2025-08-03 04:03:12

This commit is contained in:
actions[bot]
2025-08-03 04:03:13 +00:00
parent 3a94b26a7b
commit ad153eb2a9
118 changed files with 2062 additions and 662 deletions

View File

@@ -3,7 +3,7 @@ naval_screen_cruiser = {
#available_for = {}
#blocked_for = {}
roles = { vnr_naval_screen_cruiser }
priority = { base = 10 }
priority = { base = 5 }
screen_cruiser_1936 = {
name = vnr_sd_1936

View File

@@ -47,7 +47,6 @@ naval_screen_leader = {
priority = {
base = 1
modifier = { factor = 10 tag = USA }
modifier = { factor = 25 tag = FRA }
modifier = { factor = 0.1 has_tech = improved_ship_hull_light }
}
@@ -59,7 +58,7 @@ naval_screen_leader = {
type = vnr_ship_hull_light_3
modules = {
fixed_ship_engine_slot = light_ship_engine
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_6 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
@@ -81,9 +80,8 @@ naval_screen_leader = {
role_icon_index = 33
priority = {
base = 1
modifier = { factor = 10 tag = USA }
modifier = { factor = 25 tag = FRA }
base = 0
modifier = { add = 25 tag = FRA }
modifier = { factor = 0.1 has_tech = advanced_ship_hull_light }
}
@@ -116,9 +114,8 @@ naval_screen_leader = {
role_icon_index = 33
priority = {
base = 1
modifier = { factor = 10 tag = USA }
modifier = { factor = 25 tag = FRA }
base = 0
modifier = { add = 25 tag = FRA }
}

View File

@@ -3,7 +3,7 @@ naval_screen = {
#available_for = {}
#blocked_for = {}
roles = { vnr_naval_screen }
priority = { base = 20 }
priority = { base = 80 }
screen_1914 = {
name = vnr_dd_1914
@@ -67,7 +67,7 @@ naval_screen = {
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_sonar
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_light_battery
@@ -96,12 +96,12 @@ naval_screen = {
type = vnr_ship_hull_light_3
modules = {
fixed_ship_engine_slot = light_ship_engine
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery_double
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_sonar
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_light_battery_double
@@ -130,12 +130,12 @@ naval_screen = {
type = vnr_ship_hull_light_4
modules = {
fixed_ship_engine_slot = light_ship_engine
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = dp_light_battery
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_sonar
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
front_1_custom_slot = dp_light_battery
@@ -164,12 +164,12 @@ naval_screen = {
type = vnr_ship_hull_light_5
modules = {
fixed_ship_engine_slot = light_ship_engine
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = dp_light_battery
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_sonar
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
front_1_custom_slot = dp_light_battery
@@ -198,12 +198,12 @@ naval_screen = {
type = vnr_ship_hull_light_6
modules = {
fixed_ship_engine_slot = light_ship_engine
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = dp_light_battery
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_sonar
fixed_ship_anti_air_slot = ship_missile_aa
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_missile_aa } }
fixed_ship_role_slot = ship_hull_light_role_ddg
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_missile_aa
@@ -235,12 +235,12 @@ naval_screen = {
type = vnr_ship_hull_light_3
modules = {
fixed_ship_engine_slot = { upgrade > current any_of = { light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery_double
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_sonar
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd
front_1_custom_slot = ship_light_battery_double
mid_1_custom_slot = ship_torpedo
@@ -267,12 +267,12 @@ naval_screen = {
type = vnr_ship_hull_light_4
modules = {
fixed_ship_engine_slot = { upgrade > current any_of = { light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery_double
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_sonar
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous generic_miscellaneous } }
front_1_custom_slot = ship_light_battery_double
@@ -300,12 +300,12 @@ naval_screen = {
type = vnr_ship_hull_light_5
modules = {
fixed_ship_engine_slot = { upgrade > current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery_double
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_sonar
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_anti_air_slot = { upgrade > current any_of = { ship_anti_air } }
fixed_ship_role_slot = ship_hull_light_role_dd
front_1_custom_slot = ship_light_battery_double
mid_1_custom_slot = ship_torpedo
@@ -332,7 +332,7 @@ naval_screen = {
type = vnr_ship_hull_light_5
modules = {
fixed_ship_engine_slot = { upgrade > current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = ship_light_battery_double
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system
@@ -365,7 +365,7 @@ naval_screen = {
type = vnr_ship_hull_light_6
modules = {
fixed_ship_engine_slot = { upgrade > current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_engine_slot = { upgrade = current any_of = { light_ship_engine_5 light_ship_engine_4 light_ship_engine_3 light_ship_engine_2 light_ship_engine_1 } }
fixed_ship_battery_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } }
fixed_ship_torpedo_slot = ship_torpedo
fixed_ship_fire_control_system_slot = ship_fire_control_system

View File

@@ -3,7 +3,7 @@ naval_capital_battleship = {
#available_for = {}
#blocked_for = {}
roles = { vnr_naval_capital_bb }
priority = { base = 50 }
priority = { base = 75 }
capital_battleship_1924 = {
name = vnr_bb_1924
@@ -61,8 +61,8 @@ naval_capital_battleship = {
modules = {
fixed_ship_battery_slot = ship_heavy_battery_triple
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = { any_of = { ship_radar ship_mast } }
fixed_ship_fire_control_system_slot = { upgrade > current any_of = { ship_fire_control_system } }
fixed_ship_radar_slot = { upgrade > current any_of = { ship_radar ship_mast } }
fixed_ship_engine_slot = { upgrade = current any_of = { heavy_ship_engine_3 heavy_ship_engine_2 heavy_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { upgrade = current any_of = { ship_armor_bb_2 ship_armor_bb_1 } }
@@ -97,8 +97,8 @@ naval_capital_battleship = {
modules = {
fixed_ship_battery_slot = ship_heavy_battery_triple
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_radar
fixed_ship_fire_control_system_slot = { upgrade > current any_of = { ship_fire_control_system } }
fixed_ship_radar_slot = { upgrade > current any_of = { ship_radar } }
fixed_ship_engine_slot = { upgrade = current any_of = { heavy_ship_engine_4 heavy_ship_engine_3 heavy_ship_engine_2 heavy_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { any_of = { ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
@@ -135,8 +135,8 @@ naval_capital_battleship = {
modules = {
fixed_ship_battery_slot = ship_heavy_battery_triple
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_radar
fixed_ship_fire_control_system_slot = { upgrade > current any_of = { ship_fire_control_system } }
fixed_ship_radar_slot = { upgrade > current any_of = { ship_radar } }
fixed_ship_engine_slot = { upgrade = current any_of = { heavy_ship_engine_5 heavy_ship_engine_4 heavy_ship_engine_3 heavy_ship_engine_2 heavy_ship_engine_1 } }
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
@@ -173,8 +173,8 @@ naval_capital_battleship = {
modules = {
fixed_ship_battery_slot = ship_heavy_battery_triple
fixed_ship_anti_air_slot = ship_missile_aa
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_radar_slot = ship_radar
fixed_ship_fire_control_system_slot = { upgrade > current any_of = { ship_fire_control_system } }
fixed_ship_radar_slot = { upgrade > current any_of = { ship_radar } }
fixed_ship_engine_slot = { any_of = { heavy_ship_engine_4_gas heavy_ship_engine_nuclear } }
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_armor_slot = { any_of = { ship_armor_bb_4 ship_armor_bb_3 ship_armor_bb_2 ship_armor_bb_1 } }
@@ -199,7 +199,7 @@ naval_capital_battleship = {
priority = {
base = 0
modifier = { add = 50 tag = JAP }
modifier = { factor = 0 has_navy_size = { unit = SH_battleship size > 3 } }
modifier = { factor = 0 has_navy_size = { unit = SH_battleship size > 2 } }
modifier = { factor = 0 expert_ai_style = yes }
}

View File

@@ -2,7 +2,7 @@ naval_carrier = {
category = naval
#blocked_for = {}
roles = { vnr_naval_carrier }
priority = { base = 80 }
priority = { base = 100 }
carrier_conv_ca_dummy = {
name = vnr_cv_ca
@@ -14,8 +14,8 @@ naval_carrier = {
target_variant = {
type = vnr_ship_hull_carrier_conversion_ca
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = carrier_ship_engine
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries_bb } }
@@ -34,12 +34,12 @@ naval_carrier = {
target_variant = {
type = vnr_ship_hull_carrier_conversion_bb
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = carrier_ship_engine
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries_bb } }
mid_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_open
fixed_ship_carrier_miscellaneous_slot_1 = empty
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
@@ -62,8 +62,8 @@ naval_carrier = {
match_value = 1000.0
type = vnr_ship_hull_carrier_1
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_armor_slot = ship_carrier_armor
@@ -73,7 +73,7 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
}
}
}
@@ -95,20 +95,20 @@ naval_carrier = {
type = vnr_ship_hull_carrier_2
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_armor_slot = ship_carrier_armor
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries_bb } }
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_flight_deck_slot = { any_of = { carrier_armor_deck carrier_wooden_deck } }
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_dp_secondaries_bb
}
}
@@ -131,21 +131,21 @@ naval_carrier = {
type = vnr_ship_hull_carrier_3
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_armored
fixed_ship_deck_slot_2 = ship_deck_space_armored
fixed_ship_anti_air_slot = { any_of = { ship_anti_air ship_missile_aa } }
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_4 carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_armor_slot = ship_carrier_armor
fixed_ship_secondaries_slot = { any_of = { ship_secondaries ship_dp_secondaries_bb } }
fixed_ship_secondaries_slot = ship_dp_secondaries_bb
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_armored
front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_armored
mid_2_custom_slot = ship_deck_space_armored
rear_1_custom_slot = ship_dp_secondaries_bb
}
}
@@ -240,8 +240,8 @@ naval_carrier = {
match_value = 2000.0
type = vnr_ship_hull_carrier_1
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_armor_slot = ship_carrier_armor
@@ -251,8 +251,8 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
}
@@ -273,8 +273,8 @@ naval_carrier = {
type = vnr_ship_hull_carrier_2
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_armor_slot = ship_carrier_armor
@@ -282,12 +282,12 @@ naval_carrier = {
fixed_ship_radar_slot = ship_radar
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = empty
fixed_ship_flight_deck_slot = carrier_wooden_deck
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_open
}
}
}
@@ -308,8 +308,8 @@ naval_carrier = {
type = vnr_ship_hull_carrier_3
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_armored
fixed_ship_deck_slot_2 = ship_deck_space_armored
fixed_ship_anti_air_slot = { any_of = { ship_anti_air ship_missile_aa } }
fixed_ship_engine_slot = { upgrade = current any_of = { carrier_ship_engine_4 carrier_ship_engine_3 carrier_ship_engine_2 carrier_ship_engine_1 } }
fixed_ship_armor_slot = ship_carrier_armor
@@ -319,13 +319,16 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_2 = carrier_strength_deck
fixed_ship_flight_deck_slot = carrier_armor_deck
fixed_ship_role_slot = ship_hull_carrier_role_cv
front_1_custom_slot = ship_deck_space
front_2_custom_slot = carrier_angled_deck
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_armored
mid_1_custom_slot = ship_deck_space_armored
mid_2_custom_slot = ship_deck_space_armored
rear_1_custom_slot = carrier_side_lift
}
}
allowed_modules = {
carrier_angled_deck
}
}
carrier_1945_expert = {
name = vnr_cv_1945_expert
@@ -354,13 +357,16 @@ naval_carrier = {
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
fixed_ship_carrier_miscellaneous_slot_2 = carrier_strength_deck
fixed_ship_flight_deck_slot = carrier_armor_deck
front_1_custom_slot = carrier_angled_deck
front_2_custom_slot = carrier_side_lift
mid_1_custom_slot = ship_deck_space_big
mid_2_custom_slot = ship_deck_space_big
rear_1_custom_slot = carrier_side_lift
}
}
allowed_modules = {
carrier_angled_deck
}
}
carrier_1947_expert = {
name = vnr_cv_1947_expert

View File

@@ -6,11 +6,11 @@ vnr_cv_fighter = {
factor = 9999
modifier = {
factor = 0
has_game_rule = { rule = RULE_AI_AIR_DESIGN option = BLOCKED }
has_game_rule = { rule = vnr_cv_air_ai option = BLOCKED }
}
}
1936_cv_fighter = {
basic_cv_fighter = {
priority = {
factor = 100
}
@@ -26,7 +26,7 @@ vnr_cv_fighter = {
}
}
1940_cv_fighter = {
improved_cv_fighter = {
priority = {
factor = 20
modifier = {
@@ -46,7 +46,7 @@ vnr_cv_fighter = {
}
}
1944_cv_fighter = {
advanced_cv_fighter = {
priority = {
factor = 30
modifier = {
@@ -77,11 +77,11 @@ vnr_cv_naval_bomber = {
factor = 9999
modifier = {
factor = 0
has_game_rule = { rule = RULE_AI_AIR_DESIGN option = BLOCKED }
has_game_rule = { rule = vnr_cv_air_ai option = BLOCKED }
}
}
1936_cv_naval_bomber = {
basic_cv_naval_bomber = {
priority = {
factor = 100
}
@@ -96,7 +96,7 @@ vnr_cv_naval_bomber = {
}
}
1940_cv_naval_bomber = {
improved_cv_naval_bomber = {
priority = {
factor = 20
modifier = {
@@ -115,7 +115,7 @@ vnr_cv_naval_bomber = {
}
}
1944_cv_naval_bomber = {
advanced_cv_naval_bomber = {
priority = {
factor = 30
modifier = {
@@ -141,10 +141,14 @@ vnr_cv_cas = {
roles = { air_cv_cas }
priority = {
factor = 0
factor = 9999
modifier = {
factor = 0
has_game_rule = { rule = vnr_cv_air_ai option = BLOCKED }
}
}
1936_cv_cas = {
basic_cv_cas = {
priority = {
factor = 100
}
@@ -161,7 +165,7 @@ vnr_cv_cas = {
}
}
1940_cv_cas = {
improved_cv_cas = {
priority = {
factor = 20
modifier = {
@@ -182,7 +186,7 @@ vnr_cv_cas = {
}
}
1944_cv_cas = {
advanced_cv_cas = {
priority = {
factor = 30
modifier = {

View File

@@ -3,7 +3,7 @@ naval_cruiser_heavy = {
#available_for = {}
#blocked_for = {}
roles = { vnr_naval_cruiser_heavy }
priority = { base = 10 }
priority = { base = 30 }
capital_cruiser_1910 = {
name = vnr_ca_1910
@@ -138,7 +138,7 @@ naval_cruiser_heavy = {
front_1_custom_slot = ship_medium_battery
front_2_custom_slot = ship_medium_battery
mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_torpedo
mid_2_custom_slot = ship_dp_secondaries
mid_3_custom_slot = ship_airplane_launcher
rear_1_custom_slot = ship_medium_battery
rear_2_custom_slot = ship_medium_battery
@@ -174,7 +174,7 @@ naval_cruiser_heavy = {
front_1_custom_slot = ship_medium_battery
front_2_custom_slot = ship_medium_battery
mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_torpedo
mid_2_custom_slot = ship_dp_secondaries
mid_3_custom_slot = ship_airplane_launcher
rear_1_custom_slot = ship_medium_battery
rear_2_custom_slot = ship_medium_battery

View File

@@ -43,7 +43,7 @@ naval_cruiser_light = {
priority = {
base = 10
modifier = { factor = 0.1 has_tech = interwar_ship_hull_cruiser }
modifier = { factor = 0 has_tech = interwar_ship_hull_cruiser }
modifier = { factor = 0 expert_ai_style = yes }
}
@@ -98,7 +98,7 @@ naval_cruiser_light = {
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot > ship_light_medium_battery_1
mid_1_custom_slot = ship_torpedo
mid_2_custom_slot = ship_torpedo
mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_airplane_launcher
rear_1_custom_slot > ship_light_medium_battery_1
rear_2_custom_slot > ship_light_medium_battery_1
@@ -134,7 +134,7 @@ naval_cruiser_light = {
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot > ship_light_medium_battery_2
mid_1_custom_slot = ship_torpedo
mid_2_custom_slot = ship_torpedo
mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_airplane_launcher
rear_1_custom_slot > ship_light_medium_battery_2
rear_2_custom_slot > ship_light_medium_battery_2
@@ -170,7 +170,7 @@ naval_cruiser_light = {
fixed_ship_extra_secondaries_slot = { any_of = { light_miscellaneous heavy_miscellaneous generic_miscellaneous } }
front_1_custom_slot > ship_light_medium_battery_3
mid_1_custom_slot = ship_torpedo
mid_2_custom_slot = ship_torpedo
mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_airplane_launcher
rear_1_custom_slot > ship_light_medium_battery_3
rear_2_custom_slot > ship_light_medium_battery_3
@@ -238,7 +238,7 @@ naval_cruiser_light = {
fixed_ship_battery_slot = ship_light_medium_battery
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_engine_slot = { upgrade > current any_of = { cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_engine_slot = { upgrade > current any_of = { cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_radar_slot = { upgrade > current any_of = { ship_radar ship_mast } }
fixed_ship_armor_slot = { upgrade > current any_of = { ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } }
fixed_ship_secondaries_slot = empty
@@ -246,7 +246,7 @@ naval_cruiser_light = {
fixed_ship_airplane_launcher_slot = ship_airplane_launcher
front_1_custom_slot = ship_light_medium_battery
front_2_custom_slot = ship_anti_air
mid_2_custom_slot = ship_light_medium_battery
mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_light_medium_battery
rear_1_custom_slot = ship_light_medium_battery
rear_2_custom_slot = ship_light_medium_battery
@@ -273,7 +273,7 @@ naval_cruiser_light = {
fixed_ship_battery_slot = ship_light_medium_battery
fixed_ship_anti_air_slot = ship_anti_air
fixed_ship_fire_control_system_slot = ship_fire_control_system
fixed_ship_engine_slot = { upgrade > current any_of = { cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_engine_slot = { upgrade > current any_of = { cruiser_ship_engine_5 cruiser_ship_engine_4 cruiser_ship_engine_3 cruiser_ship_engine_2 cruiser_ship_engine_1 } }
fixed_ship_radar_slot = { upgrade > current any_of = { ship_radar } }
fixed_ship_armor_slot = { upgrade > current any_of = { ship_armor_cruiser_4 ship_armor_cruiser_3 ship_armor_cruiser_2 ship_armor_cruiser_1 } }
fixed_ship_secondaries_slot = empty
@@ -283,8 +283,8 @@ naval_cruiser_light = {
front_1_custom_slot = ship_light_medium_battery
front_2_custom_slot = ship_anti_air
mid_1_custom_slot = ship_light_medium_battery
mid_2_custom_slot = ship_light_medium_battery
mid_3_custom_slot = ship_light_medium_battery
mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_dp_secondaries
rear_1_custom_slot = ship_light_medium_battery
rear_2_custom_slot = ship_light_medium_battery
}
@@ -320,8 +320,8 @@ naval_cruiser_light = {
front_1_custom_slot = ship_light_medium_battery
front_2_custom_slot = ship_anti_air
mid_1_custom_slot = ship_light_medium_battery
mid_2_custom_slot = ship_light_medium_battery
mid_3_custom_slot = ship_light_medium_battery
mid_2_custom_slot = ship_anti_air
mid_3_custom_slot = ship_dp_secondaries
rear_1_custom_slot = ship_light_medium_battery
rear_2_custom_slot = ship_light_medium_battery
}

