBDOCTRINE_CARRIER_CONCENTRATION$\n£white_dot $SUBDOCTRINE_AIRSPACE_DENIAL$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY$\n£white_dot $SUBDOCTRINE_BATTLECRUISER_SUPREMACY$\n£white_dot $SUBDOCTRINE_BATTLESHIP_ANTIAIR_SCREEN$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_CONVOY_ESCORT$\n£white_dot $SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS$\n£white_dot $SUBDOCTRINE_SCREEN_HUNTER_KILLERS$\n£white_dot $SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_FLEET_OPERATIONS$\n£white_dot $SUBDOCTRINE_SUBMARINE_CAPITAL_HUNTERS$\n£white_dot $SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY$\n\n"
new_littoral_defense_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT$\n£white_dot $SUBDOCTRINE_NAVAL_AIRFOCE$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_ARMORED_RAIDERS$\n£white_dot $SUBDOCTRINE_COASTAL_DEFENCE$\n£white_dot $SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY$\n£white_dot $SUBDOCTRINE_SCREEN_JEUNE_ECOLE$\n£white_dot $SUBDOCTRINE_SCREEN_MOSQUITO_FLEET$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_COASTAL_DEFENSE$\n£white_dot $SUBDOCTRINE_SUBMARINE_AREA_DENIAL$\n\n"
auxiliary_submarine_tt: "添加科技§Y辅助潜艇§!可解锁§Y大型增设油箱§!"

View File

@@ -33,7 +33,7 @@
vnr_ship_hull_light_4: "先进轻型船体"
vnr_ship_hull_light_5: "现代轻型船体"
ship_hull_cruiser: "巡洋舰"
ship_hull_cruiser_desc: "在19世纪中叶巡洋舰主要用于在远洋执行掠袭任务亦或者是在舰队中承担侦察的责任其可根据大小分为很多种类比如小型的防护巡洋舰和大型的装甲巡洋舰。世界大战之前的几年间无畏舰开始兴起装甲巡洋舰开始逐渐演化为战列巡洋舰而防护巡洋舰的后继者则发展出诸多不同尺寸直到1930年的伦敦海军会议时各国才正式定下了轻型巡洋舰和重型巡洋舰的标准。"
ship_hull_cruiser_desc: "巡洋舰是舰队中的多面手,可以胜任包括为主力舰护航、指挥轻型舰队、或在遥远的地域独自作战等多种职责。"
early_ship_hull_cruiser: "大战巡洋舰船体"
vnr_ship_hull_cruiser_1: "大战巡洋舰船体"
vnr_ship_hull_cruiser_2: "战后巡洋舰船体"
@@ -41,7 +41,7 @@
vnr_ship_hull_cruiser_4: "先进巡洋舰船体"
vnr_ship_hull_cruiser_5: "现代巡洋舰船体"
ship_hull_heavy: "重型舰船"
ship_hull_heavy_desc: "在世界大战之前各国海军已经服役了一批装备15英寸主炮的超级战舰这些都是人类历史上建造过的最强战争机器。这些拥有最大化火力和生存能力的巨兽统治着地球上的每一寸水域。"
ship_hull_heavy_desc: "战列舰犹如统治七海的利维坦,被重炮和装甲武装到了牙齿,因此常常被视为海权的象征。"
early_ship_hull_heavy: "大战重型船体"
vnr_ship_hull_heavy_1: "大战重型船体"
vnr_ship_hull_heavy_2: "战后重型船体"
@@ -99,4 +99,6 @@
vnr_ship_hull_arsenal_ship: "武库舰船体"
vnr_ship_hull_arsenal_ship_desc: "火箭引擎的发展和大规模生产已经使得导弹的成本远低于其他的武器装备。此时,一种装载数百枚导弹的大型水面舰艇方案被提出,海军寄希望于这种战舰主导大规模的对岸精确支援行动。一些专家将这类船舶称为武库舰。"
vnr_ship_hull_escort_carrier: "护航航母船体"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"
ship_hull_light: "轻型舰船"
ship_hull_light_desc: "一种吨位较轻的舰船,通常被归类为驱逐舰或护卫舰,在不同规模的舰队中如勤恳的工蜂一样履行职责。"

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@@ -29,9 +29,12 @@
damaged_fire_control: "火控系统受损"
damaged_wooden_flight_deck: "木制甲板受损"
damaged_armored_flight_deck: "装甲甲板受损"
gas_leakage: "油气泄露"
medium_cruiser: "重型舰队巡洋舰"
medium_cruiser_desc: "§H重型巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n重型巡洋舰有着防护巡洋舰发展而来的大型化舰体并且通常配备了8英寸主炮和不错的装甲。这些舰船被设计为长程护航舰或破袭舰在有些时候还可以依靠比战列舰快得多的航速担任舰队的前卫。部分国家发展了这种巡洋舰并将其作为巡洋舰部队的核心。"
damaged_bb_flight_deck: "甲板受损"
support_ship: "勤务舰"
support_ship_desc: "一类负责舰队日常事务和杂役的舰船。"
support_ship_desc: "一类负责舰队日常事务和杂役的舰船。"
damaged_missiles: "导弹发射装置受损"
damaged_aa_missiles: "防空导弹发射装置受损"
gas_leakage_light: "航空燃料殉爆"
gas_leakage_heavy: "$gas_leakage_light$"

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@@ -4,8 +4,8 @@
navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv2.8莱特湾之战”§!\n\n§C重要新增§!\n\n-新增9个独特的海军重置成就\n-新特殊项目:集装箱\n-新模块:集装箱\n-在游戏内添加能够访问海军重置说明文档的网页浏览器,可以在海军重置决议栏进入\n\n§C更新§!\n\n-战列舰改装航母改为特殊科技,仅开局部分国家可以使用,其余国家需通过超重型航母改装决议解锁\n-调整AI舰队和特遣队的编制\n-美国AI在部分战略岛屿被盟友控制的情况下也会正常启动后续阶段的太平洋战争AI策略脚本\n-美国AI在航母较充足的情况下会试图在大西洋支援英国\n-开启专家AI舰载机规则时AI会在舰载鱼雷机上安装机枪模块\n-默认航母进攻姿态调整为最高侵略性\n-移除部分航母学说对主力舰学说的依赖\n-为所有学说添加相应的舰船数量或科技检查\n-调整航母特混舰队学说的效果\n-加强以空制海学说对海军轰炸机的加成\n-调整大战略的里程碑奖励效果\n-油气泄露会直接造成200点HP的固定伤害\n-增加超重型主炮项目所需的突破点\n-降低中途补给项目所需的突破点\n-为VT引信项目添加一个研究过程中的特殊奖励事件\n-替换海军学说的背景图片\n-介绍板弹出的检查参数由全局改为当前国家。可以在多人游戏中防止无关的人类玩家因他人操作看到弹窗。\n-在debug模式下玩家使用控制台切换到AI国家时不会取消AI的加成\n-更新模组设计教程文档\n\n§C修复§!\n\n-修复澳大利亚的肯特级重巡洋舰使用了错误角色的问题\n-修复压缩氧气鱼雷和电动鱼雷科技可以被反复解锁来刷军工组织的问题\n-修复英国将海军上将级战列巡洋舰作为首选主力舰模板的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%最高可达300%。只有舰队规模超过40时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_1_content: "§Hv2.9硫磺岛日暮”§!\n\n§C重要新增§!\n\n-已兼容1.17.4 Open Beta\n-新海军大战略:滨海防御\n-新子学说:空域拒止,蚊子舰队,自主行动\n-重做学说系统,让大战略会影响子学说的选择,提供更清晰的学说路线图\n-新模块潜用水听器Lv 1-4大型增设油箱\n-新立绘夕云驱逐舰日本岛风驱逐舰日本驱逐舰日本声望1941改装战巡英国黑天鹅驱逐舰英国白鹭驱逐舰英国蒙大拿1948方案战列舰美国兰利水上飞机母舰美国巴克利驱逐舰美国卡农驱逐舰美国埃瓦茨驱逐舰美国春蓬驱逐舰泰国达叻驱逐舰泰国\n\n§C更新§!\n\n-每一级阵位惩罚由50%下调到40%,最高惩罚由-300%下降到-200%\n-大幅增加索敌速度\n-基础的出击效率减为0%原本的初始出击效率50%)改为通过早期航母相关科技获取\n-装甲机库现在单独分为一类,且与开放式机库互斥\n-为机库模块添加一种新的致命伤类型航空燃料殉爆,效果根据情况有所区别\n-为导弹模块添加致命伤\n-重做机库模块的描述文字,更加清晰地展示特殊效果\n-为三联装重型主炮和深水炸弹添加线性的可靠性减益\n-线导鱼雷模块现在改为提供鱼雷命中率\n-用平均值+白值方法替换水上飞机类型模块上令人疑惑的收益递减模型\n-为中型火炮和大型巡洋舰角色添加航程加成\n-增加所有鱼雷模块的数值\n-为雷达添加燃料消耗\n-为驱逐舰角色添加巡逻协同性数值\n-降低超级航母相关模块的造价\n-降低所有重型柴油引擎能够提供的功率,为所有柴油引擎增加可见度减免\n-潜艇核动力引擎现在提供更多的可见度和速度加成,但是与通气管模块互相冲突\n-致命伤弹药库爆炸现在会造成固定的500点HP伤害\n-降低航速和重炮数值带来的制海权加成\n-重新排列潜艇设计的槽位\n-1944和冷战时期的潜艇可以得到一个额外的电子设备插槽\n-潜艇学说区域防御现在改名为隐匿拒止\n-日本默认的4级驱逐舰立绘改为阳炎级\n-移除默认的燃料消耗减免\n-微调英国的海军生产AI\n-修改一些科技的描述\n-在指南文档中为学说树和致命伤添加更加详实的细节\n\n§C修复§!\n\n-修复装甲科技没有naval_armor标签无法获得相关科技加成的问题\n-修复日本重新加入海军条约可以获得政治点的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%最高可达300%。只有舰队规模超过40时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 单个船厂的产出已被提高到§G160%§!(可在游戏规则处自定义)一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"
navy_rework_manual_button_text: "指南文档"

