diff --git a/src/common/ai_equipment/vnr_DD_cruiser.txt b/src/common/ai_equipment/vnr_DD_cruiser.txt index e556b32..709a77c 100755 --- a/src/common/ai_equipment/vnr_DD_cruiser.txt +++ b/src/common/ai_equipment/vnr_DD_cruiser.txt @@ -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 diff --git a/src/common/ai_equipment/vnr_DD_leader.txt b/src/common/ai_equipment/vnr_DD_leader.txt index 71ea0c8..ed2fbb8 100755 --- a/src/common/ai_equipment/vnr_DD_leader.txt +++ b/src/common/ai_equipment/vnr_DD_leader.txt @@ -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 } } diff --git a/src/common/ai_equipment/vnr_DD_screens.txt b/src/common/ai_equipment/vnr_DD_screens.txt index 2a217af..37f798e 100755 --- a/src/common/ai_equipment/vnr_DD_screens.txt +++ b/src/common/ai_equipment/vnr_DD_screens.txt @@ -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 diff --git a/src/common/ai_equipment/vnr_battleships.txt b/src/common/ai_equipment/vnr_battleships.txt index 08f0ff5..4e41812 100755 --- a/src/common/ai_equipment/vnr_battleships.txt +++ b/src/common/ai_equipment/vnr_battleships.txt @@ -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 } } diff --git a/src/common/ai_equipment/vnr_carriers.txt b/src/common/ai_equipment/vnr_carriers.txt index 5f18b5b..a645cb7 100755 --- a/src/common/ai_equipment/vnr_carriers.txt +++ b/src/common/ai_equipment/vnr_carriers.txt @@ -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 diff --git a/src/common/ai_equipment/vnr_cv_planes.txt b/src/common/ai_equipment/vnr_cv_planes.txt index 35ec3a0..8b9dc9f 100755 --- a/src/common/ai_equipment/vnr_cv_planes.txt +++ b/src/common/ai_equipment/vnr_cv_planes.txt @@ -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 = { diff --git a/src/common/ai_equipment/vnr_heavy_cruisers.txt b/src/common/ai_equipment/vnr_heavy_cruisers.txt index 323c9c9..41df3b7 100755 --- a/src/common/ai_equipment/vnr_heavy_cruisers.txt +++ b/src/common/ai_equipment/vnr_heavy_cruisers.txt @@ -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 diff --git a/src/common/ai_equipment/vnr_light_cruisers.txt b/src/common/ai_equipment/vnr_light_cruisers.txt index e03cebb..0a76a5c 100755 --- a/src/common/ai_equipment/vnr_light_cruisers.txt +++ b/src/common/ai_equipment/vnr_light_cruisers.txt @@ -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 } diff --git a/src/common/ai_equipment/vnr_medium_cruiser.txt b/src/common/ai_equipment/vnr_medium_cruiser.txt index 94d2c22..8c86031 100755 --- a/src/common/ai_equipment/vnr_medium_cruiser.txt +++ b/src/common/ai_equipment/vnr_medium_cruiser.txt @@ -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 diff --git a/src/common/ai_equipment/vnr_panzerschiff.txt b/src/common/ai_equipment/vnr_panzerschiff.txt index 3f813e9..fd88ab8 100755 --- a/src/common/ai_equipment/vnr_panzerschiff.txt +++ b/src/common/ai_equipment/vnr_panzerschiff.txt @@ -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 diff --git a/src/common/ai_equipment/vnr_submarines.txt b/src/common/ai_equipment/vnr_submarines.txt index cbb1abf..63c37f2 100755 --- a/src/common/ai_equipment/vnr_submarines.txt +++ b/src/common/ai_equipment/vnr_submarines.txt @@ -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 diff --git a/src/common/ai_strategy/naval_production.txt b/src/common/ai_strategy/naval_production.txt index 993fff4..ee62904 100755 --- a/src/common/ai_strategy/naval_production.txt +++ b/src/common/ai_strategy/naval_production.txt @@ -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 + } } \ No newline at end of file diff --git a/src/common/ai_strategy/vnr_naval_strategy.txt b/src/common/ai_strategy/vnr_naval_strategy.txt index c0cc1b7..3226841 100755 --- a/src/common/ai_strategy/vnr_naval_strategy.txt +++ b/src/common/ai_strategy/vnr_naval_strategy.txt @@ -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 ### diff --git a/src/common/decisions/MTG_naval_treaty.txt b/src/common/decisions/MTG_naval_treaty.txt