View File

@@ -3,7 +3,7 @@ naval_cruiser_medium = {
#available_for = {}
#blocked_for = {}
roles = { vnr_naval_cruiser_medium }
priority = { base = 10 }
priority = { base = 75 }
medium_cruiser_1924 = {
name = vnr_cam_1924
@@ -103,7 +103,7 @@ naval_cruiser_medium = {
front_1_custom_slot = ship_medium_battery
front_2_custom_slot = ship_medium_battery
mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_torpedo
mid_2_custom_slot = ship_dp_secondaries
mid_3_custom_slot = ship_airplane_launcher
rear_1_custom_slot = ship_medium_battery
rear_2_custom_slot = ship_medium_battery
@@ -139,7 +139,7 @@ naval_cruiser_medium = {
front_1_custom_slot = ship_medium_battery
front_2_custom_slot = ship_medium_battery
mid_1_custom_slot = ship_anti_air
mid_2_custom_slot = ship_torpedo
mid_2_custom_slot = ship_dp_secondaries
mid_3_custom_slot = ship_airplane_launcher
rear_1_custom_slot = ship_medium_battery
rear_2_custom_slot = ship_medium_battery
@@ -177,7 +177,7 @@ naval_cruiser_medium = {
front_1_custom_slot = dp_light_battery
front_2_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } }
mid_1_custom_slot = ship_missile_aa
mid_2_custom_slot = ship_torpedo
mid_2_custom_slot = ship_dp_secondaries
mid_3_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } }
rear_1_custom_slot = { upgrade = current any_of = { ship_missile_2 ship_missile_1 } }
rear_2_custom_slot = ship_missile_aa

View File

@@ -3,7 +3,7 @@ naval_cruiser_armor = {
#available_for = {}
#blocked_for = {}
roles = { vnr_naval_cruiser_armor }
priority = { base = 10 }
priority = { base = 5 }
capital_cruiser_armor_1936 = {
name = vnr_ps_1936

View File

@@ -3,7 +3,7 @@ naval_sub = {
#available_for = {}
#blocked_for = {}
roles = { vnr_naval_submarine }
priority = { base = 10 }
priority = { base = 80 }
submarine_cruiser_dummy = {
name = vnr_ss_cruiser
@@ -19,6 +19,7 @@ naval_sub = {
fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = submarine_miscellaneous
fixed_ship_conning_tower_slot = sub_conning_tower
front_1_custom_slot = ship_torpedo_sub
mid_1_custom_slot = sub_ship_periscope
rear_1_custom_slot = ship_torpedo_sub
@@ -47,6 +48,7 @@ naval_sub = {
fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = submarine_miscellaneous
fixed_ship_conning_tower_slot = sub_conning_tower
mid_1_custom_slot = sub_ship_periscope
rear_1_custom_slot = ship_torpedo_sub
}
@@ -66,7 +68,7 @@ naval_sub = {
history = yes
target_variant = {
match_value = 4000.0
match_value = 3000.0
type = vnr_ship_hull_submarine_2
modules = {
@@ -74,6 +76,7 @@ naval_sub = {
fixed_ship_torpedo_slot = ship_torpedo_sub
fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = submarine_miscellaneous
fixed_ship_conning_tower_slot = sub_conning_tower
mid_1_custom_slot = sub_ship_periscope
rear_1_custom_slot = ship_torpedo_sub
}
@@ -85,7 +88,7 @@ naval_sub = {
role_icon_index = 37
priority = {
base = 35
base = 50
modifier = { factor = 0.1 has_tech = advanced_ship_hull_submarine }
modifier = { factor = 0 expert_ai_style = yes }
}
@@ -93,28 +96,32 @@ naval_sub = {
history = yes
target_variant = {
match_value = 4500.0
match_value = 4000.0
type = vnr_ship_hull_submarine_3
modules = {
mid_1_custom_slot = sub_ship_periscope
mid_2_custom_slot = ship_sub_snorkel
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 = submarine_miscellaneous
fixed_ship_conning_tower_slot = sub_conning_tower
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
}
}
allowed_modules = {
ship_sub_snorkel
}
}
submarine_1944 = {
name = vnr_ss_1944
role_icon_index = 37
priority = {
base = 50
base = 100
modifier = { factor = 0.1 has_tech = modern_ship_hull_submarine }
modifier = { factor = 0 expert_ai_style = yes }
}
@@ -134,6 +141,7 @@ naval_sub = {
fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_extra_secondaries_slot = submarine_miscellaneous
fixed_ship_conning_tower_slot = sub_conning_tower
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
}
@@ -145,7 +153,7 @@ naval_sub = {
role_icon_index = 37
priority = {
base = 0
modifier = { add = 100 has_tech = modern_ship_hull_submarine }
modifier = { add = 200 has_tech = modern_ship_hull_submarine }
modifier = { factor = 0 expert_ai_style = yes }
}
@@ -164,6 +172,7 @@ naval_sub = {
fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_extra_secondaries_slot = sub_wire_guided_torpedo
fixed_ship_conning_tower_slot = sub_conning_tower
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
}
@@ -195,6 +204,7 @@ naval_sub = {
fixed_ship_armor_slot = pressure_hull
fixed_ship_extra_secondaries_slot = oxygen_generator
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_conning_tower_slot = sub_conning_tower
mid_1_custom_slot = sub_ship_periscope
rear_1_custom_slot = ship_torpedo_sub
}
@@ -205,7 +215,7 @@ naval_sub = {
role_icon_index = 37
priority = {
base = 35
base = 50
modifier = { factor = 0.1 has_tech = advanced_ship_hull_submarine }
modifier = { factor = 0 expert_ai_style = no }
}
@@ -218,22 +228,26 @@ naval_sub = {
type = vnr_ship_hull_submarine_3
modules = {
mid_1_custom_slot = sub_ship_periscope
mid_2_custom_slot = ship_sub_snorkel
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_conning_tower_slot = sub_conning_tower
fixed_ship_extra_secondaries_slot = oxygen_generator
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
}
}
allowed_modules = {
ship_sub_snorkel
}
}
submarine_1944_expert = {
name = vnr_ss_1944_expert
role_icon_index = 37
priority = {
base = 50
base = 100
modifier = { factor = 0.1 has_tech = modern_ship_hull_submarine }
modifier = { factor = 0 expert_ai_style = no }
}
@@ -252,6 +266,7 @@ 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_conning_tower_slot = sub_conning_tower
fixed_ship_extra_secondaries_slot = vlf_receiver
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
@@ -263,7 +278,7 @@ naval_sub = {
role_icon_index = 37
priority = {
base = 0
modifier = { add = 100 has_tech = modern_ship_hull_submarine }
modifier = { add = 200 has_tech = modern_ship_hull_submarine }
modifier = { factor = 0 expert_ai_style = no }
}
@@ -282,6 +297,7 @@ naval_sub = {
fixed_ship_armor_slot = pressure_hull
fixed_ship_fire_control_system_slot = sub_fire_control_system
fixed_ship_extra_secondaries_slot = vlf_receiver
fixed_ship_conning_tower_slot = sub_conning_tower
front_1_custom_slot = ship_torpedo_sub
rear_1_custom_slot = ship_torpedo_sub
rear_2_custom_slot = ship_torpedo_sub

View File

@@ -378,7 +378,7 @@ naval_unit_role_ratios_GER_prewar_early = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 20
value = 200
}
}
@@ -421,7 +421,7 @@ naval_unit_role_ratios_GER_prewar_late = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 400
value = 1500
}
}
@@ -439,7 +439,7 @@ naval_unit_role_ratios_GER_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 800
value = 1800
}
ai_strategy = {
@@ -475,7 +475,7 @@ naval_unit_role_ratios_GER_atwar_many_shipyard = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 1000
value = 1500
}
ai_strategy = {
@@ -525,7 +525,7 @@ naval_unit_role_ratios_GER_atwar_knock_USA = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 120
value = 1000
}
ai_strategy = {
@@ -581,7 +581,7 @@ naval_unit_role_ratios_GER_atwar_No_Naval_Competitor = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 20
value = 100
}
ai_strategy = {
@@ -695,7 +695,7 @@ naval_unit_role_ratios_ENG_prewar_early = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 50
value = 200
}
ai_strategy = {
@@ -754,7 +754,7 @@ naval_unit_role_ratios_ENG_prewar_late = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 50
value = 450
}
ai_strategy = {
@@ -783,7 +783,7 @@ naval_unit_role_ratios_ENG_prewar_late = {
ai_strategy = {
type = dockyard_to_military_factory_ratio
value = 90
value = 120
}
}
@@ -824,12 +824,12 @@ naval_unit_role_ratios_ENG_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 80
value = 300
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
value = 100
value = 150
}
}
@@ -1246,7 +1246,7 @@ naval_unit_role_ratios_JAP_prewar_naval_treaty = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 60
value = 150
}
ai_strategy = {
type = role_ratio
@@ -1295,7 +1295,7 @@ naval_unit_role_ratios_JAP_prewar_enough_carrier = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 95
value = 250
}
ai_strategy = {
type = role_ratio
@@ -1315,12 +1315,12 @@ naval_unit_role_ratios_JAP_prewar_enough_carrier = {
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 100
value = 60
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 50
value = 60
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
@@ -1345,7 +1345,7 @@ naval_unit_role_ratios_JAP_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 90
value = 350
}
ai_strategy = {
type = role_ratio
@@ -1370,7 +1370,7 @@ naval_unit_role_ratios_JAP_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 45
value = 65
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
@@ -1398,7 +1398,7 @@ naval_unit_role_ratios_JAP_late_peace = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 90
value = 250
}
ai_strategy = {
type = role_ratio
@@ -1428,7 +1428,7 @@ naval_unit_role_ratios_JAP_late_peace = {
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 35
value = 50
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
@@ -1458,13 +1458,13 @@ naval_unit_role_ratios_USA_great_depression = {
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 5
value = 20
}
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 45
value = 500
}
ai_strategy = {
@@ -1476,7 +1476,7 @@ naval_unit_role_ratios_USA_great_depression = {
ai_strategy = {
type = role_ratio
id = vnr_naval_screen_leader
value = 10
value = 1
}
ai_strategy = {
@@ -1506,19 +1506,14 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 90
value = 1000
}
ai_strategy = {
type = role_ratio
id = vnr_naval_screen
value = 320
}
ai_strategy = {
type = role_ratio
id = vnr_naval_screen_leader
value = 10
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_light
@@ -1528,24 +1523,24 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_medium
value = 20
value = 40
}
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 60
value = 80
}
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 45
value = 60
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
value = 80
value = 130
}
}
@@ -1562,12 +1557,12 @@ naval_unit_role_ratios_USA_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 80
value = 800
}
ai_strategy = {
type = role_ratio
id = vnr_naval_screen
value = 600
value = 400
}
ai_strategy = {
type = role_ratio
@@ -1589,12 +1584,12 @@ naval_unit_role_ratios_USA_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_carrier
value = 70
value = 90
}
ai_strategy = {
type = dockyard_to_military_factory_ratio
value = 150
value = 200
}
}
@@ -1613,7 +1608,7 @@ naval_unit_role_ratios_ITA_prewar_build_battleships = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 40
value = 250
}
ai_strategy = {
type = role_ratio
@@ -1658,7 +1653,7 @@ naval_unit_role_ratios_ITA_prewar_enough_battleships = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 140
value = 300
}
ai_strategy = {
type = role_ratio
@@ -1706,7 +1701,7 @@ naval_unit_role_ratios_ITA_atwar_with_England = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 100
value = 450
}
ai_strategy = {
type = role_ratio
@@ -1754,7 +1749,7 @@ naval_unit_role_ratios_ITA_atwar_with_major = {
ai_strategy = {
type = role_ratio
id = vnr_naval_submarine
value = 70
value = 350
}
ai_strategy = {
type = role_ratio
@@ -2238,13 +2233,13 @@ we_need_cv_planes_1 = {
ai_strategy = {
type = unit_ratio
id = cv_naval_bomber
value = 10
value = 20
}
ai_strategy = {
type = unit_ratio
id = cv_cas
value = 1
value = 15
}
ai_strategy = {
@@ -2262,7 +2257,7 @@ we_need_cv_planes_1 = {
ai_strategy = {
type = equipment_production_factor
id = cv_cas
value = 1
value = 30
}
ai_strategy = {
@@ -2315,7 +2310,7 @@ we_need_cv_planes_2 = {
ai_strategy = {
type = unit_ratio
id = cv_cas
value = 1
value = 30
}
ai_strategy = {
@@ -2333,7 +2328,7 @@ we_need_cv_planes_2 = {
ai_strategy = {
type = equipment_production_factor
id = cv_cas
value = 1
value = 35
}
ai_strategy = {
@@ -2351,7 +2346,7 @@ we_need_cv_planes_2 = {
ai_strategy = {
type = equipment_production_min_factories
id = cv_cas
value = 1
value = 3
}
ai_strategy = {
@@ -2385,7 +2380,7 @@ we_need_cv_planes_3 = {
ai_strategy = {
type = unit_ratio
id = cv_cas
value = 1
value = 45
}
ai_strategy = {
@@ -2403,7 +2398,7 @@ we_need_cv_planes_3 = {
ai_strategy = {
type = equipment_production_factor
id = cv_cas
value = 1
value = 50
}
ai_strategy = {
@@ -2421,7 +2416,7 @@ we_need_cv_planes_3 = {
ai_strategy = {
type = equipment_production_min_factories
id = cv_cas
value = 1
value = 5
}
ai_strategy = {
@@ -2467,4 +2462,84 @@ restrict_early_landing = {
type = naval_invasion_focus
value = -1000
}
}
upgrade_cv_plane_strategy_1 = {
allowed = {
always = yes
}
enable = {
has_tech = improved_small_airframe
NOT = { has_tech = advanced_small_airframe }
}
abort_when_not_enabled = yes
ai_strategy = {
type = production_upgrade_desire_offset
id = cv_small_plane_airframe_2
value = 1000
}
ai_strategy = {
type = production_upgrade_desire_offset
id = cv_small_plane_naval_bomber_airframe_2
value = 1000
}
ai_strategy = {
type = production_upgrade_desire_offset
id = cv_small_plane_cas_airframe_2
value = 1000
}
}
upgrade_cv_plane_strategy_2 = {
allowed = {
always = yes
}
enable = {
has_tech = advanced_small_airframe
NOT = { has_tech = modern_small_airframe }
}
abort_when_not_enabled = yes
ai_strategy = {
type = production_upgrade_desire_offset
id = cv_small_plane_airframe_3
value = 1000
}
ai_strategy = {
type = production_upgrade_desire_offset
id = cv_small_plane_naval_bomber_airframe_3
value = 1000
}
ai_strategy = {
type = production_upgrade_desire_offset
id = cv_small_plane_cas_airframe_3
value = 1000
}
}
upgrade_cv_plane_strategy_3 = {
allowed = {
always = yes
}
enable = {
has_tech = modern_small_airframe
}
abort_when_not_enabled = yes
ai_strategy = {
type = production_upgrade_desire_offset
id = cv_small_plane_airframe_4
value = 1000
}
ai_strategy = {
type = production_upgrade_desire_offset
id = cv_small_plane_naval_bomber_airframe_4
value = 1000
}
ai_strategy = {
type = production_upgrade_desire_offset
id = cv_small_plane_cas_airframe_4
value = 1000
}
}