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@@ -233,7 +233,7 @@
nuclear_reactor_cost_reduction: "经济型核反应堆"
nuclear_reactor_cost_reduction_desc: "当世界向50年代迈进之时核裂变反应堆是人类工业文明皇冠上最耀眼的宝石。为了打造一支全核舰队新材料新设备的出现都在帮助海军降低舰用核反应堆的造价。"
full_missile_ship: "全导弹化战舰"
full_missile_ship_desc: "导弹可以完成甚至超额完成过去火炮的职责的时候,没有人会留恋巨舰大炮,随着飞机和海战形式的革新,全导弹化的军舰将会成为未来海军的基石。"
full_missile_ship_desc: "导弹有着无与伦比的精准性和射程,它的出现几乎在一夜之间淘汰了火炮,并在见识到导弹价值的各国海军中掀起一阵转型浪潮。海军设计师们舍弃了他们的前辈所发扬的炮舰设计理念,转而拥抱了将现代战舰打造为先进导弹发射平台的观点。"
nuclear_engine_research: "水面舰艇核动力引擎"
nuclear_engine_research_desc: "核船舶推进是利用核反应堆提供的热量来推进船舶。这股热能会加热水,从而带动涡轮机产生蒸汽,该涡轮机通过齿轮箱或发电机和电动机将机械能传递给船舶的螺旋桨。"
integrated_combat_system: "综合作战系统"
@@ -266,11 +266,6 @@
naval_tactical_data_system_desc: "海军战术数据系统NTDS是20世纪50年代开发的用于战舰的计算机信息处理系统。它可以从不同船只上的多个传感器获取报告并将其整理以生成一张统一的战场态势图。然后这些信息可以被转发回船只和武器操作员。"
tactical_air_navigation_system: "战术空中导航系统"
tactical_air_navigation_system_desc: "战术空中导航系统通常简称为TACAN是军用飞机使用的导航系统相比过去的单源无线电信标在性能上有了较大提升它可以为使用者提供到地面机场或航母的方位和距离等航行信息。"
vnr_cruiser_cost_1: "条约巡洋舰"
vnr_cruiser_cost_2: "新型材料"
vnr_destroyer_cost_1: "驱逐舰大规模生产"
vnr_carrier_cost_1: "航母大规模生产"
vnr_submarine_cost_1: "潜艇大规模生产"
ship_rocket_artillery: "舰载火箭炮"
ship_rocket_artillery_desc: "火箭科学的发展推动了火箭弹的出现,除了可以在陆战中应用外,海军也试图将这一威力十足的武器与军舰做结合。火箭炮使用没有制导装置的火箭弹,虽然精度不高,不过一旦击中便会对目标造成不可挽回的损伤,同时近炸引信的发展在一定程度上也可以弥补精度的问题。"
modifier_production_cost_max_ship_hull_submarine: "潜艇最大成本"
@@ -387,4 +382,5 @@
dd_tech_11_tt: "\n\n\n\n\n£GFX_dd_tech_11\n\n\n\n\n\n"
dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n"
topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!"
bb_conversion_carrier: "重型改装航空母舰"
bb_conversion_carrier: "重型改装航空母舰"
auxiliary_submarine_tech: "辅助潜艇"