index 514e827..513c786 100755 --- a/src/common/decisions/MTG_naval_treaty.txt +++ b/src/common/decisions/MTG_naval_treaty.txt @@ -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 diff --git a/src/common/defines/VNR_naval_defines.lua b/src/common/defines/VNR_naval_defines.lua index 95e9b11..b11a14a 100755 --- a/src/common/defines/VNR_naval_defines.lua +++ b/src/common/defines/VNR_naval_defines.lua @@ -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; diff --git a/src/common/ideas/_naval_treaty.txt b/src/common/ideas/_naval_treaty.txt index bc25f14..5427ac6 100755 --- a/src/common/ideas/_naval_treaty.txt +++ b/src/common/ideas/_naval_treaty.txt @@ -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 } diff --git a/src/common/ideas/vnr_navy_spirits.txt b/src/common/ideas/vnr_navy_spirits.txt index 73ca280..d52e958 100755 --- a/src/common/ideas/vnr_navy_spirits.txt +++ b/src/common/ideas/vnr_navy_spirits.txt @@ -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 diff --git a/src/common/modifiers/z_vnr_combat_modifiers.txt b/src/common/modifiers/z_vnr_combat_modifiers.txt new file mode 100755 index 0000000..4a017b7 --- /dev/null +++ b/src/common/modifiers/z_vnr_combat_modifiers.txt @@ -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 +} \ No newline at end of file diff --git a/src/common/scripted_effects/_add_ai_variants.txt b/src/common/scripted_effects/_add_ai_variants.txt index 4cba3e6..92ba449 100755 --- a/src/common/scripted_effects/_add_ai_variants.txt +++ b/src/common/scripted_effects/_add_ai_variants.txt @@ -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 } diff --git a/src/common/scripted_effects/_add_naval_variants.txt b/src/common/scripted_effects/_add_naval_variants.txt index cb9815b..a6740c7 100755 --- a/src/common/scripted_effects/_add_naval_variants.txt +++ b/src/common/scripted_effects/_add_naval_variants.txt @@ -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 diff --git a/src/common/scripted_effects/_vnr_ai.txt b/src/common/scripted_effects/_vnr_ai.txt index 19e9c08..5f96275 100755 --- a/src/common/scripted_effects/_vnr_ai.txt +++ b/src/common/scripted_effects/_vnr_ai.txt @@ -148,7 +148,7 @@ ai_get_navy_experience = { navy_experience = 500 } else = { - navy_experience = 100 + navy_experience = 250 } } diff --git a/src/common/technologies/MTG_naval.txt b/src/common/technologies/MTG_naval.txt index e68aff3..b932c9b 100755 --- a/src/common/technologies/MTG_naval.txt +++ b/src/common/technologies/MTG_naval.txt @@ -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 diff --git a/src/common/technologies/MTG_naval_Support.txt b/src/common/technologies/MTG_naval_Support.txt index beaa840..3a96d2e 100755 --- a/src/common/technologies/MTG_naval_Support.txt +++ b/src/common/technologies/MTG_naval_Support.txt @@ -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 diff --git a/src/common/technologies/naval_doctrine.txt b/src/common/technologies/naval_doctrine.txt index 97c3865..260fab1 100755 --- a/src/common/technologies/naval_doctrine.txt +++ b/src/common/technologies/naval_doctrine.txt @@ -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 diff --git a/src/common/terrain/00_terrain.txt b/src/common/terrain/00_terrain.txt new file mode 100755 index 0000000..261378b --- /dev/null +++ b/src/common/terrain/00_terrain.txt @@ -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 } + +} \ No newline at end of file diff --git a/src/common/units/equipment/modules/00_ship_modules_aviation.txt b/src/common/units/equipment/modules/00_ship_modules_aviation.txt index 28d3a9b..7f37bbd 100755 --- a/src/common/units/equipment/modules/00_ship_modules_aviation.txt +++ b/src/common/units/equipment/modules/00_ship_modules_aviation.txt @@ -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 diff --git a/src/common/units/equipment/modules/00_ship_modules_gun.txt b/src/common/units/equipment/modules/00_ship_modules_gun.txt index e0e443a..8a158ab 