View File

@@ -15,17 +15,17 @@ ENG_protect_home_waters = {
ai_strategy = {
type = strike_force_home_base
id = 18
value = 800
value = 1000
}
ai_strategy = {
type = strike_force_home_base
id = 16
value = 100
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 18
value = -300
value = -1000
}
}
@@ -45,18 +45,23 @@ ENG_secure_mediterranean = {
ai_strategy = {
type = strike_force_home_base
id = 29
value = 100
value = 150
}
ai_strategy = {
type = strike_force_home_base
id = 68
value = 20
value = 100
}
ai_strategy = {
type = strike_force_home_base
id = 69
value = 200
}
ai_strategy = {
type = naval_avoid_region
id = 168
value = 800
}
}
ENG_avoid_pacific = {
@@ -66,19 +71,20 @@ ENG_avoid_pacific = {
}
enable = {
has_war_with = JAP
has_war_with = GER
has_war_with = ITA
ITA = { has_navy_size = { size > 99 } }
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_avoid_region
id = 75
value = 100
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 72
value = 20
value = 50
}
ai_strategy = {
type = naval_avoid_region
@@ -87,6 +93,55 @@ ENG_avoid_pacific = {
}
}
ENG_reinforce_pacific = {
allowed = {
has_dlc = "Man the Guns"
original_tag = ENG
}
enable = {
has_war_with = JAP
OR = {
NOT = { has_war_with = ITA }
ITA = { has_navy_size = { size < 100 } }
}
336 = {
is_controlled_by_ROOT_or_ally = yes
}
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = strike_force_home_base
id = 72
value = 1000
}
ai_strategy = {
type = strike_force_home_base
id = 91
value = 10
}
ai_strategy = {
type = strike_force_home_base
id = 92
value = 10
}
ai_strategy = {
type = strike_force_home_base
id = 93
value = 10
}
ai_strategy = {
type = strike_force_home_base
id = 84
value = 300
}
ai_strategy = {
type = strike_force_home_base
id = 83
value = 300
}
}
### JAP ###
JAP_destroy_china_navy_quick = {
allowed = {
@@ -102,7 +157,7 @@ JAP_destroy_china_navy_quick = {
ai_strategy = {
type = strike_force_home_base
id = 75
value = 10
value = 100
}
ai_strategy = {
type = strike_force_home_base
@@ -114,6 +169,22 @@ JAP_destroy_china_navy_quick = {
id = 77
value = 200
}
ai_strategy = {
type = naval_convoy_raid_region
id = 75
value = 100
}
ai_strategy = {
type = naval_convoy_raid_region
id = 76
value = 200
}
ai_strategy = {
type = naval_convoy_raid_region
id = 77
value = 200
}
}
JAP_pacific_war_naval_stage_one = {
@@ -221,8 +292,11 @@ USA_pacific_war_naval_avoid_first = {
original_tag = USA
}
enable = {
has_war_with = JAP
date < 1943.1.1
OR = {
has_war_with = JAP
threat > 0.7
}
date < 1942.5.1
naval_strength_ratio = {
tag = JAP
ratio < 5
@@ -233,27 +307,32 @@ USA_pacific_war_naval_avoid_first = {
ai_strategy = {
type = naval_avoid_region
id = 75
value = 100
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 76
value = 100
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 77
value = 100
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 78
value = 100
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 79
value = 100
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 80
value = 1000
}
ai_strategy = {
type = naval_avoid_region
@@ -263,31 +342,84 @@ USA_pacific_war_naval_avoid_first = {
ai_strategy = {
type = naval_avoid_region
id = 90
value = 100
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 94
value = 100
}
ai_strategy = {
type = naval_avoid_region
id = 97
value = 100
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 177
value = 100
value = 1000
}
ai_strategy = {
type = strike_force_home_base
id = 95
value = 500
}
ai_strategy = {
type = naval_avoid_region
id = 94
value = 100
type = strike_force_home_base
id = 97
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 105
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 180
value = 500
}
}
USA_pacific_war_naval_counterattack = {
USA_do_not_waste_fleet_in_north_pacific = {
allowed = {
has_dlc = "Man the Guns"
original_tag = USA
}
enable = {
has_war_with = JAP
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = strike_force_home_base
id = 87
value = -1000
}
ai_strategy = {
type = strike_force_home_base
id = 88
value = -1000
}
ai_strategy = {
type = strike_force_home_base
id = 96
value = -1000
}
ai_strategy = {
type = strike_force_home_base
id = 176
value = -1000
}
ai_strategy = {
type = strike_force_home_base
id = 114
value = -1000
}
ai_strategy = {
type = strike_force_home_base
id = 171
value = -1000
}
}
USA_pacific_war_naval_counterattack_1 = {
allowed = {
has_dlc = "Man the Guns"
original_tag = USA
@@ -295,55 +427,341 @@ USA_pacific_war_naval_counterattack = {
enable = {
has_war_with = JAP
OR = {
date > 1942.12.31
date > 1942.4.30
naval_strength_ratio = {
tag = JAP
ratio > 5
}
}
NOT = {
controls_state = 633
controls_state = 684
}
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = strike_force_home_base
id = 75
value = 50
}
ai_strategy = {
type = strike_force_home_base
id = 78
value = 50
}
ai_strategy = {
type = strike_force_home_base
id = 94
value = 50
}
ai_strategy = {
type = strike_force_home_base
id = 84
value = 150
}
type = naval_avoid_region
id = 75
value = 1000
}
ai_strategy = {
type = strike_force_home_base
id = 95
value = 200
}
ai_strategy = {
type = strike_force_home_base
id = 97
value = 200
}
ai_strategy = {
type = strike_force_home_base
id = 180
value = 100
}
type = naval_avoid_region
id = 76
value = 1000
}
ai_strategy = {
type = strike_force_home_base
id = 83
value = 130
type = naval_avoid_region
id = 77
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 78
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 79
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 80
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 90
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 94
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 177
value = 1000
}
ai_strategy = {
type = strike_force_home_base
id = 84
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 95
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 97
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 105
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 180
value = 500
}
ai_strategy = {
type = invade
id = JAP
value = 500
}
ai_strategy = {
type = naval_invasion_focus
value = 1000
}
ai_strategy = {
type = naval_convoy_raid_region
id = 94
value = 300
}
ai_strategy = {
type = naval_convoy_raid_region
id = 97
value = 300
}
ai_strategy = {
type = naval_convoy_raid_region
id = 84
value = 300
}
ai_strategy = {
type = invasion_unit_request
state = 633
value = 500
}
ai_strategy = {
type = invasion_unit_request
state = 684
value = 500
}
}
USA_pacific_war_naval_counterattack_2 = {
allowed = {
has_dlc = "Man the Guns"
original_tag = USA
}
enable = {
has_war_with = JAP
OR = {
date > 1942.4.30
naval_strength_ratio = {
tag = JAP
ratio > 5
}
}
controls_state = 633
controls_state = 684
NOT = {
controls_state = 645
}
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_avoid_region
id = 75
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 76
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 77
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 79
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 80
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 90
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 177
value = 1000
}
ai_strategy = {
type = strike_force_home_base
id = 84
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 95
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 97
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 94
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 78
value = 1000
}
ai_strategy = {
type = invade
id = JAP
value = 1000
}
ai_strategy = {
type = naval_invasion_focus
value = 1000
}
ai_strategy = {
type = naval_convoy_raid_region
id = 94
value = 300
}
ai_strategy = {
type = naval_convoy_raid_region
id = 97
value = 300
}
ai_strategy = {
type = naval_convoy_raid_region
id = 84
value = 300
}
ai_strategy = {
type = naval_convoy_raid_region
id = 78
value = 300
}
ai_strategy = {
type = naval_convoy_raid_region
id = 76
value = 300
}
ai_strategy = {
type = invasion_unit_request
state = 645
value = 500
}
}
USA_pacific_war_naval_counterattack_3 = {
allowed = {
has_dlc = "Man the Guns"
original_tag = USA
}
enable = {
has_war_with = JAP
OR = {
date > 1942.4.30
naval_strength_ratio = {
tag = JAP
ratio > 5
}
}
controls_state = 633
controls_state = 684
controls_state = 645
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_avoid_region
id = 77
value = 1000
}
ai_strategy = {
type = naval_avoid_region
id = 79
value = 1000
}
ai_strategy = {
type = strike_force_home_base
id = 75
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 80
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 76
value = 1000
}
ai_strategy = {
type = strike_force_home_base
id = 94
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 78
value = 500
}
ai_strategy = {
type = invade
id = JAP
value = 1000
}
ai_strategy = {
type = naval_invasion_focus
value = 1000
}
ai_strategy = {
type = naval_convoy_raid_region
id = 78
value = 300
}
ai_strategy = {
type = naval_convoy_raid_region
id = 76
value = 300
}
ai_strategy = {
type = naval_convoy_raid_region
id = 90
value = 300
}
ai_strategy = {
type = invasion_unit_request
state = 526
value = 500
}
}
### ITA ###
@@ -353,41 +771,61 @@ ITA_avoid_mediterranean = {
original_tag = ITA
}
enable = {
has_war_with = ENG
has_navy_size = { size < 100 }
OR = {
has_war_with = ENG
threat > 0.4
}
has_navy_size = { size < 250 }
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = strike_force_home_base
id = 29
value = -100
value = -1000
}
ai_strategy = {
type = strike_force_home_base
id = 68
value = -100
value = -1000
}
ai_strategy = {
type = strike_force_home_base
id = 69
value = -100
}
ai_strategy = {
type = naval_avoid_region
id = 29
value = 100
}
ai_strategy = {
type = naval_avoid_region
id = 68
value = 100
}
ai_strategy = {
type = naval_avoid_region
id = 69
value = 100
value = -1000
}
ai_strategy = {
type = strike_force_home_base
id = 168
value = 500
}
ai_strategy = {
type = strike_force_home_base
id = 169
value = 500
}
ai_strategy = {
type = naval_convoy_raid_region
id = 68
value = 100
}
ai_strategy = {
type = naval_convoy_raid_region
id = 69
value = 100
}
ai_strategy = {
type = naval_convoy_raid_region
id = 29
value = 100
}
ai_strategy = {
type = naval_avoid_region
id = 29
value = 800
}
}
### GER ###

View File

@@ -214,7 +214,7 @@ MTG_naval_treaties = {
fire_only_once = yes
ai_will_do = {
factor = 3
factor = 50
modifier = {
tag = JAP
factor = 5 #The Yamato is a 35,000 ton ship what are you talking about

View File

@@ -1,21 +1,32 @@
NDefines.NAI.ENEMY_NAVY_STRENGTH_DONT_BOTHER = 1.5;
NDefines.NAI.SHIPS_PRODUCTION_BASE_COST = 25000;
NDefines.NAI.NAVY_PREFERED_MAX_SIZE = 50;
NDefines.NAI.DOCKYARDS_PER_NAVAL_DESIRE_EFFECT = 10;
NDefines.NAI.NAVAL_DOCKYARDS_SHIP_FACTOR = 2.5;
NDefines.NAI.PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL = 0;
NDefines.NAI.PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE = 0.02;
NDefines.NAI.CARRIER_TASKFORCE_MAX_CARRIER_COUNT = 6;
NDefines.NAI.CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT = 4;
NDefines.NAI.SCREEN_TASKFORCE_MAX_SHIP_COUNT = 5;
NDefines.NAI.SCREENS_TO_CAPITAL_RATIO = 3;
NDefines.NAI.REPAIR_TASKFORCE_SIZE = 8;
NDefines.NAI.MIN_CAPITALS_FOR_CARRIER_TASKFORCE = 6;
NDefines.NAI.REPAIR_TASKFORCE_SIZE = 5;
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR = 2;
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR = 1.5;
NDefines.NAI.AI_WANTED_CARRIER_BASED_PLANES_FACTOR = 1.5;
NDefines.NAI.MAX_ALLOWED_NAVAL_DANGER = 100;
NDefines.NAI.CONVOY_ESCORT_SCORE_FROM_CONVOYS = 25;
NDefines.NAI.MAIN_SHIP_RATIO_TO_SPLIT = 1.6;
NDefines.NAI.MIN_MAIN_SHIP_RATIO = 0.6;
NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_NAVAL_DOCTRINE = 0.75;
NDefines.NAI.DESIRE_USE_XP_TO_UPGRADE_NAVAL_EQUIPMENT = 1;
NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY = 40;
NDefines.NAI.VARIANT_CREATION_XP_RESERVE_NAVY = 40;
NDefines.NNavy.MIN_SHIPS_FOR_HIGHER_SHIP_RATIO_PENALTY = 66;
NDefines.NNavy.BEST_CAPITALS_TO_SCREENS_RATIO = 0.5;
NDefines.NNavy.SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CAPITALS = 2.0;
NDefines.NNavy.ESCAPE_SPEED_PER_COMBAT_DAY = 0.03;
NDefines.NNavy.MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION = 0.30;
NDefines.NNavy.ESCAPE_SPEED_PER_COMBAT_DAY = 0.15;
NDefines.NNavy.MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION = 0.60;
NDefines.NNavy.CONVOY_ATTACK_BASE_FACTOR = 0.3;
NDefines.NNavy.UNIT_TRANSFER_SPOTTING_SPEED_MULT = 15;
NDefines.NNavy.NAVAL_INVASION_SPOTTING_SPEED_MULT = 30;
@@ -27,15 +38,18 @@ NDefines.NNavy.NAVY_PIERCING_THRESHOLDS = { 2.0, 1.0, 0.85, 0.75, 0.6, 0.5, 0.3,
NDefines.NNavy.NAVY_PIERCING_THRESHOLD_CRITICAL_VALUES = { 3.0, 1.0, 0.65, 0.55, 0.4, 0.3, 0.15, 0.1, 0.0 }
NDefines.NNavy.NAVY_PIERCING_THRESHOLD_DAMAGE_VALUES = { 1.0, 1.0, 0.7, 0.6, 0.45, 0.35, 0.2, 0.1, 0.01 }
NDefines.NNavy.CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO = 2;
NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_CHANCE = 0.4
NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_CHANCE = 0.6;
NDefines.NNavy.CARRIER_STACK_PENALTY = 6;
NDefines.NNavy.CARRIER_STACK_PENALTY_EFFECT = 0.1;
NDefines.NNavy.COMBAT_MIN_DURATION = 20;
NDefines.NNavy.CAPITAL_ONLY_COMBAT_ACTIVATE_TIME = 22;
NDefines.NNavy.ALL_SHIPS_ACTIVATE_TIME = 30;
NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 4;
NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 1;
NDefines.NNavy.SPEED_TO_ESCAPE_SPEED = 2;
NDefines.NNavy.ANTI_AIR_TARGETING = 0.93;
NDefines.NNavy.MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE = 0.6;
NDefines.NNavy.NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE = 1;
NDefines.NNavy.ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE = 0.12;
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 2;
NDefines.NNavy.SUBMARINE_REVEAL_BASE_CHANCE = 15;
NDefines.NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE = 0.15;
@@ -45,11 +59,12 @@ NDefines.NNavy.SHORE_BOMBARDMENT_CAP = 0.5;
NDefines.NNavy.BASE_POSITIONING = 0.5;
NDefines.NNavy.RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR = 0.05;
NDefines.NNavy.MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.2;
NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.04;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.8;
NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.25;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 1;
NDefines.NNavy.DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.45;
NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.02;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.2;
NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.3;
NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 3;
NDefines.NNavy.MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.6;
NDefines.NNavy.DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.5;
NDefines.NNavy.SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 1;
NDefines.NNavy.AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.5;
NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_STR_LOSS = 0.1;
@@ -58,16 +73,21 @@ NDefines.NNavy.BASE_GUN_COOLDOWNS = { 1.0, 8.0, 1.0 };
NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_DAMAGE_MULT = 3.0;
NDefines.NNavy.COMBAT_CRITICAL_DAMAGE_MULT = 8;
NDefines.NNavy.PRIDE_OF_THE_FLEET_UNASSIGN_COST = 25;
NDefines.NNavy.CONVOY_ATTACK_BASE_FACTOR = 0.3
NDefines.NNavy.EXPERIENCE_FACTOR_CONVOY_ATTACK = 0.1
NDefines.NNavy.EXPERIENCE_FACTOR_NON_CARRIER_GAIN = 0.1
NDefines.NNavy.EXPERIENCE_FACTOR_CARRIER_GAIN = 0.2
NDefines.NNavy.TRAINING_DAILY_COUNTRY_EXP_FACTOR = 0.005
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 7
NDefines.NNavy.NAVAL_TRANSFER_BASE_SPEED = 4
NDefines.NNavy.AMPHIBIOUS_INVADE_SPEED_BASE = 0.25
NDefines.NNavy.SUPREMACY_PER_SHIP_PER_MANPOWER = 0.001
NDefines.NNavy.SUPREMACY_PER_SHIP_PER_IC = 0.05
NDefines.NNavy.CONVOY_ATTACK_BASE_FACTOR = 0.3;
NDefines.NNavy.EXPERIENCE_FACTOR_CONVOY_ATTACK = 0.1;
NDefines.NNavy.EXPERIENCE_FACTOR_NON_CARRIER_GAIN = 0.1;
NDefines.NNavy.EXPERIENCE_FACTOR_CARRIER_GAIN = 0.2;
NDefines.NNavy.TRAINING_DAILY_COUNTRY_EXP_FACTOR = 0.005;
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 1.5;
NDefines.NNavy.NAVAL_TRANSFER_BASE_SPEED = 4;
NDefines.NNavy.AMPHIBIOUS_INVADE_SPEED_BASE = 0.25;
NDefines.NNavy.SUPREMACY_PER_SHIP_PER_MANPOWER = 0.001;
NDefines.NNavy.SUPREMACY_PER_SHIP_PER_IC = 0.05;
NDefines.NNavy.NAVAL_COMBAT_AIR_CARRIER_TARGET_SCORE = 1000;
NDefines.NNavy.NAVAL_COMBAT_AIR_CAPITAL_TARGET_SCORE = 20;
NDefines.NNavy.UNIT_EXPERIENCE_PER_COMBAT_HOUR = 0.5;
NDefines.NNavy.UNIT_EXPERIENCE_SCALE = 0.1;
NDefines.NNavy.BASE_CARRIER_SORTIE_EFFICIENCY = 0.4;
NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = {
0, -- do not engage
1.0, -- low
@@ -78,7 +98,7 @@ NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = {
NDefines.NNavy.GUN_HIT_PROFILES = { -- hit profiles for guns, if target ih profile is lower the gun will have lower accuracy
75.0, -- big guns
105.0, -- torpedoes
45.0, -- small guns
55.0, -- small guns
};
NDefines.NNavy.MISSION_SUPREMACY_RATIOS = {
0.0, -- HOLD
@@ -127,15 +147,15 @@ NDefines.NAI.MAX_MISSION_PER_TASKFORCE = {
2, -- MINES SWEEPING
0, -- TRAIN
0, -- RESERVE_FLEET
4, -- NAVAL INVASION SUPPORT
6, -- NAVAL INVASION SUPPORT
}
NDefines.NAir.COMBAT_DAMAGE_SCALE_CARRIER = 20;
NDefines.NAir.COMBAT_DAMAGE_SCALE_CARRIER = 40;
NDefines.NAir.NAVAL_STRIKE_CARRIER_MULTIPLIER = 15;
NDefines.NAir.NAVAL_STRIKE_TARGETTING_TO_AMOUNT = 0.4;
NDefines.NAir.CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT = 2;
NDefines.NAir.REINFORCEMENT_DISABLING_DURATION_IN_LAND_CARRIER_TRANSFER = 24;
NDefines.NAir.DISRUPTION_FACTOR_CARRIER = 10.0;
NDefines.NAir.DISRUPTION_FACTOR_CARRIER = 25.0;
NDefines.NProduction.EQUIPMENT_MODULE_ADD_XP_COST = 2;
NDefines.NProduction.EQUIPMENT_MODULE_REPLACE_XP_COST = 3;