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@@ -43,11 +43,11 @@
EQ_MOD_SLOT_fixed_ship_torpedo_defense_system_slot_TITLE: "鱼雷防御系统"
EQ_MOD_SLOT_fixed_ship_role_slot_TITLE: "舰船角色"
ship_airplane_launcher_3: "蒸汽弹射器"
ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞\n\n§G最大组织度加成:+10%§!"
ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞\n\n§Y最大组织度系数:§!§G+10%§!"
side_lift: "舷侧升降机"
side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率\n\n§G最大组织度加成:+5%§!"
side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率\n\n§Y最大组织度系数:§!§G+5%§!"
angled_deck: "斜角甲板"
angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机\n\n§G最大组织度加成:+20%§!"
angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机\n\n§Y最大组织度系数:§!§G+20%§!"
ship_anti_air_5: "防空火箭弹"
ship_anti_air_5_desc: "一种无制导的对空火箭弹,飞行速度很快"
ship_deck_space_small: "小型开放式机库"
@@ -55,10 +55,10 @@
ship_deck_space_small_desc: "携带少量飞机的机库。"
ship_deck_space_big: "大型装甲机库"
ship_deck_space_big_short: "大型装甲机库"
ship_deck_space_big_desc: "携带大量飞机的机库。\n\n§R最大组织度惩罚:-5%§!"
ship_deck_space_big_desc: "携带大量飞机的机库。\n\n§Y最大组织度系数:§!§R-5%§!\n§Y平均航空燃料殉爆伤害§!§G-20%§!"
ship_deck_space_bb: "改装甲板"
ship_deck_space_bb_short: "改装甲板"
ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。\n\n§R最大组织度惩罚:-10%§!"
ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。\n\n§Y最大组织度系数:§!§R-10%§!"
ship_armor_bb_4: "420mm主装甲/165mm甲板装甲"
ship_armor_bc_4: "350mm主装甲/140mm甲板装甲"
ship_armor_bb_4_short: "战列舰装甲 IV"
@@ -595,9 +595,9 @@
ship_sub_snorkel_2: "改进型通气管"
ship_sub_snorkel_2_desc: "对通气管设计进行改进可以减少在高海况下引擎运行面临的问题,同时减少了被雷达发现的风险。"
ship_airplane_launcher_1: "水上飞机弹射器"
ship_airplane_launcher_1_desc: "一个小型飞机弹射器可以把一架小型侦察机送上天。\n\n§Y该模块的减益是为了模拟边际效应。§!"
ship_airplane_launcher_1_desc: "一个小型飞机弹射器可以把一架小型侦察机送上天。"
ship_airplane_launcher_2: "改进型水上飞机弹射器"
ship_airplane_launcher_2_desc: "改进过的弹射装置可以让舰艇弹射更大的、航程更远航速更快的飞机。\n\n§Y该模块的减益是为了模拟边际效应。§!"
ship_airplane_launcher_2_desc: "改进过的弹射装置可以让舰艇弹射更大的、航程更远航速更快的飞机。"
ship_sonar_1: "水听器"
ship_sonar_1_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
ship_sonar_2: "主动式声呐"
@@ -713,7 +713,7 @@
EQ_MOD_CAT_ship_miscellaneous_TITLE: "杂项"
EQ_MOD_CAT_ship_missile_aa_TITLE: "舰空导弹"
ship_helipad: "通用直升机"
ship_helipad_desc: "一种可以执行多种任务的通用直升机。\n\n§Y该模块的减益是为了模拟边际效应。§!"
ship_helipad_desc: "一种可以执行多种任务的通用直升机。"
ship_armor_shbb_2: "480mm主装甲/230mm甲板装甲"
ship_armor_shbb_2_short: "改进超重型装甲"
ship_armor_shbb_2_desc: "最新的装甲设计方案,目的是抵御所有已知的主炮炮弹,并让一艘装备如此精良的战列舰能够接触并击沉当今世界上的任何其他战列舰。"
@@ -796,10 +796,10 @@
EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_2_TITLE: "航母杂项2"
carrier_aviation_control_unit: "航空控制单位"
carrier_aviation_control_unit_short: "航空控制单位"
carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。\n\n§G最大组织度加成:+10%§!"
carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。\n\n§Y最大组织度系数:§!§G+10%§!"
carrier_damage_control_unit: "损害管制单位"
carrier_damage_control_unit_short: "损害管制单位"
carrier_damage_control_unit_desc: "损管部门会在危及沉船的情况下保证舰船的安全。\n\n§G最大组织度加成:+10%§!"
carrier_damage_control_unit_desc: "损管部门会在危及沉船的情况下保证舰船的安全。\n\n§Y最大组织度系数:§!§G+10%§!"
carrier_scouting_unit: "侦察机中队"
carrier_scouting_unit_short: "侦察机中队"
carrier_scouting_unit_desc: "一队由专业飞行员组成的侦察机编队。这些飞机装备了更大的燃料舱和无线电,可以前出上百海里搜寻敌军舰队。"
@@ -811,19 +811,19 @@
carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。"
carrier_civilian_material: "使用民用材料"
carrier_civilian_material_short: "民用材料"
carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n§R此模块一旦安装后将难以拆除。§!\n\n§R最大组织度惩罚:-20%§!"
carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n§R此模块一旦安装后将难以拆除。§!\n\n§Y最大组织度系数:§!§R-20%§!"
carrier_secondary_island: "第二舰岛"
carrier_secondary_island_short: "第二舰岛"
carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成:+5%§!"
carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§Y最大组织度系数:§!§G+5%§!"
carrier_strength_deck: "船体集成强力甲板"
carrier_strength_deck_short: "强力甲板"
carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。\n\n§Y甲板受损几率§!§G-25%§!\n§Y甲板受损惩罚§!§G-50%§!"
ship_deck_space_more: "大型开放式机库"
ship_deck_space_more_short: "大型开放式机库"
ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚:-20%§!"
ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§Y最大组织度系数:§!§R-20%§!"
ship_deck_space_armored: "中型装甲机库"
ship_deck_space_armored_short: "中型装甲机库"
ship_deck_space_armored_desc: "船舱内一块体积中等的封闭区域,周身覆盖有装甲,可以为着舰的飞机进行维护和后勤。"
ship_deck_space_armored_desc: "船舱内一块体积中等的封闭区域,周身覆盖有装甲,可以为着舰的飞机进行维护和后勤。\n\n§Y最大组织度系数§!§R-5%§!\n§Y平均航空燃料殉爆伤害§!§G-20%§!"
super_heavy_ship_engine_1: "90000马力引擎"
super_heavy_ship_engine_1_short: "超重型蒸汽引擎 I"
super_heavy_ship_engine_1_desc: "这些引擎被设计为抵消装甲和重炮对速度的影响,但是并不是为高速而设计的。"
@@ -883,10 +883,10 @@
ship_fire_control_system_5_desc: "集成船上所有控制和指挥单元并与其他作战单位建立数据共享的综合系统。"
ship_display_system: "综合显示系统"
ship_display_system_short: "CDS"
ship_display_system_desc: "罗列并可视化所有战术信息和数据的显示系统。\n\n§G最大组织度加成:+10%§!"
ship_display_system_desc: "罗列并可视化所有战术信息和数据的显示系统。\n\n§Y最大组织度系数:§!§G+10%§!"
recon_drone_1: "侦察无人机"
recon_drone_1_short: "UAV"
recon_drone_1_desc: "一架可以执行侦察或反潜任务的无人飞行器。\n\n§Y该模块的减益是为了模拟边际效应。§!"
recon_drone_1_desc: "一架可以执行侦察或反潜任务的无人飞行器。"
carrier_tracing_unit: "空中预警机队"
carrier_tracing_unit_short: "空中预警机队"
carrier_tracing_unit_desc: "一队装有雷达和先进追踪系统的飞机。"
@@ -1043,7 +1043,7 @@
ship_slbm_launcher: "核导弹发射井"
EQ_MOD_CAT_cruiser_ship_engine_nuclear_TITLE: "中型核动力引擎"
carrier_no_island: "无舰岛设计"
carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。\n\n§R最大组织度惩罚:-10%§!"
carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。\n\n§Y最大组织度系数:§!§R-10%§!"
EQ_MOD_CAT_bb_carrier_role_TITLE: "改装航母基础船体"
carrier_bb_conversion: "由战列舰改装而来"
carrier_bb_conversion_short: "战列舰船体"
@@ -1156,7 +1156,7 @@
ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl: "轻型航母角色"
ship_hull_carrier_role_cvl_short: "轻型航母"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R最大组织度惩罚:-10%§!\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§Y最大组织度系数:§!§R-10%§!\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装"
EQ_MOD_CAT_cv_role_TITLE: "航母角色"
EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带"
@@ -1186,7 +1186,7 @@
EQ_MOD_CAT_cve_role_TITLE: "护航航母角色"
ship_hull_carrier_role_cve: "护航航母角色"
ship_hull_carrier_role_cve_short: "护航航母"
ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§R最大组织度惩罚:-20%§! "
ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§Y最大组织度系数:§!§R-20%§!"
ship_sub_snorkel_0: "通气管原型"
ship_sub_snorkel_0_desc: "可以让潜艇引擎在水下继续工作,但目前该技术仍然十分不稳定。"
light_ship_engine_4_gas: "80000马力引擎"
@@ -1202,4 +1202,17 @@
ger_15in_c34_double_short: "双联38cm SK C/34火炮"
ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。"
shipping_container: "集装箱"
shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或上载具运输,在军用和民用领域都极大提升了物流效率。"
shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或上载具运输,在军用和民用领域都极大提升了物流效率。"
EQ_MOD_CAT_ship_deck_space_reinforced_TITLE: "防护机库"
ship_extra_fuel_tank_large: "大型增设油箱"
ship_extra_fuel_tank_large_desc: "$ship_extra_fuel_tank_desc$"
EQ_MOD_CAT_sub_sonar_TITLE: "潜用水听器"
sub_sonar_1: "潜用水听器"
sub_sonar_1_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
sub_sonar_2: "改良型潜用水听器"
sub_sonar_2_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
sub_sonar_3: "被动声呐"
sub_sonar_3_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
sub_sonar_4: "先进型被动声呐"
sub_sonar_4_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
EQ_MOD_SLOT_fixed_sub_periscope_slot_TITLE: "潜望镜"