View File

@@ -13,7 +13,7 @@ ideas = {
picture = MTG_naval_treaty_adherent
modifier = {
production_cost_max_ship_hull_cruiser = 5800
production_cost_max_ship_hull_cruiser = 6800
production_cost_max_ship_hull_heavy = 9800
production_cost_max_ship_hull_carrier = 9800
convoy_raiding_efficiency_factor = -0.5
@@ -32,7 +32,7 @@ ideas = {
picture = MTG_naval_treaty_adherent
modifier = {
production_cost_max_ship_hull_cruiser = 5700
production_cost_max_ship_hull_cruiser = 6700
production_cost_max_ship_hull_heavy = 9600
production_cost_max_ship_hull_carrier = 9400
production_cost_max_ship_hull_submarine = 800
@@ -51,7 +51,7 @@ ideas = {
picture = MTG_naval_treaty_adherent_reduced
modifier = {
production_cost_max_ship_hull_cruiser = 6300
production_cost_max_ship_hull_cruiser = 7300
production_cost_max_ship_hull_heavy = 11000
production_cost_max_ship_hull_carrier = 10000
production_cost_max_ship_hull_submarine = 900
@@ -71,7 +71,7 @@ ideas = {
picture = MTG_naval_treaty_adherent
modifier = {
production_cost_max_ship_hull_cruiser = 5900
production_cost_max_ship_hull_cruiser = 6900
production_cost_max_ship_hull_heavy = 10000
production_cost_max_ship_hull_carrier = 10000
}
@@ -89,7 +89,7 @@ ideas = {
picture = MTG_naval_treaty_adherent_reduced
modifier = {
production_cost_max_ship_hull_cruiser = 6500
production_cost_max_ship_hull_cruiser = 7500
production_cost_max_ship_hull_heavy = 18000
production_cost_max_ship_hull_carrier = 11000
}

View File

@@ -91,6 +91,10 @@ ideas = {
instant = yes
build_cost_ic = 0.1
}
ship_hull_cruiser = {
instant = yes
build_cost_ic = 0.1
}
}
modifier = {
ship_hull_heavy_design_cost_factor = 0.4

View File

@@ -0,0 +1,12 @@
night = { # On province. Multiplied by amount of darkness.
air_bombing_targetting = -0.5
carrier_traffic = -1.0
naval_retreat_speed = 0.25
sub_retreat_speed = 0.35
naval_retreat_chance = 0.15
air_attack_factor = -0.50
naval_light_gun_hit_chance_factor = -0.5
naval_heavy_gun_hit_chance_factor = -0.25
naval_torpedo_hit_chance_factor = 0.25
naval_torpedo_screen_penetration_factor = 0.35
}

View File

@@ -97,16 +97,16 @@ GER_AI_variants_1943 = {
parent_version = 0
name_group = GER_THEME_BATTLE_IMPERIAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_4
fixed_ship_radar_slot = ship_radar_3
fixed_ship_engine_slot = carrier_ship_engine_4
fixed_ship_armor_slot = ship_armor_carrier_3
fixed_ship_secondaries_slot = dp_ship_secondaries_4_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -185,15 +185,15 @@ ENG_AI_variants_1940 = {
parent_version = 0
name_group = ENG_CV_QUALITIES
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_3
fixed_ship_radar_slot = ship_radar_2
fixed_ship_engine_slot = carrier_ship_engine_3
fixed_ship_armor_slot = ship_armor_carrier_3
fixed_ship_secondaries_slot = dp_ship_secondaries_3_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -272,16 +272,16 @@ ENG_AI_variants_1943 = {
parent_version = 0
name_group = ENG_CV_QUALITIES
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_4
fixed_ship_radar_slot = ship_radar_3
fixed_ship_engine_slot = carrier_ship_engine_4
fixed_ship_armor_slot = ship_armor_carrier_4
fixed_ship_secondaries_slot = dp_ship_secondaries_4_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -360,15 +360,15 @@ JAP_AI_variants_1940 = {
parent_version = 0
name_group = JAP_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_radar_slot = ship_radar_1
fixed_ship_engine_slot = carrier_ship_engine_3
fixed_ship_armor_slot = ship_armor_carrier_3
fixed_ship_secondaries_slot = dp_ship_secondaries_2_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -469,16 +469,16 @@ JAP_AI_variants_1943 = {
parent_version = 0
name_group = JAP_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_4
fixed_ship_radar_slot = ship_radar_3
fixed_ship_engine_slot = carrier_ship_engine_4
fixed_ship_armor_slot = ship_armor_carrier_4
fixed_ship_secondaries_slot = dp_ship_secondaries_4_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -580,15 +580,15 @@ USA_AI_variants_1940 = {
parent_version = 0
name_group = USA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_3
fixed_ship_radar_slot = ship_radar_2
fixed_ship_engine_slot = carrier_ship_engine_3
fixed_ship_armor_slot = ship_armor_carrier_3
fixed_ship_secondaries_slot = dp_ship_secondaries_3_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -690,17 +690,17 @@ USA_AI_variants_1943 = {
parent_version = 0
name_group = USA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_4
fixed_ship_radar_slot = ship_radar_3
fixed_ship_engine_slot = carrier_ship_engine_4
fixed_ship_armor_slot = ship_armor_carrier_4
fixed_ship_secondaries_slot = dp_ship_secondaries_4_bb
front_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
front_2_custom_slot = angled_deck
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -893,16 +893,16 @@ FRA_AI_variants_1943 = {
parent_version = 0
name_group = FRA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_4
fixed_ship_radar_slot = ship_radar_3
fixed_ship_engine_slot = carrier_ship_engine_4
fixed_ship_armor_slot = ship_armor_carrier_4
fixed_ship_secondaries_slot = dp_ship_secondaries_4_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -1051,15 +1051,15 @@ ITA_AI_variants_1943 = {
parent_version = 0
name_group = ITA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_4
fixed_ship_radar_slot = ship_radar_3
fixed_ship_engine_slot = carrier_ship_engine_4
fixed_ship_armor_slot = ship_armor_carrier_4
fixed_ship_secondaries_slot = dp_ship_secondaries_4_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -1139,7 +1139,7 @@ SOV_AI_variants_1940 = {
parent_version = 0
name_group = SOV_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_small
fixed_ship_anti_air_slot = ship_anti_air_3
fixed_ship_engine_slot = carrier_ship_engine_3
@@ -1265,8 +1265,8 @@ SOV_AI_variants_1943 = {
parent_version = 0
name_group = SOV_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_3
fixed_ship_radar_slot = ship_radar_3
fixed_ship_engine_slot = carrier_ship_engine_4
@@ -1274,7 +1274,7 @@ SOV_AI_variants_1943 = {
fixed_ship_secondaries_slot = dp_ship_secondaries_3
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
front_1_custom_slot = ship_anti_air_3
mid_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = dp_ship_secondaries_3
rear_1_custom_slot = ship_anti_air_3
}

View File

@@ -6,14 +6,14 @@ ENG_start_naval_variants = {
type = vnr_ship_hull_carrier_1
name_group = ENG_CV_QUALITIES
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_carrier_2
fixed_ship_flight_deck_slot = carrier_armor_deck
front_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -24,7 +24,7 @@ ENG_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_bb
name_group = ENG_CV_QUALITIES
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_secondaries_slot = ship_secondaries_1
@@ -39,13 +39,13 @@ ENG_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_bb
name_group = ENG_CV_QUALITIES
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_engine_slot = heavy_ship_engine_2
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_carrier_1
fixed_ship_role_slot = carrier_bc_conversion
mid_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_small
}
obsolete = yes
@@ -58,14 +58,14 @@ ENG_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_bb
name_group = ENG_CV_QUALITIES
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_engine_slot = heavy_ship_engine_2
fixed_ship_carrier_miscellaneous_slot_2 = carrier_no_island
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_carrier_1
fixed_ship_role_slot = carrier_bc_conversion
mid_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_open
}
obsolete = yes
}
@@ -77,7 +77,7 @@ ENG_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_ca
name_group = ENG_CV_MYTHOLOGY
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = empty
fixed_ship_anti_air_slot = ship_anti_air_1_h
fixed_ship_engine_slot = carrier_ship_engine_1
@@ -678,8 +678,8 @@ GER_start_naval_variants = {
type = vnr_ship_hull_carrier_1
name_group = GER_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_secondaries_slot = ship_secondaries_2
fixed_ship_engine_slot = carrier_ship_engine_2
@@ -1024,8 +1024,8 @@ FRA_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_bb
name_group = FRA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_engine_slot = heavy_ship_engine_1
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_anti_air_slot = ship_anti_air_1_h
@@ -1571,13 +1571,13 @@ JAP_start_naval_variants = {
type = vnr_ship_hull_carrier_1
name_group = JAP_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_carrier_1
front_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -1587,12 +1587,12 @@ JAP_start_naval_variants = {
type = vnr_ship_hull_carrier_1
name_group = JAP_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
front_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -1622,15 +1622,15 @@ JAP_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_bb
name_group = JAP_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_anti_air_slot = ship_anti_air_2_h
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_armor_slot = ship_armor_carrier_heavy_2
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_open
}
obsolete = yes
}
@@ -1641,14 +1641,14 @@ JAP_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_bb
name_group = JAP_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_anti_air_slot = ship_anti_air_2_h
fixed_ship_secondaries_slot = ship_secondaries_1
fixed_ship_armor_slot = ship_armor_carrier_heavy_2
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_open
}
obsolete = yes
}
@@ -3448,14 +3448,14 @@ USA_start_naval_variants = {
type = vnr_ship_hull_carrier_1
name_group = USA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_engine_slot = carrier_ship_engine_2
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
fixed_ship_armor_slot = ship_armor_carrier_1
}
}
@@ -3466,14 +3466,14 @@ USA_start_naval_variants = {
type = vnr_ship_hull_carrier_1
name_group = USA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_anti_air_slot = ship_anti_air_2
fixed_ship_engine_slot = carrier_ship_engine_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
fixed_ship_carrier_miscellaneous_slot_1 = carrier_spared_squad
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -3483,10 +3483,10 @@ USA_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_bb
name_group = USA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
mid_1_custom_slot = ship_deck_space
mid_2_custom_slot = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
mid_2_custom_slot = ship_deck_space_open
fixed_ship_engine_slot = heavy_ship_engine_3
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_secondaries_slot = usa_8in_mk9_secondaries
@@ -3502,13 +3502,13 @@ USA_start_naval_variants = {
type = vnr_ship_hull_carrier_1
name_group = USA_CV_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_2 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = ship_deck_space_open
fixed_ship_engine_slot = carrier_ship_engine_1
fixed_ship_anti_air_slot = ship_anti_air_1
fixed_ship_secondaries_slot = dp_ship_secondaries_1_bb
front_1_custom_slot = ship_deck_space
mid_1_custom_slot = ship_deck_space
front_1_custom_slot = ship_deck_space_open
mid_1_custom_slot = ship_deck_space_open
}
}
create_equipment_variant = {
@@ -3518,7 +3518,7 @@ USA_start_naval_variants = {
type = vnr_ship_hull_carrier_conversion_ca
name_group = USA_CVL_HISTORICAL
modules = {
fixed_ship_deck_slot_1 = ship_deck_space
fixed_ship_deck_slot_1 = ship_deck_space_open
fixed_ship_deck_slot_2 = empty
fixed_ship_anti_air_slot = empty
fixed_ship_carrier_miscellaneous_slot_2 = carrier_no_island

View File

@@ -148,7 +148,7 @@ ai_get_navy_experience = {
navy_experience = 500
}
else = {
navy_experience = 100
navy_experience = 250
}
}

View File

@@ -416,6 +416,7 @@ technologies = {
asw_tech
ship_modules_tech
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_destroyer_and_modules
}
}
improved_depth_charges = {
@@ -457,6 +458,7 @@ technologies = {
asw_tech
ship_modules_tech
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_destroyer_and_modules
}
}
advanced_depth_charges = {
@@ -497,6 +499,7 @@ technologies = {
asw_tech
ship_modules_tech
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_destroyer_and_modules
}
}
modern_depth_charges = {
@@ -539,6 +542,7 @@ technologies = {
asw_tech
ship_modules_tech
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_destroyer_and_modules
}
}
rocket_depth_charges = {
@@ -579,6 +583,7 @@ technologies = {
asw_tech
ship_modules_tech
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_destroyer_and_modules
}
}
sonar = {
@@ -613,13 +618,13 @@ technologies = {
asw_tech
ship_modules_tech
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_destroyer_and_modules
}
}
improved_sonar = {
enable_equipment_modules = {
ship_sonar_2
ship_bulbous_bow
}
on_research_complete = {
custom_effect_tooltip = sonar_advice_tt
@@ -651,12 +656,14 @@ technologies = {
asw_tech
ship_modules_tech
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_destroyer_and_modules
}
}
advanced_sonar = {
enable_equipment_modules = {
ship_sonar_3
ship_bulbous_bow
}
on_research_complete = {
custom_effect_tooltip = sonar_advice_tt
@@ -692,6 +699,7 @@ technologies = {
asw_tech
ship_modules_tech
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_destroyer_and_modules
}
}
@@ -729,6 +737,7 @@ technologies = {
asw_tech
ship_modules_tech
mio_cat_tech_all_screen_ship_and_modules
mio_cat_tech_all_destroyer_and_modules
}
}
@@ -3306,7 +3315,7 @@ technologies = {
research_cost = 0.6
refit_ic_cost = -0.2
refit_speed = 0.15
start_year = 1930
@@ -3437,13 +3446,13 @@ technologies = {
research_cost = 0.75
start_year = 1940
naval_retreat_speed_after_initial_combat = 0.1
naval_retreat_speed_after_initial_combat = 0.25
SH_battleship = {
water_fjords = {
movement = 0.025
movement = 0.05
}
water_shallow_sea = {
movement = 0.025
movement = 0.05
}
water_deep_ocean = {
movement = 0.05
@@ -3929,7 +3938,7 @@ technologies = {
early_carrier_study = {
enable_equipment_modules = {
ship_deck_space
ship_deck_space_open
ship_deck_space_small
ship_deck_space_more
carrier_spared_squad
@@ -4059,6 +4068,10 @@ technologies = {
leads_to_tech = aviation_dawn
research_cost_coeff = 1
}
dependencies = {
landing_aid_system = 1
arresting_gear = 1
}
research_cost = 1.5
@@ -4228,16 +4241,21 @@ technologies = {
}
arresting_gear = {
research_cost = 0.5
research_cost = 0.75
start_year = 1925
sortie_efficiency = 0.05
sortie_efficiency = 0.1
folder = {
name = mtgnavalfolder
position = { x = 0 y = @1924_module }
}
path = {
leads_to_tech = basic_ship_hull_carrier
research_cost_coeff = 1
}
ai_will_do = {
factor = 1
}
@@ -4251,11 +4269,13 @@ technologies = {
}
landing_aid_system = {
research_cost = 0.5
research_cost = 0.75
start_year = 1925
carrier_traffic = 0.1
carrier_night_traffic = 0.05
air_accidents_factor = -0.05
carrier = {
reliability = 0.05
}
enable_equipment_modules = {
carrier_aviation_control_unit
}
@@ -4265,6 +4285,11 @@ technologies = {
position = { x = -2 y = @1924_module }
}
path = {
leads_to_tech = basic_ship_hull_carrier
research_cost_coeff = 1
}
ai_will_do = {
factor = 2
}
@@ -4285,7 +4310,8 @@ technologies = {
xp_boost_cost = 20
xp_research_bonus = 1.25
air_carrier_night_penalty_reduction_factor = 0.1
air_carrier_night_penalty_reduction_factor = 0.05
carrier_night_traffic = 0.05
folder = {
name = mtgnavalfolder
@@ -4403,13 +4429,18 @@ technologies = {
carrier_damage_control = {
research_cost = 1.25
start_year = 1940
start_year = 1941
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.25
dependencies = {
damage_control_3 = 1
}
carrier = {
max_organisation = 10
max_strength = 0.1
reliability = 0.05
}
@@ -4542,9 +4573,7 @@ technologies = {
xp_research_bonus = 1.25
carrier_capacity_penalty_reduction = -0.1
carrier = {
anti_air_attack = 0.1
}
fighter_sortie_efficiency = 0.15
folder = {
name = mtgnavalfolder
@@ -4618,6 +4647,7 @@ technologies = {
armor_value = 0.2
anti_air_attack = 0.05
reliability = 0.05
max_organisation = 10
}
enable_equipment_modules = {
carrier_strength_deck
@@ -4768,7 +4798,7 @@ technologies = {
research_cost = 1
start_year = 1951
carrier_traffic = 0.1
air_accidents_factor = -0.1
carrier_night_traffic = 0.1
folder = {
@@ -5733,6 +5763,8 @@ technologies = {
enable_equipment_modules = {
ship_hull_cruiser_role_rc
ship_cruiser_camo_1
ship_hull_cruiser_role_pz
ship_hull_cruiser_role_pbb
}
research_cost = 0.6

View File

@@ -2051,7 +2051,7 @@ technologies = {
### # # # # # # ## ### ## ## # # # # # ## ###
damage_control_1 = {
start_year = 1918
research_cost = 0.75
path = {
leads_to_tech = damage_control_2
@@ -2092,7 +2092,7 @@ technologies = {
}
damage_control_2 = {
start_year = 1938
research_cost = 0.75
path = {
leads_to_tech = damage_control_3
@@ -2133,7 +2133,7 @@ technologies = {
}
damage_control_3 = {
start_year = 1940
research_cost = 1
critical_receive_chance = -0.05
naval_critical_effect_factor = -0.1

View File

@@ -109,6 +109,10 @@ technologies = {
strike_force_movement_org_loss = -0.1
positioning = 0.2
########
dependencies = {
basic_ship_hull_heavy = 1
basic_ship_hull_cruiser = 1
}
path = {
leads_to_tech = fast_battleship_primacy
@@ -172,6 +176,11 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
fuel_oil_boiler = 1
improved_conning_tower = 1
}
xor = { scouting_fleet_primacy }
xp_research_type = navy
@@ -297,6 +306,11 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
acoustic_signature = 1
sonar = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -343,6 +357,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
improved_ship_torpedo_launcher = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -385,6 +403,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_carrier = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -425,6 +447,12 @@ technologies = {
}
decisive_battle = {
allow = {
has_navy_size = {
type = capital_ship
size > 34
}
}
#Large, powerful gun armed ships are clearly the best ships
# EFFECT #############
@@ -458,6 +486,11 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_heavy = 1
improved_ship_hull_cruiser = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -499,6 +532,10 @@ technologies = {
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_carrier = 1
}
categories = {
naval_doctrine
fleet_in_being_tree
@@ -549,6 +586,10 @@ technologies = {
max_organisation = 20
}
dependencies = {
advanced_ship_hull_heavy = 1
advanced_ship_hull_cruiser = 1
}
navy_anti_air_attack_factor = 0.10
navy_capital_ship_attack_factor = 0.1
@@ -713,6 +754,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
escort_destroyer_trend = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -770,6 +815,10 @@ technologies = {
doctrine = yes
research_cost = 3
dependencies = {
escort_carriers_ship = 1
}
categories = {
naval_doctrine
fleet_in_being_tree
@@ -829,6 +878,12 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_light = 1
improved_sonar = 1
improved_airplane_launcher = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -924,6 +979,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
basic_ship_hull_submarine = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -967,6 +1026,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
advanced_periscope = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1051,6 +1114,10 @@ technologies = {
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_submarine = 1
}
categories = {
naval_doctrine
fleet_in_being_tree
@@ -1174,6 +1241,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
midget_submarines = 1
}
xor = { convoy_interdiction_ti }
xp_research_type = navy
@@ -1275,6 +1346,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
electric_torpedo = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1327,6 +1402,12 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
basic_ship_hull_submarine = 1
acoustic_signature = 1
improved_periscope = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1379,6 +1460,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_submarine = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1434,6 +1519,11 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
advanced_periscope = 1
advanced_ship_torpedo_launcher = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1489,6 +1579,12 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
basic_submarine_snorkel = 1
advanced_torpedo_ballistics = 1
submarine_mass_production = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1568,6 +1664,11 @@ technologies = {
doctrine = yes
research_cost = 3
dependencies = {
naval_radio_guiding_system = 1
advanced_ship_hull_submarine = 1
}
categories = {
naval_doctrine
trade_interdiction_tree
@@ -1687,6 +1788,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
interwar_ship_hull_heavy = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1751,6 +1856,11 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
cruiser_gun_upgrade = 1
large_destroyer_trend = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1809,6 +1919,11 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_heavy = 1
improved_ship_hull_cruiser = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1857,6 +1972,11 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
homogeneous_krupp_steel = 1
advanced_heavy_armor = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -1898,6 +2018,10 @@ technologies = {
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_carrier = 1
}
categories = {
naval_doctrine
trade_interdiction_tree
@@ -2039,6 +2163,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_light = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -2082,6 +2210,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
improved_ship_hull_carrier = 1
}
xp_research_type = navy
xp_unlock_cost = 85
doctrine = yes
@@ -2314,6 +2446,12 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
cruiser_aa_upgrade = 1
large_destroyer_trend = 1
improved_ship_hull_carrier = 1
}
xor = { naval_air_force }
xp_research_type = navy
@@ -2419,6 +2557,12 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
dive_bomber_study = 1
air_fuel_storage = 1
folding_wing = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
@@ -2468,6 +2612,11 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
armor_piercing_bombs = 1
air_torpedoe_2 = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
@@ -2578,6 +2727,10 @@ technologies = {
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_carrier = 1
}
categories = {
naval_doctrine
base_strike_main
@@ -2630,6 +2783,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
battleship_aa_upgrade = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
@@ -2703,6 +2860,12 @@ technologies = {
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_carrier = 1
advanced_ship_hull_heavy = 1
advanced_ship_hull_cruiser = 1
}
categories = {
naval_doctrine
base_strike_main
@@ -2803,6 +2966,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
basic_ship_hull_submarine = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
@@ -2853,6 +3020,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
advanced_periscope = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
@@ -2944,6 +3115,10 @@ technologies = {
doctrine = yes
research_cost = 3
dependencies = {
advanced_ship_hull_submarine = 1
}
categories = {
naval_doctrine
cat_base_strike
@@ -3044,6 +3219,10 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
escort_destroyer_trend = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
@@ -3153,6 +3332,12 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
escort_carriers_ship = 1
improved_ship_hull_light = 1
improved_sonar = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes
@@ -3216,6 +3401,11 @@ technologies = {
research_cost_coeff = 1
}
dependencies = {
battleship_aa_upgrade = 1
cruiser_aa_upgrade = 1
}
xp_research_type = navy
xp_unlock_cost = 100
doctrine = yes

336
src/common/terrain/00_terrain.txt Executable file
View File

@@ -0,0 +1,336 @@
##################################################################
### Terrain Categories
###
###
categories = {
unknown = {
color = { 255 0 0 }
}
ocean = {
naval_terrain = yes
color = { 40 83 176 }
movement_cost = 1.0
is_water = yes
sound_type = sea
naval_mine_hit_chance = -0.75
}
lakes = {
color = { 58 91 255 }
movement_cost = 1.0
is_water = yes
sound_type = sea
}
forest = {
color = { 89 199 85 }
movement_cost = 1.5
#combat_width = -0.20
combat_width = 60
combat_support_width = 30
ai_terrain_importance_factor = 5.0
match_value = 5
sound_type = forest
units = {
attack = -0.15
#movement = -0.2
}
enemy_army_bonus_air_superiority_factor = -0.1
supply_flow_penalty_factor = 0.08
truck_attrition_factor = 0.2
}
hills = {
color = { 248 255 153 }
movement_cost = 1.5
#combat_width = -0.33
combat_width = 70
combat_support_width = 35
ai_terrain_importance_factor = 3.0
match_value = 2
sound_type = desert
units = {
attack = -0.25
#movement = -0.2
}
enemy_army_bonus_air_superiority_factor = -0.05
supply_flow_penalty_factor = 0.1
truck_attrition_factor = 0.2
}
mountain = {
color = { 157 192 208 }
movement_cost = 2.0
attrition = 0.3
#combat_width = -0.66
combat_width = 50
combat_support_width = 25
ai_terrain_importance_factor = 10.0
match_value = 10
sound_type = desert
units = {
attack = -0.5
#movement = -0.4
}
enemy_army_bonus_air_superiority_factor = -0.10
supply_flow_penalty_factor = 0.12
truck_attrition_factor = 1.0
}
plains = {
color = { 255 129 66 }
movement_cost = 1.0
ai_terrain_importance_factor = 0.1
combat_width = 70
combat_support_width = 35
match_value = 0.5
sound_type = plains
}
urban = {
color = { 120 120 120 }
movement_cost = 1.2
ai_terrain_importance_factor = 4.0
combat_width = 80
combat_support_width = 40
match_value = 4
sound_type = plains
units = {
attack = -0.3
#movement = -0.2
}
enemy_army_bonus_air_superiority_factor = -0.50
supply_flow_penalty_factor = -0.2
}
jungle = {
color = { 127 191 0 }
movement_cost = 1.5
attrition = 0.2
# combat_width = -0.25
combat_width = 60
combat_support_width = 30
ai_terrain_importance_factor = 6.0
match_value = 6
sound_type = forest
units = {
attack = -0.3
#movement = -0.3
}
enemy_army_bonus_air_superiority_factor = -0.25
sickness_chance = 1.0
supply_flow_penalty_factor = 0.16
truck_attrition_factor = 3.0
}
marsh = {
color = { 76 96 35 }
movement_cost = 2.0
attrition = 0.35
# combat_width = -0.25
combat_width = 50
combat_support_width = 25
ai_terrain_importance_factor = 8.0
match_value = 8
sound_type = forest
units = {
attack = -0.4
#movement = -0.4
}
sickness_chance = 1.0
supply_flow_penalty_factor = 0.16
truck_attrition_factor = 4.0
}
desert = {
color = { 255 127 0 }
movement_cost = 1.05
attrition = 0.15
combat_width = 70
combat_support_width = 35
ai_terrain_importance_factor = 8.0
match_value = 8
sound_type = desert
sickness_chance = 1.0
supply_flow_penalty_factor = 0.14
truck_attrition_factor = 0.5
}
water_fjords = {
naval_terrain = yes
color = { 75 162 198 }
movement_cost = 1.0
is_water = yes
sound_type = sea
battle_cruiser = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
battleship = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
SH_battleship = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
heavy_cruiser = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
medium_cruiser = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
carrier = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
navy_fuel_consumption_factor = 0.2
}
navy_visibility = -0.2
positioning = -0.15
}
water_shallow_sea = {
naval_terrain = yes
color = { 56 118 217 }
movement_cost = 1.0
is_water = yes
sound_type = sea
submarine = {
navy_visibility = 1.0
}
positioning = -0.05
naval_mine_hit_chance = -0.5
}
water_deep_ocean = {
naval_terrain = yes
color = { 2 38 150 }
movement_cost = 1.0
is_water = yes
sound_type = sea
destroyer = {
units = {
attack = -0.2
movement = -0.2
defence = -0.2
}
}
light_cruiser = {
units = {
attack = -0.1
movement = -0.1
defence = -0.1
}
}
submarine = {
navy_visibility = -0.15
units = {
movement = -0.25
}
}
naval_mine_hit_chance = -0.95
}
}
##################################################################
### Graphical terrain
### type = refers to the terrain defined above, "terrain category"'s
### color = index in bitmap color table (see terrain.bmp)
###
terrain = {
terrain_0 = { type = plains color = { 0 } texture = 1 }
terrain_1 = { type = forest color = { 1 } texture = 4 }
desert_mountain = { type = hills color = { 2 } texture = 3 }
desert = { type = desert color = { 3 } texture = 9 }
terrain_4 = { type = forest color = { 4 } texture = 5 }
terrain_5 = { type = plains color = { 5 } texture = 0 }
terrain_6 = { type = mountain color = { 6 } texture = 11 }
terrain_7 = { type = desert color = { 7 } texture = 12 }
desert_hills = { type = desert color = { 8 } texture = 14 }
terrain_9 = { type = marsh color = { 9 } texture = 6 }
terrain_10 = { type = mountain color = { 10 } texture = 13 }
desert = { type = mountain color = { 11 } texture = 11 }
desert = { type = desert color = { 12 } texture = 8 }
forest_13 = { type = urban color = { 13 } texture = 10 spawn_city = yes }
forest_14 = { type = lakes color = { 14 } texture = 255 }
ocean_15 = { type = ocean color = { 15 } texture = 9 }
snow_16 = { type = mountain color = { 16 } texture = 11 perm_snow = yes }
plains_17 = { type = plains color = { 19 } texture = 0 perm_snow = yes }
hills_blend = { type = hills color = { 17 } texture = 2 }
mountain_variation_sand = { type = mountain color = { 18 } texture = 7 }
mountain_variation_grass = { type = mountain color = { 20 } texture = 7 }
jungle_18 = { type = jungle color = { 21 } texture = 4 }
jungle_blend_18 = { type = jungle color = { 22 } texture = 5 }
jungle_blend_18 = { type = mountain color = { 27 } texture = 7 }
desert_mountain_tops = { type = mountain color = { 31 } texture = 15 }
}

View File

@@ -16,6 +16,7 @@ equipment_modules = {
add_stats = {
carrier_size = 3
build_cost_ic = 1800
anti_air_attack = 2
reliability = -0.1
max_organisation = -0.2
surface_detection = 5
@@ -24,9 +25,8 @@ equipment_modules = {
manpower = 300 #outside the add_stats section for code reasons
multiply_stats = {
naval_speed = -0.1
anti_air_attack = 0.035
max_strength = -0.15
fuel_consumption = 0.1
surface_visibility = 0.05
}
dismantle_cost_ic = 900
can_convert_from = {
@@ -42,15 +42,17 @@ equipment_modules = {
carrier_size = 2
build_cost_ic = 1300
reliability = 0.025
max_strength = 40
anti_air_attack = 2.5
surface_detection = 4
supply_consumption = 0.015
}
manpower = 200 #outside the add_stats section for code reasons
multiply_stats = {
naval_speed = -0.065
max_strength = 0.05
armor_value = 0.025
fuel_consumption = 0.075
surface_visibility = 0.03
}
dismantle_cost_ic = 700
can_convert_from = {
@@ -58,21 +60,24 @@ equipment_modules = {
convert_cost_ic = 1200
}
}
ship_deck_space = {
ship_deck_space_open = {
category = ship_deck_space
gfx = ship_deck_space
add_equipment_type = capital_ship
add_stats = {
carrier_size = 2
build_cost_ic = 1000
surface_detection = 4
max_strength = 30
anti_air_attack = 1.5
supply_consumption = 0.015
}
manpower = 200 #outside the add_stats section for code reasons
multiply_stats = {
naval_speed = -0.05
anti_air_attack = 0.025
fuel_consumption = 0.075
surface_visibility = 0.025
}
dismantle_cost_ic = 600
can_convert_from = {
@@ -88,12 +93,15 @@ equipment_modules = {
carrier_size = 1
build_cost_ic = 500
surface_detection = 2
max_strength = 20
anti_air_attack = 0.5
supply_consumption = 0.01
}
multiply_stats = {
naval_speed = -0.025
sub_detection = 0.05
fuel_consumption = 0.05
surface_visibility = 0.015
}
manpower = 100
dismantle_cost_ic = 400
@@ -107,15 +115,16 @@ equipment_modules = {
build_cost_ic = 2000
max_organisation = -0.05
surface_detection = 5
max_strength = 55
anti_air_attack = 3
supply_consumption = 0.025
}
manpower = 300
multiply_stats = {
naval_speed = -0.075
anti_air_attack = 0.05
max_strength = 0.05
armor_value = 0.025
fuel_consumption = 0.1
surface_visibility = 0.05
}
dismantle_cost_ic = 1100
}
@@ -137,6 +146,7 @@ equipment_modules = {
naval_speed = -0.05
max_strength = -0.1
fuel_consumption = 0.05
surface_visibility = 0.05
}
dismantle_cost_ic = 2000
}
@@ -150,13 +160,15 @@ equipment_modules = {
carrier_size = 2
build_cost_ic = 2000
surface_detection = 8
max_strength = 80
anti_air_attack = 3
supply_consumption = 0.03
}
manpower = 450 #outside the add_stats section for code reasons
multiply_stats = {
naval_speed = -0.075
anti_air_attack = 0.035
fuel_consumption = 0.1
surface_visibility = 0.05
}
dismantle_cost_ic = 1600
}
@@ -170,13 +182,15 @@ equipment_modules = {
carrier_size = 2
build_cost_ic = 2000
surface_detection = 4
max_strength = 30
anti_air_attack = 1.5
supply_consumption = 0.015
}
manpower = 200 #outside the add_stats section for code reasons
multiply_stats = {
naval_speed = -0.05
anti_air_attack = 0.025
fuel_consumption = 0.075
surface_visibility = 0.03
}
dismantle_cost_ic = 600
can_convert_from = {
@@ -264,10 +278,10 @@ equipment_modules = {
add_stats = {
build_cost_ic = 1000
max_organisation = 0.1
}
multiply_stats = {
anti_air_attack = 0.2
surface_detection = 0.1
anti_air_attack = 0.15
}
dismantle_cost_ic = 800
}
@@ -291,8 +305,11 @@ equipment_modules = {
gfx = ship_side_lift
add_stats = {
build_cost_ic = 800
carrier_size = 1
build_cost_ic = 500
max_organisation = 0.05
}
multiply_stats = {
anti_air_attack = 0.05
}
build_cost_resources = {
@@ -309,7 +326,7 @@ equipment_modules = {
add_stats = {
carrier_size = 1
max_organisation = 0.1
max_organisation = 0.2
build_cost_ic = 2000
}
@@ -328,7 +345,7 @@ equipment_modules = {
carrier_aviation_control_unit = {
category = carrier_unit
add_stats = {
max_organisation = 0.2
max_organisation = 0.1
}
multiply_stats = {
anti_air_attack = 0.05
@@ -341,6 +358,7 @@ equipment_modules = {
reliability = 0.1
}
multiply_stats = {
max_strength = 0.05
build_cost_ic = 0.05
}
}
@@ -382,6 +400,7 @@ equipment_modules = {
category = carrier_miscellaneous
add_stats = {
reliability = -0.15
max_organisation = -0.2
}
multiply_stats = {
armor_value = -0.25
@@ -394,7 +413,8 @@ equipment_modules = {
dismantle_cost_ic = 1500
}
carrier_secondary_island = {
category = carrier_miscellaneous
category = carrier_island
gui_category = carrier_miscellaneous
add_stats = {
max_organisation = 0.1
reliability = -0.05
@@ -407,7 +427,8 @@ equipment_modules = {
}
}
carrier_no_island = {
category = carrier_miscellaneous
category = carrier_island
gui_category = carrier_miscellaneous
add_stats = {
build_cost_ic = -150
@@ -445,6 +466,10 @@ equipment_modules = {
surface_detection = 10
sub_detection = 8
}
multiply_stats = {
surface_detection = 0.1
sub_detection = 0.1
}
}
coldwar_upgrade_cv = {
category = coldwar_upgrade_cv