View File

@@ -144,7 +144,7 @@
submarine_coastal_defense_maneuever_fire: "近距离精准射击"
submarine_coastal_defense_locals_knowledge: "占据地利"
submarine_coastal_defense_high_explosive_torpedo: "高爆鱼雷战斗部"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL: "区域防御"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL: "隐匿拒止"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL_DESC: "由专门建造的安静型柴电动力潜艇组成的拒止线可以威慑任何可能的海上干涉行径。"
submarine_area_denial_silent_sailing: "静默潜航"
submarine_area_denial_fortress_seas: "堡垒海域"
@@ -152,4 +152,36 @@
submarine_area_denial_slow_electric_torpedo: "慢速电动鱼雷"
submarine_area_denial_simplified_launching_protocal: "简化发射流程"
floating_airfields_all_weather_combat: "全天候作战"
carrier_battlegroups_early_warning_system: "早期预警体系"
carrier_battlegroups_early_warning_system: "早期预警体系"
GRAND_DOCTRINE_LITTORAL_DEFENSE: "滨海防御"
GRAND_DOCTRINE_LITTORAL_DEFENSE_DESC: "通过合理地使用现有的武器系统,弱者也可以在海上获得属于自己的生存法则。"
DOCTRINE_TRACK_CAPITAL_SHIPS: "水面舰队"
DOCTRINE_TRACK_CARRIERS: "海军航空"
DOCTRINE_TRACK_SCREENS: "护航分队"
DOCTRINE_TRACK_SUBMARINES: "潜艇部队"
SUBDOCTRINE_AIRSPACE_DENIAL: "空域阻断"
SUBDOCTRINE_AIRSPACE_DENIAL_DESC: "将相对弱小的舰队派往海外投射力量是一种自杀,珍贵的航母应该在陆基航空兵的支援范围内行动,并部署在离岸岛屿附近。"
airspace_denial_scout_carrier: "海空侦察"
airspace_denial_airspace_competition: "空域争夺"
airspace_denial_core_of_seapower: "制海核心"
airspace_denial_land_based_support: "陆基支援"
airspace_denial_land_sea_coordination: "陆海协调"
SUBDOCTRINE_SCREEN_MOSQUITO_FLEET: "蚊子舰队"
SUBDOCTRINE_SCREEN_MOSQUITO_FLEET_DESC: "使用大量便宜且灵活的鱼雷舰淹没敌军是最经济的理论。"
mosquito_fleet_concealment_measure: "隐蔽措施"
mosquito_fleet_mini_hull: "小型化船体设计"
mosquito_fleet_high_speed_maneuver: "高速回旋"
mosquito_fleet_echelon_salvo: "梯次鱼雷齐射"
mosquito_fleet_swarm_attack: "蜂群攻势"
SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY: "自主行动"
SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY_DESC: "一线潜艇艇长的决策权应该受到充分的尊重,这样一来,潜艇就可以成为海上的散兵。"
operation_autonomy_leadership_autonomy: "积极领导"
operation_autonomy_disguised_submarine_tender: "伪装潜艇支援舰"
operation_autonomy_radio_silence: "无线电静默"
operation_autonomy_submarine_kampfgruppe: "临时战斗群"
operation_autonomy_auxiliary_submarine: "辅助潜艇"
new_fleet_in_being_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_CARRIER_AIRFIELDS$\n£white_dot $SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT$\n£white_dot $SUBDOCTRINE_NAVAL_AIRFOCE$\n£white_dot $SUBDOCTRINE_AIRSPACE_DENIAL$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY$\n£white_dot $SUBDOCTRINE_BATTLECRUISER_SUPREMACY$\n£white_dot $SUBDOCTRINE_COASTAL_DEFENCE$\n£white_dot $SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_CONVOY_ESCORT$\n£white_dot $SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS$\n£white_dot $SUBDOCTRINE_SCREEN_HUNTER_KILLERS$\n£white_dot $SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_FLEET_OPERATIONS$\n£white_dot $SUBDOCTRINE_SUBMARINE_CAPITAL_HUNTERS$\n£white_dot $SUBDOCTRINE_SUBMARINE_AREA_DENIAL$\n\n"
new_convoy_raiding_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_CARRIER_AIRFIELDS$\n£white_dot $SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT$\n£white_dot $SUBDOCTRINE_NAVAL_AIRFOCE$\n£white_dot $SUBDOCTRINE_AIRSPACE_DENIAL$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_BATTLECRUISER_SUPREMACY$\n£white_dot $SUBDOCTRINE_ARMORED_RAIDERS$\n£white_dot $SUBDOCTRINE_COASTAL_DEFENCE$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_CONVOY_ESCORT$\n£white_dot $SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS$\n£white_dot $SUBDOCTRINE_SCREEN_JEUNE_ECOLE$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_WOLFPACKS$\n£white_dot $SUBDOCTRINE_SUBMARINE_AREA_DENIAL$\n£white_dot $SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY$\n\n"
new_base_strike_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_CARRIER_BATTLEGROUPS$\n£white_dot $SUBDOCTRINE_CARRIER_AIRFIELDS$\n£white_dot $SUBDOCTRINE_CARRIER_CONCENTRATION$\n£white_dot $SUBDOCTRINE_AIRSPACE_DENIAL$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY$\n£white_dot $SUBDOCTRINE_BATTLECRUISER_SUPREMACY$\n£white_dot $SUBDOCTRINE_BATTLESHIP_ANTIAIR_SCREEN$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_CONVOY_ESCORT$\n£white_dot $SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS$\n£white_dot $SUBDOCTRINE_SCREEN_HUNTER_KILLERS$\n£white_dot $SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_FLEET_OPERATIONS$\n£white_dot $SUBDOCTRINE_SUBMARINE_CAPITAL_HUNTERS$\n£white_dot $SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY$\n\n"
new_littoral_defense_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT$\n£white_dot $SUBDOCTRINE_NAVAL_AIRFOCE$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_ARMORED_RAIDERS$\n£white_dot $SUBDOCTRINE_COASTAL_DEFENCE$\n£white_dot $SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY$\n£white_dot $SUBDOCTRINE_SCREEN_JEUNE_ECOLE$\n£white_dot $SUBDOCTRINE_SCREEN_MOSQUITO_FLEET$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_COASTAL_DEFENSE$\n£white_dot $SUBDOCTRINE_SUBMARINE_AREA_DENIAL$\n\n"
auxiliary_submarine_tt: "添加科技§Y辅助潜艇§!可解锁§Y大型增设油箱§!"

View File

@@ -33,7 +33,7 @@
vnr_ship_hull_light_4: "先进轻型船体"
vnr_ship_hull_light_5: "现代轻型船体"
ship_hull_cruiser: "巡洋舰"
ship_hull_cruiser_desc: "在19世纪中叶巡洋舰主要用于在远洋执行掠袭任务亦或者是在舰队中承担侦察的责任其可根据大小分为很多种类比如小型的防护巡洋舰和大型的装甲巡洋舰。世界大战之前的几年间无畏舰开始兴起装甲巡洋舰开始逐渐演化为战列巡洋舰而防护巡洋舰的后继者则发展出诸多不同尺寸直到1930年的伦敦海军会议时各国才正式定下了轻型巡洋舰和重型巡洋舰的标准。"
ship_hull_cruiser_desc: "巡洋舰是舰队中的多面手,可以胜任包括为主力舰护航、指挥轻型舰队、或在遥远的地域独自作战等多种职责。"
early_ship_hull_cruiser: "大战巡洋舰船体"
vnr_ship_hull_cruiser_1: "大战巡洋舰船体"
vnr_ship_hull_cruiser_2: "战后巡洋舰船体"
@@ -41,7 +41,7 @@
vnr_ship_hull_cruiser_4: "先进巡洋舰船体"
vnr_ship_hull_cruiser_5: "现代巡洋舰船体"
ship_hull_heavy: "重型舰船"
ship_hull_heavy_desc: "在世界大战之前各国海军已经服役了一批装备15英寸主炮的超级战舰这些都是人类历史上建造过的最强战争机器。这些拥有最大化火力和生存能力的巨兽统治着地球上的每一寸水域。"
ship_hull_heavy_desc: "战列舰犹如统治七海的利维坦,被重炮和装甲武装到了牙齿,因此常常被视为海权的象征。"
early_ship_hull_heavy: "大战重型船体"
vnr_ship_hull_heavy_1: "大战重型船体"
vnr_ship_hull_heavy_2: "战后重型船体"
@@ -99,4 +99,6 @@
vnr_ship_hull_arsenal_ship: "武库舰船体"
vnr_ship_hull_arsenal_ship_desc: "火箭引擎的发展和大规模生产已经使得导弹的成本远低于其他的武器装备。此时,一种装载数百枚导弹的大型水面舰艇方案被提出,海军寄希望于这种战舰主导大规模的对岸精确支援行动。一些专家将这类船舶称为武库舰。"
vnr_ship_hull_escort_carrier: "护航航母船体"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"
ship_hull_light: "轻型舰船"
ship_hull_light_desc: "一种吨位较轻的舰船,通常被归类为驱逐舰或护卫舰,在不同规模的舰队中如勤恳的工蜂一样履行职责。"