View File

@@ -430,12 +430,13 @@ equipment_modules = {
add_stats = {
hg_attack = 1
lg_attack = 3
build_cost_ic = 600
surface_visibility = 0.5
build_cost_ic = 250
surface_visibility = 0.4
max_strength = 19.5
armor_value = 0.2
}
multiply_stats = {
build_cost_ic = 0.08
naval_speed = -0.03
}
add_average_stats = {
@@ -456,12 +457,13 @@ equipment_modules = {
add_stats = {
hg_attack = 1.3
lg_attack = 4.5
build_cost_ic = 700
build_cost_ic = 350
surface_visibility = 0.5
max_strength = 23.5
armor_value = 0.2
}
multiply_stats = {
build_cost_ic = 0.1
naval_speed = -0.04
}
add_average_stats = {
@@ -482,12 +484,13 @@ equipment_modules = {
add_stats = {
hg_attack = 1.8
lg_attack = 6.5
build_cost_ic = 800
surface_visibility = 0.5
build_cost_ic = 450
surface_visibility = 0.6
max_strength = 27.5
armor_value = 0.2
}
multiply_stats = {
build_cost_ic = 0.12
naval_speed = -0.05
}
add_average_stats = {
@@ -508,12 +511,13 @@ equipment_modules = {
add_stats = {
hg_attack = 2.3
lg_attack = 8.5
build_cost_ic = 900
surface_visibility = 0.5
build_cost_ic = 550
surface_visibility = 0.7
max_strength = 31
armor_value = 0.2
}
multiply_stats = {
build_cost_ic = 0.14
naval_speed = -0.06
}
add_average_stats = {
@@ -533,12 +537,13 @@ equipment_modules = {
add_stats = {
hg_attack = 0.7
lg_attack = 2
build_cost_ic = 450
surface_visibility = 0.5
build_cost_ic = 200
surface_visibility = 0.3
max_strength = 15.5
armor_value = 0.15
}
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.025
}
add_average_stats = {
@@ -559,12 +564,13 @@ equipment_modules = {
add_stats = {
hg_attack = 1
lg_attack = 3.5
build_cost_ic = 550
surface_visibility = 0.5
build_cost_ic = 250
surface_visibility = 0.4
max_strength = 19
armor_value = 0.15
}
multiply_stats = {
build_cost_ic = 0.08
naval_speed = -0.035
}
add_average_stats = {
@@ -585,12 +591,13 @@ equipment_modules = {
add_stats = {
hg_attack = 1.3
lg_attack = 4
build_cost_ic = 650
build_cost_ic = 350
surface_visibility = 0.5
max_strength = 22
armor_value = 0.15
}
multiply_stats = {
build_cost_ic = 0.1
naval_speed = -0.045
}
add_average_stats = {
@@ -611,12 +618,13 @@ equipment_modules = {
add_stats = {
hg_attack = 1.8
lg_attack = 5.5
build_cost_ic = 750
surface_visibility = 0.5
build_cost_ic = 450
surface_visibility = 0.6
max_strength = 25
armor_value = 0.15
}
multiply_stats = {
build_cost_ic = 0.12
naval_speed = -0.055
}
add_average_stats = {
@@ -636,12 +644,13 @@ equipment_modules = {
add_stats = {
hg_attack = 0.5
lg_attack = 1.5
build_cost_ic = 300
surface_visibility = 0.4
build_cost_ic = 200
surface_visibility = 0.3
max_strength = 12
armor_value = 0.1
}
multiply_stats = {
build_cost_ic = 0.05
naval_speed = -0.025
}
add_average_stats = {
@@ -661,12 +670,13 @@ equipment_modules = {
add_stats = {
hg_attack = 0.8
lg_attack = 2.5
build_cost_ic = 400
build_cost_ic = 300
surface_visibility = 0.4
max_strength = 14
armor_value = 0.1
}
multiply_stats = {
build_cost_ic = 0.065
naval_speed = -0.035
}
add_average_stats = {
@@ -686,12 +696,13 @@ equipment_modules = {
add_stats = {
hg_attack = 1.1
lg_attack = 3.5
build_cost_ic = 500
surface_visibility = 0.4
build_cost_ic = 400
surface_visibility = 0.5
max_strength = 16.5
armor_value = 0.1
}
multiply_stats = {
build_cost_ic = 0.08
naval_speed = -0.045
}
add_average_stats = {
@@ -711,12 +722,13 @@ equipment_modules = {
add_stats = {
hg_attack = 1.5
lg_attack = 4.5
build_cost_ic = 600
surface_visibility = 0.4
build_cost_ic = 500
surface_visibility = 0.6
max_strength = 18.5
armor_value = 0.1
}
multiply_stats = {
build_cost_ic = 0.095
naval_speed = -0.055
}
add_average_stats = {
@@ -738,12 +750,13 @@ equipment_modules = {
add_stats = {
hg_attack = 4
lg_attack = 2
build_cost_ic = 750
surface_visibility = 1
max_strength = 13
build_cost_ic = 400
surface_visibility = 0.8
max_strength = 18
armor_value = 0.2
}
multiply_stats = {
build_cost_ic = 0.08
naval_speed = -0.015
}
add_average_stats = {
@@ -770,12 +783,13 @@ equipment_modules = {
add_stats = {
hg_attack = 5
lg_attack = 3.5
build_cost_ic = 850
surface_visibility = 1
max_strength = 16
build_cost_ic = 500
surface_visibility = 0.9
max_strength = 22
armor_value = 0.2
}
multiply_stats = {
build_cost_ic = 0.1
naval_speed = -0.02
}
add_average_stats = {
@@ -803,12 +817,13 @@ equipment_modules = {
add_stats = {
hg_attack = 5.5
lg_attack = 3
build_cost_ic = 900
surface_visibility = 1
max_strength = 14
build_cost_ic = 500
surface_visibility = 0.9
max_strength = 20
armor_value = 0.3
}
multiply_stats = {
build_cost_ic = 0.1
naval_speed = -0.02
}
add_average_stats = {
@@ -835,12 +850,13 @@ equipment_modules = {
add_stats = {
hg_attack = 7
lg_attack = 4.5
build_cost_ic = 1000
build_cost_ic = 600
surface_visibility = 1
max_strength = 18
max_strength = 26
armor_value = 0.3
}
multiply_stats = {
build_cost_ic = 0.125
naval_speed = -0.025
}
add_average_stats = {
@@ -868,11 +884,13 @@ equipment_modules = {
add_stats = {
lg_attack = 4
build_cost_ic = 350
build_cost_ic = 150
naval_light_gun_hit_chance_factor = 0.005
max_strength = 14
surface_visibility = 0.3
}
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.02
}
add_average_stats = {
@@ -891,12 +909,14 @@ equipment_modules = {
add_stats = {
lg_attack = 5.5
build_cost_ic = 400
build_cost_ic = 225
naval_light_gun_hit_chance_factor = 0.006
max_strength = 19
reliability = -0.03
surface_visibility = 0.4
}
multiply_stats = {
build_cost_ic = 0.08
naval_speed = -0.04
}
add_average_stats = {
@@ -915,12 +935,14 @@ equipment_modules = {
add_stats = {
lg_attack = 8
build_cost_ic = 450
build_cost_ic = 300
naval_light_gun_hit_chance_factor = 0.007
max_strength = 24.5
reliability = -0.04
surface_visibility = 0.5
}
multiply_stats = {
build_cost_ic = 0.1
naval_speed = -0.06
}
add_average_stats = {
@@ -938,12 +960,14 @@ equipment_modules = {
parent = ship_light_medium_battery_3
add_stats = {
lg_attack = 11
build_cost_ic = 500
build_cost_ic = 375
naval_light_gun_hit_chance_factor = 0.008
max_strength = 30
reliability = -0.05
surface_visibility = 0.6
}
multiply_stats = {
build_cost_ic = 0.12
naval_speed = -0.08
}
add_average_stats = {
@@ -964,11 +988,13 @@ equipment_modules = {
add_stats = {
lg_attack = 2.5
build_cost_ic = 250
build_cost_ic = 125
naval_light_gun_hit_chance_factor = 0.005
max_strength = 11
surface_visibility = 0.2
}
multiply_stats = {
build_cost_ic = 0.04
naval_speed = -0.015
}
add_average_stats = {
@@ -987,12 +1013,14 @@ equipment_modules = {
add_stats = {
lg_attack = 4
build_cost_ic = 325
build_cost_ic = 200
naval_light_gun_hit_chance_factor = 0.006
max_strength = 15
reliability = -0.02
surface_visibility = 0.3
}
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.035
}
add_average_stats = {
@@ -1011,12 +1039,14 @@ equipment_modules = {
add_stats = {
lg_attack = 5
build_cost_ic = 375
build_cost_ic = 275
naval_light_gun_hit_chance_factor = 0.007
max_strength = 20
reliability = -0.03
surface_visibility = 0.4
}
multiply_stats = {
build_cost_ic = 0.08
naval_speed = -0.05
}
add_average_stats = {
@@ -1034,12 +1064,14 @@ equipment_modules = {
parent = ship_light_medium_battery_3_double
add_stats = {
lg_attack = 7
build_cost_ic = 400
build_cost_ic = 350
naval_light_gun_hit_chance_factor = 0.008
max_strength = 24
reliability = -0.04
surface_visibility = 0.5
}
multiply_stats = {
build_cost_ic = 0.1
naval_speed = -0.065
}
add_average_stats = {
@@ -1060,11 +1092,12 @@ equipment_modules = {
add_stats = {
lg_attack = 2
build_cost_ic = 225
naval_light_gun_hit_chance_factor = 0.001
build_cost_ic = 125
max_strength = 8.5
surface_visibility = 0.25
}
multiply_stats = {
build_cost_ic = 0.05
naval_speed = -0.015
}
add_average_stats = {
@@ -1083,12 +1116,13 @@ equipment_modules = {
add_stats = {
lg_attack = 3
build_cost_ic = 250
naval_light_gun_hit_chance_factor = 0.002
build_cost_ic = 200
max_strength = 11.5
reliability = -0.01
surface_visibility = 0.35
}
multiply_stats = {
build_cost_ic = 0.07
naval_speed = -0.035
}
add_average_stats = {
@@ -1108,11 +1142,12 @@ equipment_modules = {
add_stats = {
lg_attack = 4
build_cost_ic = 275
naval_light_gun_hit_chance_factor = 0.003
max_strength = 15
reliability = -0.02
surface_visibility = 0.45
}
multiply_stats = {
build_cost_ic = 0.09
naval_speed = -0.045
}
add_average_stats = {
@@ -1130,12 +1165,13 @@ equipment_modules = {
parent = ship_light_medium_battery_3_single
add_stats = {
lg_attack = 5.5
build_cost_ic = 325
naval_light_gun_hit_chance_factor = 0.004
build_cost_ic = 350
max_strength = 18
reliability = -0.03
surface_visibility = 0.55
}
multiply_stats = {
build_cost_ic = 0.11
naval_speed = -0.055
}
add_average_stats = {
@@ -1155,22 +1191,24 @@ equipment_modules = {
add_stats = {
lg_attack = 9.5
anti_air_attack = 2
build_cost_ic = 400
build_cost_ic = 350
naval_light_gun_hit_chance_factor = 0.007
max_strength = 28
reliability = -0.045
surface_visibility = 0.6
}
multiply_stats = {
build_cost_ic = 0.13
naval_speed = -0.065
}
add_average_stats = {
lg_armor_piercing = 15
lg_armor_piercing = 14
}
dismantle_cost_ic = 120
critical_parts = { damaged_secondaries }
critical_parts = { damaged_light_guns }
}
@@ -1187,11 +1225,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.4
hg_attack = 4
max_strength = 16
build_cost_ic = 350
}
multiply_stats = {
build_cost_ic = 0.01
naval_speed = -0.015
max_strength = 0.03
}
add_average_stats = {
hg_armor_piercing = 30
@@ -1215,11 +1254,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.5
hg_attack = 5
max_strength = 20
build_cost_ic = 415
}
multiply_stats = {
build_cost_ic = 0.015
naval_speed = -0.015
max_strength = 0.05
}
add_average_stats = {
hg_armor_piercing = 32
@@ -1243,11 +1283,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.6
hg_attack = 7
max_strength = 28
build_cost_ic = 650
}
multiply_stats = {
build_cost_ic = 0.02
naval_speed = -0.02
max_strength = 0.07
}
add_average_stats = {
hg_armor_piercing = 34
@@ -1271,11 +1312,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.7
hg_attack = 8
max_strength = 32
build_cost_ic = 750
}
multiply_stats = {
build_cost_ic = 0.025
naval_speed = -0.03
max_strength = 0.09
}
add_average_stats = {
hg_armor_piercing = 37
@@ -1299,11 +1341,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.8
hg_attack = 9
max_strength = 40
build_cost_ic = 800
}
multiply_stats = {
build_cost_ic = 0.035
naval_speed = -0.04
max_strength = 0.11
}
add_average_stats = {
hg_armor_piercing = 43
@@ -1327,12 +1370,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.9
hg_attack = 12
max_strength = 52
build_cost_ic = 850
}
multiply_stats = {
build_cost_ic = 0.045
naval_speed = -0.05
max_strength = 0.13
}
add_average_stats = {
hg_armor_piercing = 48
@@ -1357,13 +1400,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 1
hg_attack = 15
max_strength = 52
build_cost_ic = 1250
reliability = -0.06
}
multiply_stats = {
build_cost_ic = 0.05
naval_speed = -0.06
max_strength = 0.13
}
add_average_stats = {
hg_armor_piercing = 48
@@ -1384,11 +1428,12 @@ equipment_modules = {
surface_visibility = 1.2
reliability = -0.1
hg_attack = 21
max_strength = 70
build_cost_ic = 1750
}
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.07
max_strength = 0.15
}
add_average_stats = {
hg_armor_piercing = 52
@@ -1407,11 +1452,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.5
hg_attack = 5.5
max_strength = 18
build_cost_ic = 400
}
multiply_stats = {
build_cost_ic = 0.015
naval_speed = -0.015
max_strength = 0.04
}
add_average_stats = {
hg_armor_piercing = 30
@@ -1435,11 +1481,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.6
hg_attack = 7
max_strength = 24
build_cost_ic = 475
}
multiply_stats = {
build_cost_ic = 0.02
naval_speed = -0.015
max_strength = 0.06
}
add_average_stats = {
hg_armor_piercing = 32
@@ -1463,11 +1510,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.7
hg_attack = 9
max_strength = 34
build_cost_ic = 700
}
multiply_stats = {
build_cost_ic = 0.025
naval_speed = -0.03
max_strength = 0.08
}
add_average_stats = {
hg_armor_piercing = 34
@@ -1491,11 +1539,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.8
hg_attack = 12
max_strength = 40
build_cost_ic = 875
}
multiply_stats = {
build_cost_ic = 0.035
naval_speed = -0.05
max_strength = 0.1
}
add_average_stats = {
hg_armor_piercing = 37
@@ -1519,11 +1568,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.9
hg_attack = 13
max_strength = 50
build_cost_ic = 950
}
multiply_stats = {
build_cost_ic = 0.042
naval_speed = -0.05
max_strength = 0.12
}
add_average_stats = {
hg_armor_piercing = 43
@@ -1547,12 +1597,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 1
hg_attack = 16
build_cost_ic = 1050
max_strength = 64
build_cost_ic = 1050
}
multiply_stats = {
build_cost_ic = 0.05
naval_speed = -0.06
max_strength = 0.14
}
add_average_stats = {
hg_armor_piercing = 48
@@ -1577,13 +1627,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 1.1
hg_attack = 20
max_strength = 64
build_cost_ic = 1450
reliability = -0.09
}
multiply_stats = {
build_cost_ic = 0.055
naval_speed = -0.07
max_strength = 0.14
}
add_average_stats = {
hg_armor_piercing = 48
@@ -1605,11 +1656,12 @@ equipment_modules = {
surface_visibility = 1.3
reliability = -0.15
hg_attack = 25
max_strength = 90
build_cost_ic = 1950
}
multiply_stats = {
build_cost_ic = 0.065
naval_speed = -0.085
max_strength = 0.16
}
add_average_stats = {
hg_armor_piercing = 52
@@ -1628,13 +1680,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.6
hg_attack = 7.5
max_strength = 30
build_cost_ic = 750
reliability = -0.05
naval_heavy_gun_hit_chance_factor = -0.01
}
multiply_stats = {
build_cost_ic = 0.02
naval_speed = -0.02
max_strength = 0.05
}
add_average_stats = {
hg_armor_piercing = 30
@@ -1658,13 +1711,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.7
hg_attack = 10
max_strength = 37
build_cost_ic = 900
reliability = -0.05
naval_heavy_gun_hit_chance_factor = -0.01
}
multiply_stats = {
build_cost_ic = 0.025
naval_speed = -0.02
max_strength = 0.07
}
add_average_stats = {
hg_armor_piercing = 32
@@ -1688,13 +1742,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.8
hg_attack = 13
max_strength = 52
build_cost_ic = 1000
reliability = -0.08
naval_heavy_gun_hit_chance_factor = -0.01
}
multiply_stats = {
build_cost_ic = 0.03
naval_speed = -0.04
max_strength = 0.09
}
add_average_stats = {
hg_armor_piercing = 34
@@ -1718,13 +1773,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.9
hg_attack = 16
build_cost_ic = 1300
max_strength = 60
build_cost_ic = 1150
reliability = -0.12
naval_heavy_gun_hit_chance_factor = -0.01
}
multiply_stats = {
build_cost_ic = 0.04
naval_speed = -0.055
max_strength = 0.11
}
add_average_stats = {
hg_armor_piercing = 37
@@ -1748,13 +1804,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 1
hg_attack = 18
build_cost_ic = 1400
max_strength = 74
build_cost_ic = 1300
reliability = -0.08
naval_heavy_gun_hit_chance_factor = -0.01
}
multiply_stats = {
build_cost_ic = 0.047
naval_speed = -0.06
max_strength = 0.13
}
add_average_stats = {
hg_armor_piercing = 43
@@ -1778,13 +1835,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 1.1
hg_attack = 22
build_cost_ic = 1550
max_strength = 96
build_cost_ic = 1400
reliability = -0.08
naval_heavy_gun_hit_chance_factor = -0.01
}
multiply_stats = {
build_cost_ic = 0.053
naval_speed = -0.07
max_strength = 0.15
}
add_average_stats = {
hg_armor_piercing = 48
@@ -1809,14 +1867,15 @@ equipment_modules = {
add_stats = {
surface_visibility = 1.2
hg_attack = 27
build_cost_ic = 1750
max_strength = 96
build_cost_ic = 1600
reliability = -0.19
naval_heavy_gun_hit_chance_factor = -0.015
}
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.1
max_strength = 0.15
}
add_average_stats = {
hg_armor_piercing = 48
@@ -1837,13 +1896,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 1.5
hg_attack = 33.5
build_cost_ic = 2250
max_strength = 130
build_cost_ic = 2100
reliability = -0.23
naval_heavy_gun_hit_chance_factor = -0.02
}
multiply_stats = {
naval_speed = -0.11
max_strength = 0.17
build_cost_ic = 0.07
naval_speed = -0.13
}
add_average_stats = {
hg_armor_piercing = 52
@@ -1863,12 +1923,13 @@ equipment_modules = {
add_stats = {
surface_visibility = 1
hg_attack = 18
max_strength = 70
build_cost_ic = 1650
reliability = -0.08
}
multiply_stats = {
build_cost_ic = 0.055
naval_speed = -0.065
max_strength = 0.15
}
add_average_stats = {
hg_armor_piercing = 54
@@ -1887,12 +1948,13 @@ equipment_modules = {
add_stats = {
surface_visibility = 1.1
hg_attack = 24
max_strength = 90
build_cost_ic = 1900
reliability = -0.12
}
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.075
max_strength = 0.16
}
add_average_stats = {
hg_armor_piercing = 54
@@ -1911,13 +1973,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 1.2
hg_attack = 32.4
build_cost_ic = 2150
max_strength = 130
build_cost_ic = 2000
reliability = -0.2
naval_heavy_gun_hit_chance_factor = -0.015
}
multiply_stats = {
naval_speed = -0.105
max_strength = 0.17
build_cost_ic = 0.065
naval_speed = -0.11
}
add_average_stats = {
hg_armor_piercing = 54
@@ -2299,6 +2362,7 @@ equipment_modules = {
lg_armor_piercing = 24
}
multiply_stats = {
build_cost_ic = 0.06
naval_speed = -0.08
surface_visibility = -0.02
}
@@ -2322,6 +2386,7 @@ equipment_modules = {
lg_armor_piercing = 30
}
multiply_stats = {
build_cost_ic = 0.08
naval_speed = -0.1
surface_visibility = -0.025
}
@@ -2338,6 +2403,7 @@ equipment_modules = {
max_strength = 28
}
multiply_stats = {
build_cost_ic = 0.05
naval_speed = -0.1
}
dismantle_cost_ic = 600