View File

@@ -29,9 +29,12 @@
damaged_fire_control: "火控系统受损"
damaged_wooden_flight_deck: "木制甲板受损"
damaged_armored_flight_deck: "装甲甲板受损"
gas_leakage: "油气泄露"
medium_cruiser: "重型舰队巡洋舰"
medium_cruiser_desc: "§H重型巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n重型巡洋舰有着防护巡洋舰发展而来的大型化舰体并且通常配备了8英寸主炮和不错的装甲。这些舰船被设计为长程护航舰或破袭舰在有些时候还可以依靠比战列舰快得多的航速担任舰队的前卫。部分国家发展了这种巡洋舰并将其作为巡洋舰部队的核心。"
damaged_bb_flight_deck: "甲板受损"
support_ship: "勤务舰"
support_ship_desc: "一类负责舰队日常事务和杂役的舰船。"
support_ship_desc: "一类负责舰队日常事务和杂役的舰船。"
damaged_missiles: "导弹发射装置受损"
damaged_aa_missiles: "防空导弹发射装置受损"
gas_leakage_light: "航空燃料殉爆"
gas_leakage_heavy: "$gas_leakage_light$"

View File

@@ -4,8 +4,8 @@
navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv2.8莱特湾之战”§!\n\n§C重要新增§!\n\n-新增9个独特的海军重置成就\n-新特殊项目:集装箱\n-新模块:集装箱\n-在游戏内添加能够访问海军重置说明文档的网页浏览器,可以在海军重置决议栏进入\n\n§C更新§!\n\n-战列舰改装航母改为特殊科技,仅开局部分国家可以使用,其余国家需通过超重型航母改装决议解锁\n-调整AI舰队和特遣队的编制\n-美国AI在部分战略岛屿被盟友控制的情况下也会正常启动后续阶段的太平洋战争AI策略脚本\n-美国AI在航母较充足的情况下会试图在大西洋支援英国\n-开启专家AI舰载机规则时AI会在舰载鱼雷机上安装机枪模块\n-默认航母进攻姿态调整为最高侵略性\n-移除部分航母学说对主力舰学说的依赖\n-为所有学说添加相应的舰船数量或科技检查\n-调整航母特混舰队学说的效果\n-加强以空制海学说对海军轰炸机的加成\n-调整大战略的里程碑奖励效果\n-油气泄露会直接造成200点HP的固定伤害\n-增加超重型主炮项目所需的突破点\n-降低中途补给项目所需的突破点\n-为VT引信项目添加一个研究过程中的特殊奖励事件\n-替换海军学说的背景图片\n-介绍板弹出的检查参数由全局改为当前国家。可以在多人游戏中防止无关的人类玩家因他人操作看到弹窗。\n-在debug模式下玩家使用控制台切换到AI国家时不会取消AI的加成\n-更新模组设计教程文档\n\n§C修复§!\n\n-修复澳大利亚的肯特级重巡洋舰使用了错误角色的问题\n-修复压缩氧气鱼雷和电动鱼雷科技可以被反复解锁来刷军工组织的问题\n-修复英国将海军上将级战列巡洋舰作为首选主力舰模板的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%最高可达300%。只有舰队规模超过40时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_1_content: "§Hv2.9硫磺岛日暮”§!\n\n§C重要新增§!\n\n-已兼容1.17.4 Open Beta\n-新海军大战略:滨海防御\n-新子学说:空域拒止,蚊子舰队,自主行动\n-重做学说系统,让大战略会影响子学说的选择,提供更清晰的学说路线图\n-新模块潜用水听器Lv 1-4大型增设油箱\n-新立绘夕云驱逐舰日本岛风驱逐舰日本驱逐舰日本声望1941改装战巡英国黑天鹅驱逐舰英国白鹭驱逐舰英国蒙大拿1948方案战列舰美国兰利水上飞机母舰美国巴克利驱逐舰美国卡农驱逐舰美国埃瓦茨驱逐舰美国春蓬驱逐舰泰国达叻驱逐舰泰国\n\n§C更新§!\n\n-每一级阵位惩罚由50%下调到40%,最高惩罚由-300%下降到-200%\n-大幅增加索敌速度\n-基础的出击效率减为0%原本的初始出击效率50%)改为通过早期航母相关科技获取\n-装甲机库现在单独分为一类,且与开放式机库互斥\n-为机库模块添加一种新的致命伤类型航空燃料殉爆,效果根据情况有所区别\n-为导弹模块添加致命伤\n-重做机库模块的描述文字,更加清晰地展示特殊效果\n-为三联装重型主炮和深水炸弹添加线性的可靠性减益\n-线导鱼雷模块现在改为提供鱼雷命中率\n-用平均值+白值方法替换水上飞机类型模块上令人疑惑的收益递减模型\n-为中型火炮和大型巡洋舰角色添加航程加成\n-增加所有鱼雷模块的数值\n-为雷达添加燃料消耗\n-为驱逐舰角色添加巡逻协同性数值\n-降低超级航母相关模块的造价\n-降低所有重型柴油引擎能够提供的功率,为所有柴油引擎增加可见度减免\n-潜艇核动力引擎现在提供更多的可见度和速度加成,但是与通气管模块互相冲突\n-致命伤弹药库爆炸现在会造成固定的500点HP伤害\n-降低航速和重炮数值带来的制海权加成\n-重新排列潜艇设计的槽位\n-1944和冷战时期的潜艇可以得到一个额外的电子设备插槽\n-潜艇学说区域防御现在改名为隐匿拒止\n-日本默认的4级驱逐舰立绘改为阳炎级\n-移除默认的燃料消耗减免\n-微调英国的海军生产AI\n-修改一些科技的描述\n-在指南文档中为学说树和致命伤添加更加详实的细节\n\n§C修复§!\n\n-修复装甲科技没有naval_armor标签无法获得相关科技加成的问题\n-修复日本重新加入海军条约可以获得政治点的问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%最高可达300%。只有舰队规模超过40时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 单个船厂的产出已被提高到§G160%§!(可在游戏规则处自定义)一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"
navy_rework_manual_button_text: "指南文档"

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@@ -233,7 +233,7 @@
nuclear_reactor_cost_reduction: "经济型核反应堆"
nuclear_reactor_cost_reduction_desc: "当世界向50年代迈进之时核裂变反应堆是人类工业文明皇冠上最耀眼的宝石。为了打造一支全核舰队新材料新设备的出现都在帮助海军降低舰用核反应堆的造价。"
full_missile_ship: "全导弹化战舰"
full_missile_ship_desc: "导弹可以完成甚至超额完成过去火炮的职责的时候,没有人会留恋巨舰大炮,随着飞机和海战形式的革新,全导弹化的军舰将会成为未来海军的基石。"
full_missile_ship_desc: "导弹有着无与伦比的精准性和射程,它的出现几乎在一夜之间淘汰了火炮,并在见识到导弹价值的各国海军中掀起一阵转型浪潮。海军设计师们舍弃了他们的前辈所发扬的炮舰设计理念,转而拥抱了将现代战舰打造为先进导弹发射平台的观点。"
nuclear_engine_research: "水面舰艇核动力引擎"
nuclear_engine_research_desc: "核船舶推进是利用核反应堆提供的热量来推进船舶。这股热能会加热水,从而带动涡轮机产生蒸汽,该涡轮机通过齿轮箱或发电机和电动机将机械能传递给船舶的螺旋桨。"
integrated_combat_system: "综合作战系统"
@@ -266,11 +266,6 @@
naval_tactical_data_system_desc: "海军战术数据系统NTDS是20世纪50年代开发的用于战舰的计算机信息处理系统。它可以从不同船只上的多个传感器获取报告并将其整理以生成一张统一的战场态势图。然后这些信息可以被转发回船只和武器操作员。"
tactical_air_navigation_system: "战术空中导航系统"
tactical_air_navigation_system_desc: "战术空中导航系统通常简称为TACAN是军用飞机使用的导航系统相比过去的单源无线电信标在性能上有了较大提升它可以为使用者提供到地面机场或航母的方位和距离等航行信息。"
vnr_cruiser_cost_1: "条约巡洋舰"
vnr_cruiser_cost_2: "新型材料"
vnr_destroyer_cost_1: "驱逐舰大规模生产"
vnr_carrier_cost_1: "航母大规模生产"
vnr_submarine_cost_1: "潜艇大规模生产"
ship_rocket_artillery: "舰载火箭炮"
ship_rocket_artillery_desc: "火箭科学的发展推动了火箭弹的出现,除了可以在陆战中应用外,海军也试图将这一威力十足的武器与军舰做结合。火箭炮使用没有制导装置的火箭弹,虽然精度不高,不过一旦击中便会对目标造成不可挽回的损伤,同时近炸引信的发展在一定程度上也可以弥补精度的问题。"
modifier_production_cost_max_ship_hull_submarine: "潜艇最大成本"
@@ -387,4 +382,5 @@
dd_tech_11_tt: "\n\n\n\n\n£GFX_dd_tech_11\n\n\n\n\n\n"
dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n"
topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!"
bb_conversion_carrier: "重型改装航空母舰"
bb_conversion_carrier: "重型改装航空母舰"
auxiliary_submarine_tech: "辅助潜艇"