View File

@@ -968,7 +968,7 @@ equipment_modules = {
add_stats = {
fuel_consumption = 30
build_cost_ic = 2000
build_cost_ic = 3000
}
multiply_stats = {
naval_speed = 0.5
@@ -1018,7 +1018,7 @@ equipment_modules = {
add_stats = {
fuel_consumption = 50
build_cost_ic = 4000
build_cost_ic = 4500
}
multiply_stats = {
naval_speed = 0.65

View File

@@ -17,7 +17,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.1
naval_speed = -0.23
max_strength = 0.05
max_strength = 0.065
}
build_cost_resources = {
steel = 1
@@ -42,7 +42,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.08
naval_speed = -0.08
max_strength = 0.04
max_strength = 0.05
}
build_cost_resources = {
steel = 1
@@ -68,7 +68,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.14
naval_speed = -0.25
max_strength = 0.1
max_strength = 0.13
}
build_cost_resources = {
steel = 1
@@ -103,7 +103,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.12
naval_speed = -0.1
max_strength = 0.08
max_strength = 0.1
}
build_cost_resources = {
steel = 1
@@ -137,7 +137,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.17
naval_speed = -0.3
max_strength = 0.15
max_strength = 0.2
}
build_cost_resources = {
steel = 2
@@ -173,7 +173,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.15
naval_speed = -0.2
max_strength = 0.12
max_strength = 0.16
}
build_cost_resources = {
steel = 1
@@ -208,7 +208,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.2
naval_speed = -0.32
max_strength = 0.2
max_strength = 0.25
}
build_cost_resources = {
steel = 2
@@ -243,7 +243,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.17
naval_speed = -0.27
max_strength = 0.16
max_strength = 0.2
}
build_cost_resources = {
steel = 2
@@ -279,7 +279,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.2
naval_speed = -0.25
max_strength = 0.1
max_strength = 0.13
}
build_cost_resources = {
steel = 2
@@ -315,7 +315,7 @@ equipment_modules = {
multiply_stats = {
build_cost_ic = 0.28
naval_speed = -0.35
max_strength = 0.2
max_strength = 0.25
}
build_cost_resources = {
steel = 2
@@ -1038,7 +1038,7 @@ equipment_modules = {
multiply_stats = {
naval_speed = -0.05
max_strength = 0.05
max_strength = 0.065
build_cost_ic = 0.065
}
dismantle_cost_ic = 1000
@@ -1053,7 +1053,7 @@ equipment_modules = {
multiply_stats = {
naval_speed = -0.05
max_strength = 0.065
max_strength = 0.085
build_cost_ic = 0.075
}
add_stats = {
@@ -1077,7 +1077,7 @@ equipment_modules = {
naval_speed = -0.025
max_strength = 0.075
armor_value = 0.05
build_cost_ic = 0.085
build_cost_ic = 0.1
}
add_stats = {
reliability = 0.04
@@ -1098,7 +1098,7 @@ equipment_modules = {
multiply_stats = {
naval_speed = -0.025
max_strength = 0.05
max_strength = 0.065
armor_value = 0.1
build_cost_ic = 0.1
}
@@ -1118,7 +1118,7 @@ equipment_modules = {
multiply_stats = {
naval_speed = -0.025
armor_value = 0.1
max_strength = 0.1
max_strength = 0.13
build_cost_ic = 0.15
}
add_stats = {

View File

@@ -181,7 +181,7 @@ equipment_modules = {
category = c_role
add_equipment_type = capital_ship
add_stats = {
max_strength = 100
max_strength = 55
}
multiply_stats = {
naval_range = 0.1
@@ -284,7 +284,8 @@ equipment_modules = {
add_equipment_type = capital_ship
multiply_stats = {
anti_air_attack = 0.1
build_cost_ic = 0.25
build_cost_ic = 0.35
naval_speed = -0.1
}
add_stats = {
max_strength = 200
@@ -473,4 +474,32 @@ equipment_modules = {
}
dismantle_cost_ic = 1000
}
#########################
## Panzerschiff Role ##
#########################
ship_hull_cruiser_role_pz = {
category = pz_role
multiply_stats = {
build_cost_ic = 0.25
max_strength = -0.2
}
forbid_module_categories = {
ship_medium_heavy_battery_double
ship_medium_heavy_battery_triple
}
dismantle_cost_ic = 100000
}
ship_hull_cruiser_role_pbb = {
category = pz_role
gfx = ship_hull_cruiser_role_cb
forbid_module_categories = {
ship_heavy_battery
ship_heavy_battery_triple
ship_heavy_battery_quad
}
dismantle_cost_ic = 100000
}
}

View File

@@ -1110,9 +1110,11 @@ equipment_modules = {
ship_electric_motor = {
category = heavy_miscellaneous
gui_category = ship_miscellaneous
multiply_stats = {
fuel_consumption = -0.1
}
add_stats = {
max_organisation = 0.1
reliability = -0.01
reliability = -0.05
}
multiply_stats = {
build_cost_ic = 0.05

View File

@@ -12,9 +12,11 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.5
hg_attack = 6
max_strength = 28
build_cost_ic = 430
}
multiply_stats = {
build_cost_ic = 0.015
naval_speed = -0.015
}
add_average_stats = {
@@ -40,11 +42,13 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.8
hg_attack = 11.5
max_strength = 45
build_cost_ic = 800
reliability = -0.05
naval_heavy_gun_hit_chance_factor = -0.01
}
multiply_stats = {
build_cost_ic = 0.025
naval_speed = -0.02
}
add_average_stats = {
@@ -91,11 +95,12 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.6
hg_attack = 7
max_strength = 30
build_cost_ic = 450
}
multiply_stats = {
build_cost_ic = 0.02
naval_speed = -0.015
max_strength = 0.04
}
add_average_stats = {
hg_armor_piercing = 32
@@ -117,13 +122,14 @@ equipment_modules = {
add_stats = {
surface_visibility = 0.8
hg_attack = 11.5
max_strength = 52
build_cost_ic = 900
reliability = -0.05
naval_heavy_gun_hit_chance_factor = -0.01
}
multiply_stats = {
build_cost_ic = 0.03
naval_speed = -0.02
max_strength = 0.07
}
add_average_stats = {
hg_armor_piercing = 33

View File

@@ -60,7 +60,7 @@ equipments = {
}
fixed_ship_carrier_miscellaneous_slot_2 = {
required = no
allowed_module_categories = { carrier_miscellaneous }
allowed_module_categories = { carrier_miscellaneous carrier_island }
}
fixed_ship_flight_deck_slot = {
required = yes
@@ -82,6 +82,14 @@ equipments = {
category = ship_radar
count < 2
}
module_count_limit = {
module = carrier_civilian_material
count < 2
}
module_count_limit = {
category = carrier_island
count < 2
}
default_modules = {
fixed_ship_deck_slot_1 = empty
@@ -116,7 +124,7 @@ equipments = {
naval_range = 3000
max_strength = 205
max_strength = 105
fuel_consumption = 60
@@ -172,7 +180,7 @@ equipments = {
}
naval_range = 3000
max_strength = 125
max_strength = 80
reliability = 0.65
naval_speed = 20
@@ -236,6 +244,8 @@ equipments = {
rear_1_custom_slot = {
required = no
allowed_module_categories = {
ship_secondaries
ship_anti_air
ship_deck_space_converted
}
}
@@ -248,7 +258,7 @@ equipments = {
}
naval_range = 4000
reliability = 0.65
max_strength = 220
max_strength = 110
naval_speed = 26.5
surface_visibility = 33
@@ -392,6 +402,7 @@ equipments = {
ship_deck_space
ship_deck_space_small
carrier_miscellaneous
carrier_island
}
}
}
@@ -404,7 +415,7 @@ equipments = {
}
naval_range = 4000
reliability = 0.75
max_strength = 245
max_strength = 125
naval_speed = 28
module_count_limit = {
@@ -443,7 +454,7 @@ equipments = {
fixed_ship_carrier_miscellaneous_slot_1 = inherit
fixed_ship_carrier_miscellaneous_slot_2 = {
required = no
allowed_module_categories = { carrier_miscellaneous coldwar_upgrade_cv }
allowed_module_categories = { carrier_miscellaneous carrier_island coldwar_upgrade_cv }
}
fixed_ship_flight_deck_slot = inherit
fixed_ship_role_slot = inherit
@@ -489,6 +500,7 @@ equipments = {
carrier_angled_deck
carrier_helipad
carrier_miscellaneous
carrier_island
}
}
rear_1_custom_slot = {
@@ -508,7 +520,7 @@ equipments = {
naval_range = 5000
reliability = 0.8
max_strength = 275
max_strength = 140
naval_speed = 28
module_count_limit = {
@@ -554,7 +566,7 @@ equipments = {
# }
fixed_ship_carrier_miscellaneous_slot_2 = {
required = no
allowed_module_categories = { carrier_miscellaneous }
allowed_module_categories = { carrier_miscellaneous carrier_island }
}
fixed_ship_flight_deck_slot = inherit
}
@@ -568,7 +580,7 @@ equipments = {
}
naval_range = 3000
max_strength = 75
max_strength = 35
fuel_consumption = 38
reliability = 0.7
@@ -613,7 +625,7 @@ equipments = {
}
naval_range = 2000
max_strength = 35
max_strength = 15
fuel_consumption = 23
reliability = 0.5
@@ -667,7 +679,7 @@ equipments = {
}
fixed_ship_carrier_miscellaneous_slot_2 = {
required = no
allowed_module_categories = { carrier_miscellaneous }
allowed_module_categories = { carrier_miscellaneous carrier_island }
}
fixed_ship_flight_deck_slot = inherit
front_1_custom_slot = {
@@ -693,6 +705,7 @@ equipments = {
carrier_angled_deck
carrier_helipad
carrier_miscellaneous
carrier_island
}
}
mid_2_custom_slot = mid_1_custom_slot
@@ -717,7 +730,7 @@ equipments = {
naval_range = 6000
reliability = 1.5
max_strength = 300
max_strength = 150
naval_speed = 29
surface_visibility = 30
@@ -773,7 +786,7 @@ equipments = {
}
fixed_ship_carrier_miscellaneous_slot_2 = {
required = no
allowed_module_categories = { carrier_miscellaneous }
allowed_module_categories = { carrier_miscellaneous carrier_island }
}
fixed_ship_flight_deck_slot = inherit
front_1_custom_slot = {
@@ -820,7 +833,7 @@ equipments = {
naval_range = 6000
reliability = 1.3
max_strength = 330
max_strength = 170
naval_speed = 28
surface_visibility = 32

View File

@@ -450,7 +450,7 @@ equipments = {
naval_speed = 26
surface_visibility = 22
naval_range = 5000
max_strength = 220
max_strength = 140
reliability = 0.7
armor_value = 5
resources = {
@@ -476,6 +476,10 @@ equipments = {
required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous light_miscellaneous }
}
fixed_ship_role_slot = {
required = yes
allowed_module_categories = { pz_role }
}
front_1_custom_slot = {
required = no
allowed_module_categories = {
@@ -544,6 +548,7 @@ equipments = {
fixed_ship_engine_slot = empty
fixed_ship_secondaries_slot = empty
fixed_ship_radar_slot = ship_mast_1
fixed_ship_role_slot = ship_hull_cruiser_role_pz
rear_1_custom_slot = ship_torpedo_1
}
@@ -751,6 +756,7 @@ equipments = {
module_slots = inherit
naval_speed = 31
build_cost_ic = 1800
manpower = 1000
default_modules = {
fixed_ship_engine_slot = cruiser_ship_engine_2
@@ -769,7 +775,7 @@ equipments = {
manpower = 1200
naval_speed = 32
reliability = 0.8
build_cost_ic = 1700
build_cost_ic = 2100
naval_range = 3000
max_strength = 75
resources = {
@@ -792,7 +798,7 @@ equipments = {
priority = 1900
parent = vnr_ship_hull_cruiser_3
naval_speed = 32
build_cost_ic = 1800
build_cost_ic = 2300
reliability = 0.85
max_strength = 85
naval_range = 4000
@@ -819,7 +825,7 @@ equipments = {
naval_speed = 32
reliability = 0.9
manpower = 1600
build_cost_ic = 2000
build_cost_ic = 2500
naval_range = 4500
max_strength = 90
resources = {
@@ -936,7 +942,7 @@ equipments = {
naval_speed = 34
reliability = 0.95
manpower = 1800
build_cost_ic = 2500
build_cost_ic = 3000
naval_range = 5000
max_strength = 100
resources = {