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@@ -43,11 +43,11 @@
EQ_MOD_SLOT_fixed_ship_torpedo_defense_system_slot_TITLE: "鱼雷防御系统"
EQ_MOD_SLOT_fixed_ship_role_slot_TITLE: "舰船角色"
ship_airplane_launcher_3: "蒸汽弹射器"
ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞\n\n§G最大组织度加成:+10%§!"
ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞\n\n§Y最大组织度系数:§!§G+10%§!"
side_lift: "舷侧升降机"
side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率\n\n§G最大组织度加成:+5%§!"
side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率\n\n§Y最大组织度系数:§!§G+5%§!"
angled_deck: "斜角甲板"
angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机\n\n§G最大组织度加成:+20%§!"
angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机\n\n§Y最大组织度系数:§!§G+20%§!"
ship_anti_air_5: "防空火箭弹"
ship_anti_air_5_desc: "一种无制导的对空火箭弹,飞行速度很快"
ship_deck_space_small: "小型开放式机库"
@@ -55,10 +55,10 @@
ship_deck_space_small_desc: "携带少量飞机的机库。"
ship_deck_space_big: "大型装甲机库"
ship_deck_space_big_short: "大型装甲机库"
ship_deck_space_big_desc: "携带大量飞机的机库。\n\n§R最大组织度惩罚:-5%§!"
ship_deck_space_big_desc: "携带大量飞机的机库。\n\n§Y最大组织度系数:§!§R-5%§!\n§Y平均航空燃料殉爆伤害§!§G-20%§!"
ship_deck_space_bb: "改装甲板"
ship_deck_space_bb_short: "改装甲板"
ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。\n\n§R最大组织度惩罚:-10%§!"
ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。\n\n§Y最大组织度系数:§!§R-10%§!"
ship_armor_bb_4: "420mm主装甲/165mm甲板装甲"
ship_armor_bc_4: "350mm主装甲/140mm甲板装甲"
ship_armor_bb_4_short: "战列舰装甲 IV"
@@ -595,9 +595,9 @@
ship_sub_snorkel_2: "改进型通气管"
ship_sub_snorkel_2_desc: "对通气管设计进行改进可以减少在高海况下引擎运行面临的问题,同时减少了被雷达发现的风险。"
ship_airplane_launcher_1: "水上飞机弹射器"
ship_airplane_launcher_1_desc: "一个小型飞机弹射器可以把一架小型侦察机送上天。\n\n§Y该模块的减益是为了模拟边际效应。§!"
ship_airplane_launcher_1_desc: "一个小型飞机弹射器可以把一架小型侦察机送上天。"
ship_airplane_launcher_2: "改进型水上飞机弹射器"
ship_airplane_launcher_2_desc: "改进过的弹射装置可以让舰艇弹射更大的、航程更远航速更快的飞机。\n\n§Y该模块的减益是为了模拟边际效应。§!"
ship_airplane_launcher_2_desc: "改进过的弹射装置可以让舰艇弹射更大的、航程更远航速更快的飞机。"
ship_sonar_1: "水听器"
ship_sonar_1_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
ship_sonar_2: "主动式声呐"
@@ -713,7 +713,7 @@
EQ_MOD_CAT_ship_miscellaneous_TITLE: "杂项"
EQ_MOD_CAT_ship_missile_aa_TITLE: "舰空导弹"
ship_helipad: "通用直升机"
ship_helipad_desc: "一种可以执行多种任务的通用直升机。\n\n§Y该模块的减益是为了模拟边际效应。§!"
ship_helipad_desc: "一种可以执行多种任务的通用直升机。"
ship_armor_shbb_2: "480mm主装甲/230mm甲板装甲"
ship_armor_shbb_2_short: "改进超重型装甲"
ship_armor_shbb_2_desc: "最新的装甲设计方案,目的是抵御所有已知的主炮炮弹,并让一艘装备如此精良的战列舰能够接触并击沉当今世界上的任何其他战列舰。"
@@ -796,10 +796,10 @@
EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_2_TITLE: "航母杂项2"
carrier_aviation_control_unit: "航空控制单位"
carrier_aviation_control_unit_short: "航空控制单位"
carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。\n\n§G最大组织度加成:+10%§!"
carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。\n\n§Y最大组织度系数:§!§G+10%§!"
carrier_damage_control_unit: "损害管制单位"
carrier_damage_control_unit_short: "损害管制单位"
carrier_damage_control_unit_desc: "损管部门会在危及沉船的情况下保证舰船的安全。\n\n§G最大组织度加成:+10%§!"
carrier_damage_control_unit_desc: "损管部门会在危及沉船的情况下保证舰船的安全。\n\n§Y最大组织度系数:§!§G+10%§!"
carrier_scouting_unit: "侦察机中队"
carrier_scouting_unit_short: "侦察机中队"
carrier_scouting_unit_desc: "一队由专业飞行员组成的侦察机编队。这些飞机装备了更大的燃料舱和无线电,可以前出上百海里搜寻敌军舰队。"
@@ -811,19 +811,19 @@
carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。"
carrier_civilian_material: "使用民用材料"
carrier_civilian_material_short: "民用材料"
carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n§R此模块一旦安装后将难以拆除。§!\n\n§R最大组织度惩罚:-20%§!"
carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n§R此模块一旦安装后将难以拆除。§!\n\n§Y最大组织度系数:§!§R-20%§!"
carrier_secondary_island: "第二舰岛"
carrier_secondary_island_short: "第二舰岛"
carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成:+5%§!"
carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§Y最大组织度系数:§!§G+5%§!"
carrier_strength_deck: "船体集成强力甲板"
carrier_strength_deck_short: "强力甲板"
carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。\n\n§Y甲板受损几率§!§G-25%§!\n§Y甲板受损惩罚§!§G-50%§!"
ship_deck_space_more: "大型开放式机库"
ship_deck_space_more_short: "大型开放式机库"
ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚:-20%§!"
ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§Y最大组织度系数:§!§R-20%§!"
ship_deck_space_armored: "中型装甲机库"
ship_deck_space_armored_short: "中型装甲机库"
ship_deck_space_armored_desc: "船舱内一块体积中等的封闭区域,周身覆盖有装甲,可以为着舰的飞机进行维护和后勤。"
ship_deck_space_armored_desc: "船舱内一块体积中等的封闭区域,周身覆盖有装甲,可以为着舰的飞机进行维护和后勤。\n\n§Y最大组织度系数§!§R-5%§!\n§Y平均航空燃料殉爆伤害§!§G-20%§!"
super_heavy_ship_engine_1: "90000马力引擎"
super_heavy_ship_engine_1_short: "超重型蒸汽引擎 I"
super_heavy_ship_engine_1_desc: "这些引擎被设计为抵消装甲和重炮对速度的影响,但是并不是为高速而设计的。"
@@ -883,10 +883,10 @@
ship_fire_control_system_5_desc: "集成船上所有控制和指挥单元并与其他作战单位建立数据共享的综合系统。"
ship_display_system: "综合显示系统"
ship_display_system_short: "CDS"
ship_display_system_desc: "罗列并可视化所有战术信息和数据的显示系统。\n\n§G最大组织度加成:+10%§!"
ship_display_system_desc: "罗列并可视化所有战术信息和数据的显示系统。\n\n§Y最大组织度系数:§!§G+10%§!"
recon_drone_1: "侦察无人机"
recon_drone_1_short: "UAV"
recon_drone_1_desc: "一架可以执行侦察或反潜任务的无人飞行器。\n\n§Y该模块的减益是为了模拟边际效应。§!"
recon_drone_1_desc: "一架可以执行侦察或反潜任务的无人飞行器。"
carrier_tracing_unit: "空中预警机队"
carrier_tracing_unit_short: "空中预警机队"
carrier_tracing_unit_desc: "一队装有雷达和先进追踪系统的飞机。"
@@ -1043,7 +1043,7 @@
ship_slbm_launcher: "核导弹发射井"
EQ_MOD_CAT_cruiser_ship_engine_nuclear_TITLE: "中型核动力引擎"
carrier_no_island: "无舰岛设计"
carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。\n\n§R最大组织度惩罚:-10%§!"
carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。\n\n§Y最大组织度系数:§!§R-10%§!"
EQ_MOD_CAT_bb_carrier_role_TITLE: "改装航母基础船体"
carrier_bb_conversion: "由战列舰改装而来"
carrier_bb_conversion_short: "战列舰船体"
@@ -1156,7 +1156,7 @@
ship_hull_carrier_role_cv_desc: "一艘为舰队行动设计的标准航母。\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl: "轻型航母角色"
ship_hull_carrier_role_cvl_short: "轻型航母"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§R最大组织度惩罚:-10%§!\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
ship_hull_carrier_role_cvl_desc: "一艘规模和载机量都较为有限的航母。\n\n§Y最大组织度系数:§!§R-10%§!\n\n§R此角色为起源性角色一旦安装后将难以替换§!"
EQ_MOD_CAT_coldwar_upgrade_bb_TITLE: "冷战战列舰改装"
EQ_MOD_CAT_cv_role_TITLE: "航母角色"
EQ_MOD_CAT_ship_carrier_armor_shbb_TITLE: "航母超重型装甲带"
@@ -1186,7 +1186,7 @@
EQ_MOD_CAT_cve_role_TITLE: "护航航母角色"
ship_hull_carrier_role_cve: "护航航母角色"
ship_hull_carrier_role_cve_short: "护航航母"
ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§R最大组织度惩罚:-20%§! "
ship_hull_carrier_role_cve_desc: "一艘用于商船队护航和反潜的小型航母。\n\n§Y最大组织度系数:§!§R-20%§!"
ship_sub_snorkel_0: "通气管原型"
ship_sub_snorkel_0_desc: "可以让潜艇引擎在水下继续工作,但目前该技术仍然十分不稳定。"
light_ship_engine_4_gas: "80000马力引擎"
@@ -1202,4 +1202,17 @@
ger_15in_c34_double_short: "双联38cm SK C/34火炮"
ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。"
shipping_container: "集装箱"
shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或上载具运输,在军用和民用领域都极大提升了物流效率。"
shipping_container_desc: "有着标准尺寸的金属箱式容器,可以使用船舶或上载具运输,在军用和民用领域都极大提升了物流效率。"
EQ_MOD_CAT_ship_deck_space_reinforced_TITLE: "防护机库"
ship_extra_fuel_tank_large: "大型增设油箱"
ship_extra_fuel_tank_large_desc: "$ship_extra_fuel_tank_desc$"
EQ_MOD_CAT_sub_sonar_TITLE: "潜用水听器"
sub_sonar_1: "潜用水听器"
sub_sonar_1_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
sub_sonar_2: "改良型潜用水听器"
sub_sonar_2_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
sub_sonar_3: "被动声呐"
sub_sonar_3_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
sub_sonar_4: "先进型被动声呐"
sub_sonar_4_desc: "一套简单的水听装置,通过声音来追踪水下目标。"
EQ_MOD_SLOT_fixed_sub_periscope_slot_TITLE: "潜望镜"

View File

@@ -144,7 +144,7 @@
submarine_coastal_defense_maneuever_fire: "近距离精准射击"
submarine_coastal_defense_locals_knowledge: "占据地利"
submarine_coastal_defense_high_explosive_torpedo: "高爆鱼雷战斗部"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL: "区域防御"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL: "隐匿拒止"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL_DESC: "由专门建造的安静型柴电动力潜艇组成的拒止线可以威慑任何可能的海上干涉行径。"
submarine_area_denial_silent_sailing: "静默潜航"
submarine_area_denial_fortress_seas: "堡垒海域"
@@ -152,4 +152,36 @@
submarine_area_denial_slow_electric_torpedo: "慢速电动鱼雷"
submarine_area_denial_simplified_launching_protocal: "简化发射流程"
floating_airfields_all_weather_combat: "全天候作战"
carrier_battlegroups_early_warning_system: "早期预警体系"
carrier_battlegroups_early_warning_system: "早期预警体系"
GRAND_DOCTRINE_LITTORAL_DEFENSE: "滨海防御"
GRAND_DOCTRINE_LITTORAL_DEFENSE_DESC: "通过合理地使用现有的武器系统,弱者也可以在海上获得属于自己的生存法则。"
DOCTRINE_TRACK_CAPITAL_SHIPS: "水面舰队"
DOCTRINE_TRACK_CARRIERS: "海军航空"
DOCTRINE_TRACK_SCREENS: "护航分队"
DOCTRINE_TRACK_SUBMARINES: "潜艇部队"
SUBDOCTRINE_AIRSPACE_DENIAL: "空域阻断"
SUBDOCTRINE_AIRSPACE_DENIAL_DESC: "将相对弱小的舰队派往海外投射力量是一种自杀,珍贵的航母应该在陆基航空兵的支援范围内行动,并部署在离岸岛屿附近。"
airspace_denial_scout_carrier: "海空侦察"
airspace_denial_airspace_competition: "空域争夺"
airspace_denial_core_of_seapower: "制海核心"
airspace_denial_land_based_support: "陆基支援"
airspace_denial_land_sea_coordination: "陆海协调"
SUBDOCTRINE_SCREEN_MOSQUITO_FLEET: "蚊子舰队"
SUBDOCTRINE_SCREEN_MOSQUITO_FLEET_DESC: "使用大量便宜且灵活的鱼雷舰淹没敌军是最经济的理论。"
mosquito_fleet_concealment_measure: "隐蔽措施"
mosquito_fleet_mini_hull: "小型化船体设计"
mosquito_fleet_high_speed_maneuver: "高速回旋"
mosquito_fleet_echelon_salvo: "梯次鱼雷齐射"
mosquito_fleet_swarm_attack: "蜂群攻势"
SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY: "自主行动"
SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY_DESC: "一线潜艇艇长的决策权应该受到充分的尊重,这样一来,潜艇就可以成为海上的散兵。"
operation_autonomy_leadership_autonomy: "积极领导"
operation_autonomy_disguised_submarine_tender: "伪装潜艇支援舰"
operation_autonomy_radio_silence: "无线电静默"
operation_autonomy_submarine_kampfgruppe: "临时战斗群"
operation_autonomy_auxiliary_submarine: "辅助潜艇"
new_fleet_in_being_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_CARRIER_AIRFIELDS$\n£white_dot $SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT$\n£white_dot $SUBDOCTRINE_NAVAL_AIRFOCE$\n£white_dot $SUBDOCTRINE_AIRSPACE_DENIAL$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY$\n£white_dot $SUBDOCTRINE_BATTLECRUISER_SUPREMACY$\n£white_dot $SUBDOCTRINE_COASTAL_DEFENCE$\n£white_dot $SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_CONVOY_ESCORT$\n£white_dot $SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS$\n£white_dot $SUBDOCTRINE_SCREEN_HUNTER_KILLERS$\n£white_dot $SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_FLEET_OPERATIONS$\n£white_dot $SUBDOCTRINE_SUBMARINE_CAPITAL_HUNTERS$\n£white_dot $SUBDOCTRINE_SUBMARINE_AREA_DENIAL$\n\n"
new_convoy_raiding_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_CARRIER_AIRFIELDS$\n£white_dot $SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT$\n£white_dot $SUBDOCTRINE_NAVAL_AIRFOCE$\n£white_dot $SUBDOCTRINE_AIRSPACE_DENIAL$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_BATTLECRUISER_SUPREMACY$\n£white_dot $SUBDOCTRINE_ARMORED_RAIDERS$\n£white_dot $SUBDOCTRINE_COASTAL_DEFENCE$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_CONVOY_ESCORT$\n£white_dot $SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS$\n£white_dot $SUBDOCTRINE_SCREEN_JEUNE_ECOLE$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_WOLFPACKS$\n£white_dot $SUBDOCTRINE_SUBMARINE_AREA_DENIAL$\n£white_dot $SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY$\n\n"
new_base_strike_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_CARRIER_BATTLEGROUPS$\n£white_dot $SUBDOCTRINE_CARRIER_AIRFIELDS$\n£white_dot $SUBDOCTRINE_CARRIER_CONCENTRATION$\n£white_dot $SUBDOCTRINE_AIRSPACE_DENIAL$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_FAST_BATTLESHIP_PRIMACY$\n£white_dot $SUBDOCTRINE_BATTLECRUISER_SUPREMACY$\n£white_dot $SUBDOCTRINE_BATTLESHIP_ANTIAIR_SCREEN$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_CONVOY_ESCORT$\n£white_dot $SUBDOCTRINE_SCREEN_INTEGRATED_OPERATIONS$\n£white_dot $SUBDOCTRINE_SCREEN_HUNTER_KILLERS$\n£white_dot $SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_FLEET_OPERATIONS$\n£white_dot $SUBDOCTRINE_SUBMARINE_CAPITAL_HUNTERS$\n£white_dot $SUBDOCTRINE_SUBMARINE_OPERATION_AUTONOMY$\n\n"
new_littoral_defense_sub_tt: "\n§H解锁下列子学说§!\n§C海军航空§!\n£white_dot $SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT$\n£white_dot $SUBDOCTRINE_NAVAL_AIRFOCE$\n\n§C水面舰队§!\n£white_dot $SUBDOCTRINE_ARMORED_RAIDERS$\n£white_dot $SUBDOCTRINE_COASTAL_DEFENCE$\n£white_dot $SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT$\n\n§C护航分队§!\n£white_dot $SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY$\n£white_dot $SUBDOCTRINE_SCREEN_JEUNE_ECOLE$\n£white_dot $SUBDOCTRINE_SCREEN_MOSQUITO_FLEET$\n\n§C潜艇部队§!\n£white_dot $SUBDOCTRINE_SUBMARINE_COASTAL_DEFENSE$\n£white_dot $SUBDOCTRINE_SUBMARINE_AREA_DENIAL$\n\n"
auxiliary_submarine_tt: "添加科技§Y辅助潜艇§!可解锁§Y大型增设油箱§!"

View File

@@ -33,7 +33,7 @@
vnr_ship_hull_light_4: "先进轻型船体"
vnr_ship_hull_light_5: "现代轻型船体"
ship_hull_cruiser: "巡洋舰"
ship_hull_cruiser_desc: "在19世纪中叶巡洋舰主要用于在远洋执行掠袭任务亦或者是在舰队中承担侦察的责任其可根据大小分为很多种类比如小型的防护巡洋舰和大型的装甲巡洋舰。世界大战之前的几年间无畏舰开始兴起装甲巡洋舰开始逐渐演化为战列巡洋舰而防护巡洋舰的后继者则发展出诸多不同尺寸直到1930年的伦敦海军会议时各国才正式定下了轻型巡洋舰和重型巡洋舰的标准。"
ship_hull_cruiser_desc: "巡洋舰是舰队中的多面手,可以胜任包括为主力舰护航、指挥轻型舰队、或在遥远的地域独自作战等多种职责。"
early_ship_hull_cruiser: "大战巡洋舰船体"
vnr_ship_hull_cruiser_1: "大战巡洋舰船体"
vnr_ship_hull_cruiser_2: "战后巡洋舰船体"
@@ -41,7 +41,7 @@
vnr_ship_hull_cruiser_4: "先进巡洋舰船体"
vnr_ship_hull_cruiser_5: "现代巡洋舰船体"
ship_hull_heavy: "重型舰船"
ship_hull_heavy_desc: "在世界大战之前各国海军已经服役了一批装备15英寸主炮的超级战舰这些都是人类历史上建造过的最强战争机器。这些拥有最大化火力和生存能力的巨兽统治着地球上的每一寸水域。"
ship_hull_heavy_desc: "战列舰犹如统治七海的利维坦,被重炮和装甲武装到了牙齿,因此常常被视为海权的象征。"
early_ship_hull_heavy: "大战重型船体"
vnr_ship_hull_heavy_1: "大战重型船体"
vnr_ship_hull_heavy_2: "战后重型船体"
@@ -99,4 +99,6 @@
vnr_ship_hull_arsenal_ship: "武库舰船体"
vnr_ship_hull_arsenal_ship_desc: "火箭引擎的发展和大规模生产已经使得导弹的成本远低于其他的武器装备。此时,一种装载数百枚导弹的大型水面舰艇方案被提出,海军寄希望于这种战舰主导大规模的对岸精确支援行动。一些专家将这类船舶称为武库舰。"
vnr_ship_hull_escort_carrier: "护航航母船体"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"
vnr_ship_hull_escort_carrier_desc: "潜艇的进步导致参战国的海上航线受到了严重的威胁,虽然飞机的反潜效率较高,但是无法为大洋深处的商船队提供掩护,正规航母的价值又限制其必须用于正面战场。小巧的护航航母在此时出现,其拥有小型机库,因为使用了部分民船规格的部件,建造成本也非常便宜。"
ship_hull_light: "轻型舰船"
ship_hull_light_desc: "一种吨位较轻的舰船,通常被归类为驱逐舰或护卫舰,在不同规模的舰队中如勤恳的工蜂一样履行职责。"

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