View File

@@ -293,7 +293,7 @@ equipments = {
}
naval_range = 2000
max_strength = 120
max_strength = 90
naval_speed = 21
fuel_consumption = 67
reliability = 0.5
@@ -436,12 +436,12 @@ equipments = {
naval_range = 2700
max_strength = 220
max_strength = 165
reliability = 0.70
naval_speed = 27
fuel_consumption = 63
surface_visibility = 38
build_cost_ic = 2200
build_cost_ic = 2000
}
vnr_ship_hull_heavy_2 = {
@@ -471,12 +471,12 @@ equipments = {
naval_range = 3000
max_strength = 220
max_strength = 165
reliability = 0.75
naval_speed = 27.5
fuel_consumption = 67
surface_visibility = 36
build_cost_ic = 2600
build_cost_ic = 2300
manpower = 2200
}
@@ -499,12 +499,12 @@ equipments = {
}
naval_range = 3500
max_strength = 280
max_strength = 210
reliability = 0.85
fuel_consumption = 67
naval_speed = 32
surface_visibility = 31
build_cost_ic = 2700
surface_visibility = 34
build_cost_ic = 2500
manpower = 2500
}
@@ -529,11 +529,11 @@ equipments = {
}
naval_range = 4000
naval_speed = 31
max_strength = 320
max_strength = 240
reliability = 0.9
fuel_consumption = 67
surface_visibility = 29
build_cost_ic = 3000
surface_visibility = 32
build_cost_ic = 2800
resources = {
steel = 4
chromium = 1
@@ -642,12 +642,12 @@ equipments = {
}
naval_range = 4500
max_strength = 350
max_strength = 265
naval_speed = 30.5
fuel_consumption = 67
surface_visibility = 27
surface_visibility = 30
reliability = 0.95
build_cost_ic = 3300
build_cost_ic = 3100
resources = {
steel = 5
chromium = 1
@@ -775,11 +775,11 @@ equipments = {
}
naval_range = 4500
naval_speed = 26.5
max_strength = 350
max_strength = 265
fuel_consumption = 75
reliability = 0.9
surface_visibility = 46
build_cost_ic = 3800
build_cost_ic = 3500
resources = {
steel = 5
chromium = 1
@@ -815,13 +815,15 @@ equipments = {
required = yes
allowed_module_categories = { ship_heavy_armor }
}
fixed_ship_airplane_launcher_slot = inherit
fixed_ship_extra_secondaries_slot = {
required = no
allowed_module_categories = { heavy_miscellaneous generic_miscellaneous }
}
fixed_ship_armor_scheme_slot = inherit
fixed_ship_torpedo_defense_system_slot = inherit
fixed_ship_extra_missile_slot = {
required = no
allowed_module_categories = { generic_miscellaneous }
}
fixed_ship_airplane_launcher_slot = inherit
front_1_custom_slot = {
required = no
allowed_module_categories = {
@@ -877,12 +879,12 @@ equipments = {
}
naval_range = 5000
max_strength = 300
max_strength = 225
naval_speed = 32
fuel_consumption = 70
surface_visibility = 30
reliability = 1.25
build_cost_ic = 3500
build_cost_ic = 3200
resources = {
steel = 4
chromium = 2
@@ -899,5 +901,21 @@ equipments = {
category = ship_missile_aa
count < 8
}
module_count_limit = {
module = full_missile_upgrade
count < 2
}
module_count_limit = {
module = ship_display_system
count < 2
}
module_count_limit = {
module = ship_bulbous_bow
count < 2
}
module_count_limit = {
module = ship_decoy_launcher
count < 2
}
}
}

View File

@@ -1,4 +1,4 @@
version="v2.2 - Midway"
version="v2.3 - Eastern Solomons"
tags={
"Military"
"Translation"

View File

@@ -21,19 +21,19 @@ The files in this folder will be loaded at game starts (in the loading screen),
- ai_equipment
The ship design templates are stored here, each file within indicates a type of ship, with specific templates of each level of the hull. AI will replace the template with newer ones if it has enough navy XP, weighted by the AI factors in the file. The variable "role" is the keyword telling AI what to produce in its strategy.
AI's ship design templates are stored here. Each file within indicates a type of ship, with specific templates of each level that gradually evolve. AI will replace the template with newer ones if it has enough navy XP, weighted by factors in the file to simulate its desire. The variable "role" is the keyword telling AI what to produce in its strategy.
- ai_strategy
AI production strategies are stored here. Using the role defined in ai_equipment, it directly tells AI what to produce, and assigning a value to it determines how AI are willing to produce such templates. Theoretically, any value over 0 will make AI execute the strategy, unless the number of AI's dockyard is too low to make that happen.
AI production strategies are stored here. Using roles defined in ai_equipment, it directly tells AI what to produce, and assigning a value to it determines how willing AI is to produce such templates. Theoretically, any value over 0 will make AI execute the strategy, unless the number of AI's dockyards is too low to make that happen.
- decisions
A place where decisions definition is stored. Currently it has the behemoths and naval introduction related decisions.
A place where decisions are stored. Everything about decision categories of naval rework, naval development, and naval treaty are put here.
- defines
Here you modify some static constants in the game mechanism. As the formula set in the code, defines provide a way to scale the effects.
Here you modify some static constants in the game mechanism. Since formulas are set in bottom-level codes, editing these values is the only way to scale the effects.
- on_actions
@@ -41,7 +41,7 @@ The files in this folder will be loaded at game starts (in the loading screen),
- scripted_effects
Basically they are like functions in programming, purely customized effects. All the starting tech setup and naval variants are stored here.
Basically, they are like functions in programming, purely customized effects. All the starting tech setup and naval variants are stored here.
- scripted_gui
@@ -53,13 +53,13 @@ The files in this folder will be loaded at game starts (in the loading screen),
- technologies
title says all
Title says all
- units
Containing units, equipments and modules definition of the mod.
Defining units, equipments and modules.
Units are basic combat unit in the game such as carrier, destroyer and battleship. Equipments is more specifically the ship hulls you see in the game. Definition including allowed modules on each slot, and base stats such as speed, armor, fuel consumption. Modules are the parts you put in every slot in ship designers. Plus, ship names are stored in names_ships sorted by country tag.
Unit is the smallest element of combat in the game, such as carrier, destroyer, and battleship. Equipment is more specifically the ship hull you see in the game, with other definitions including allowed modules on each slot, and base stats such as speed, armor, and fuel consumption. To summarize their relations, equipment is the variant you can produce in the production menu, and it becomes a unit once deployed. Modules are the parts you put in every slot in ship designers. Plus, ship names are stored in names_ships, sorted by country tag.
### Events ###
@@ -89,19 +89,20 @@ All the pictures, icons and 3D assets are put here.
- equipmentdesigner
Stores the icons of ship modules and topviews
Icons of ship modules and topviews.
Definition of ship icon database.
- navalcomabt
Stores icons of ships shown on the left side of the screen when you select a fleet, it's also used in naval combat panel.
Black silhouettes of ships shown on the ship list when you select a fleet. They are also used in naval combat UI.
- technologies
Stores icons of ships in the tech tree and designer. Tech icons are also put here under navy_tree.
Icons of ships. Tech icons are also put here under navy_tree.
- Others
Some textures used in tech tree and backgrounds.
Some textures used in tech trees and backgrounds.
### History ###
@@ -134,18 +135,20 @@ The texts of events, technologies, etc.
## Post-Loading ##
The most interesting feature of VNR is the post-loading mechanism. For so long, there are many navy mods out there, but they all have to change the files within history/countries, for that's where tank/air/ship designs are defined. In instance of a large naval overhaul mod, you have to modify these files to make new modules and new hulls work. It's very common on mods such as NRM.
The most interesting feature of VNR is the post-loading mechanism. For so long, there are many navy mods out there, but they all have to change the files under history/countries, which tank/air/ship designs are defined. In instance of a large naval overhaul mod, you have to modify these files to make new modules and new hulls work. It's very common on mods such as NRM.
Despite being the most sraightforward approach, it will bring harms to compatibility and robustness throughout basegame updates. The country history files store more than starting variants, they also have leaders, historical events, political status and national spirits. Overwriting such files is a complete disaster when it comes to compatibility. Even a minor fix on the country's starting stability will be incompatible, depending on the loading order, it may break its variants too.
Despite the most sraightforward approach, it will bring harms to compatibility and robustness throughout basegame updates. The country history files store more than starting variants, they also have leaders, historical events, political status, and national spirits. Overwriting such files is a complete disaster when it comes to compatibility. Even a minor fix on the country's starting stability will be incompatible, and depending on the loading order, it may break variants too.
To counter it, the post-loading mechanism is created. It is not some fancy skill, but I want it recorded, so the late comers know how to do that.
The basis of post-loading is achieved in following steps:
1. Put all vanilla ship hulls to a hidden and disallowed techs, this blocks any variants using these hulls from appearing and won't cause any crash/error, because variants using blocked techs will be unlocked after the tech is researched. But in this case, it will never be researched. Then simply replacing them with hulls with different IDs is going to form the basic of your designer.
1. Put all vanilla ship hulls to a hidden and disallowed techs. This blocks any variants using these hulls from appearing and won't cause any crash/error, because variants using blocked tech will be unlocked after the tech is researched. But in this case, it will never be researched. Then simply replacing them with hulls of different IDs, and these hulls become totally independent from literally everything from basegame or other mods.
2. Overriding all vanilla units history files. Unlike country history files, the unit files are less sensitive for they only take effects when it's loaded in your script. Combining step 1 and step 2 will give a clean state on game start, no country has naval variants or fleet. Then you may load your own.
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 effects when loaded in your script. Combining step 1 and step 2 will give a clean state on game start, no country has naval variant or fleet. Then you may load your own version.
3. Loading customized units and designs is the last step. It is achieved through hidden events. Some people say game is an art of interaction, and here is how I load everything without you even noticing it. By completing step 2, no country has navy upon game start, but as you may notice, there is an intro panel. The intro panel draws your attention, and your first reaction is to click continue. A trigger is set there, when it is clicked, it will set a global flag, telling the loading event to take effects. The effects are modified to have no popup, and done in an instant. Then you get everything set.
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 units and designs is the last step. It is achieved through hidden events. Some people say game is an art of interaction, and here is how I load everything without you even noticing it. By completing step 2, no country has navy upon game start, but as you may notice, there is an intro panel. The intro panel draws your attention, and your first reaction is to click continue. A trigger is set there, when it is clicked, it will 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.
Reference files:
@@ -159,13 +162,13 @@ Reference files:
NSB and BBA have introduced a new style of designer to the game, which you can choose the sprite for your tank/airplane from numerous icon presets. But ship designer still adopts the tradition from MTG that only equipment icons are available. Fortunately, this new feature is actually supported, just not applied.
This is achieved through graphic_db which is the database for icons in equipment designer. It seems that, even though ship designer owns a standalone UI, the way of accessing database is common among all designers. To do it, create a file for ship icons in gfx/interface/equipmentdesigner/graphic_db, then try to assign pool of icons to each hull and tag. For details, you can refer to tank and air icon files in the same location, the style and grammar are identical.
This is achieved through graphic_db which is the database for icons in equipment designer. It seems that, even though ship designer owns a standalone UI, the way of accessing database is common among all designers. To do it, create a file for ship icons in gfx/interface/equipmentdesigner/graphic_db, then try to assign a pool of icons to each hull and each tag. For details, you can refer to tank and air icon files in the same location, which share the same style and grammar.
As for unique icons of starting variants, that is actually a workaround. You can add a line "icon = xxx.dds" in the variant definition.
As for unique icons for starting variants, that is actually a workaround. You can add a line "icon = xxx.dds" in the variant definition.
2. **Ship role system**
The ship role system is what creates more variants. Before that, most naval mods simply add a lot of hulls to represent new type of ships, but they in fact are not so different from the base platform. For example, destroyer leader, destroyer and escort destroyer. Offering different bonus, the ship role also allows or disallows certain categories of modules.
The ship role system is what creates more variants without actually adding them. Before that, most naval mods simply added a lot of hulls to represent new type of ships, but they are not so different from the base platform. For example, destroyer leader, destroyer and escort destroyer. Offering different bonus, the ship role also allows or disallows certain categories of modules.
3. **Dynamic title for ship designer**

View File

@@ -301,6 +301,7 @@ country_event = {
improved_ship_hull_heavy = 1
improved_ship_hull_light = 1
improved_ship_hull_cruiser = 1
improved_ship_hull_submarine = 1
antiair2 = 1
antiair3 = 1
improved_fire_control_system = 1
@@ -389,15 +390,10 @@ country_event = {
destroyer_mass_production = 1
ducol_steel = 1
homogeneous_krupp_steel = 1
folding_wing = 1
carrier_mass_production = 1
carrier_damage_control = 1
air_fuel_storage = 1
modern_ship_torpedo_launcher = 1
damage_control_2 = 1
fire_control_methods_2 = 1
fire_control_methods_3 = 1
}
ai_get_navy_experience = yes
}
@@ -427,10 +423,9 @@ country_event = {
improved_submarine_snorkel = 1
sub_AIP_engine = 1
anechoic_tile = 1
damage_control_3 = 1
fire_control_methods_3 = 1
radar_jammer = 1
naval_radio_guiding_system = 1
full_armored_carrier = 1
}
ai_get_navy_experience = yes
}
@@ -463,7 +458,6 @@ country_event = {
ship_to_ship_missile = 1
helipad = 1
gas_turbine = 1
full_armored_carrier = 1
carrier_steam_catapult = 1
carrier_angled_deck = 1
}
@@ -588,7 +582,7 @@ country_event = {
# unlock free cv air techs 1939
country_event = {
id = ai_ships.107
id = ai_ships.108
hidden = yes
fire_only_once = yes
trigger = {
@@ -615,7 +609,7 @@ country_event = {
# unlock free cv air techs 1944
country_event = {
id = ai_ships.107
id = ai_ships.109
hidden = yes
fire_only_once = yes
trigger = {
@@ -637,4 +631,37 @@ country_event = {
}
set_global_flag = cv_air_tech_1944
}
}
# unlock free tech in 1941
country_event = {
id = ai_ships.110
hidden = yes
fire_only_once = yes
trigger = {
date > 1940.6.1
NOT = { has_global_flag = naval_tech_1941 }
has_game_rule = { rule = allow_ai_tech_auto_unlock option = FREE }
}
immediate = {
for_each_scope_loop = {
array = global.vnr_naval_powers
if = {
limit = {
is_ai = yes
}
set_technology = {
folding_wing = 1
carrier_mass_production = 1
carrier_damage_control = 1
air_fuel_storage = 1
damage_control_2 = 1
damage_control_3 = 1
fire_control_methods_2 = 1
}
ai_get_navy_experience = yes
}
}
set_global_flag = naval_tech_1941
}
}

View File

@@ -256,6 +256,9 @@ GER = {
weight = 5
icons = {
GFX_GER_vnr_ship_hull_super_heavy_1_medium
"gfx/interface/technologies/Fun/GER_battleship_Von.png"
"gfx/interface/technologies/Fun/GER_battleship_Moltke.png"
"gfx/interface/technologies/Fun/GER_battleship_Derfflinger.png"
GFX_GER_vnr_ship_hull_heavy_1_medium
}
}
@@ -273,7 +276,12 @@ GER = {
pool = {
icons = {
GFX_GER_vnr_ship_hull_super_heavy_1_medium
"gfx/interface/technologies/Fun/GER_battleship_Von.png"
"gfx/interface/technologies/Fun/GER_battleship_Moltke.png"
"gfx/interface/technologies/Fun/GER_battleship_Derfflinger.png"
GFX_GER_vnr_ship_hull_heavy_1_medium
"gfx/interface/technologies/Fun/Yorck.png"
"gfx/interface/technologies/Fun/L20e.png"
}
}
@@ -290,7 +298,12 @@ GER = {
pool = {
icons = {
GFX_GER_vnr_ship_hull_super_heavy_1_medium
"gfx/interface/technologies/Fun/GER_battleship_Von.png"
"gfx/interface/technologies/Fun/GER_battleship_Moltke.png"
"gfx/interface/technologies/Fun/GER_battleship_Derfflinger.png"
GFX_GER_vnr_ship_hull_heavy_1_medium
"gfx/interface/technologies/Fun/Yorck.png"
"gfx/interface/technologies/Fun/L20e.png"
GFX_GER_vnr_ship_hull_heavy_2_medium
}
}
@@ -308,7 +321,12 @@ GER = {
pool = {
icons = {
GFX_GER_vnr_ship_hull_super_heavy_1_medium
"gfx/interface/technologies/Fun/GER_battleship_Von.png"
"gfx/interface/technologies/Fun/GER_battleship_Moltke.png"
"gfx/interface/technologies/Fun/GER_battleship_Derfflinger.png"
GFX_GER_vnr_ship_hull_heavy_1_medium
"gfx/interface/technologies/Fun/Yorck.png"
"gfx/interface/technologies/Fun/L20e.png"
GFX_GER_vnr_ship_hull_heavy_2_medium
GFX_GER_vnr_ship_hull_heavy_3_medium
}
@@ -327,7 +345,12 @@ GER = {
pool = {
icons = {
GFX_GER_vnr_ship_hull_super_heavy_1_medium
"gfx/interface/technologies/Fun/GER_battleship_Von.png"
"gfx/interface/technologies/Fun/GER_battleship_Moltke.png"
"gfx/interface/technologies/Fun/GER_battleship_Derfflinger.png"
GFX_GER_vnr_ship_hull_heavy_1_medium
"gfx/interface/technologies/Fun/Yorck.png"
"gfx/interface/technologies/Fun/L20e.png"
GFX_GER_vnr_ship_hull_heavy_2_medium
GFX_GER_vnr_ship_hull_heavy_3_medium
GFX_GER_vnr_ship_hull_heavy_4_medium

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