100755 --- a/src/common/units/equipment/modules/00_ship_modules_gun.txt +++ b/src/common/units/equipment/modules/00_ship_modules_gun.txt @@ -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 diff --git a/src/common/units/equipment/modules/00_ship_modules_propulsion.txt b/src/common/units/equipment/modules/00_ship_modules_propulsion.txt index f3e2d0d..7d4d63e 100755 --- a/src/common/units/equipment/modules/00_ship_modules_propulsion.txt +++ b/src/common/units/equipment/modules/00_ship_modules_propulsion.txt @@ -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 diff --git a/src/common/units/equipment/modules/00_ship_modules_protection.txt b/src/common/units/equipment/modules/00_ship_modules_protection.txt index f8320d9..7e8077b 100755 --- a/src/common/units/equipment/modules/00_ship_modules_protection.txt +++ b/src/common/units/equipment/modules/00_ship_modules_protection.txt @@ -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 = { diff --git a/src/common/units/equipment/modules/00_ship_modules_role.txt b/src/common/units/equipment/modules/00_ship_modules_role.txt index 218c0f3..a04da00 100755 --- a/src/common/units/equipment/modules/00_ship_modules_role.txt +++ b/src/common/units/equipment/modules/00_ship_modules_role.txt @@ -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 + } } \ No newline at end of file diff --git a/src/common/units/equipment/modules/00_ship_modules_support.txt b/src/common/units/equipment/modules/00_ship_modules_support.txt index d04a9d4..d6a2cfd 100755 --- a/src/common/units/equipment/modules/00_ship_modules_support.txt +++ b/src/common/units/equipment/modules/00_ship_modules_support.txt @@ -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 diff --git a/src/common/units/equipment/modules/Special_modules.txt b/src/common/units/equipment/modules/Special_modules.txt index e85c5e5..83f2a62 100755 --- a/src/common/units/equipment/modules/Special_modules.txt +++ b/src/common/units/equipment/modules/Special_modules.txt @@ -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 diff --git a/src/common/units/equipment/ship_hull_carrier.txt b/src/common/units/equipment/ship_hull_carrier.txt index 13a8e7c..4a18e5b 100755 --- a/src/common/units/equipment/ship_hull_carrier.txt +++ b/src/common/units/equipment/ship_hull_carrier.txt @@ -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 diff --git a/src/common/units/equipment/ship_hull_cruiser.txt b/src/common/units/equipment/ship_hull_cruiser.txt index f987f58..c8eb3a3 100755 --- a/src/common/units/equipment/ship_hull_cruiser.txt +++ b/src/common/units/equipment/ship_hull_cruiser.txt @@ -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 = { diff --git a/src/common/units/equipment/ship_hull_heavy.txt b/src/common/units/equipment/ship_hull_heavy.txt index e7523c9..04cdeb9 100755 --- a/src/common/units/equipment/ship_hull_heavy.txt +++ b/src/common/units/equipment/ship_hull_heavy.txt @@ -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 + } } } \ No newline at end of file diff --git a/src/descriptor.mod b/src/descriptor.mod index b00dcac..fed67ba 100755 --- a/src/descriptor.mod +++ b/src/descriptor.mod @@ -1,4 +1,4 @@ -version="v2.2 - Midway" +version="v2.3 - Eastern Solomons" tags={ "Military" "Translation" diff --git a/src/documentation/Modding_Tutorial.md b/src/documentation/Modding_Tutorial.md index 013997d..e2f19d1 100755 --- a/src/documentation/Modding_Tutorial.md +++ b/src/documentation/Modding_Tutorial.md @@ -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** diff --git a/src/events/ai_ships.txt b/src/events/ai_ships.txt index c5539da..2a3ab31 100755 --- a/src/events/ai_ships.txt +++ b/src/events/ai_ships.txt @@ -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 + } } \ No newline at end of file diff --git a/src/gfx/interface/equipmentdesigner/graphic_db/01_Germany_ship_icons.txt b/src/gfx/interface/equipmentdesigner/graphic_db/01_Germany_ship_icons.txt index 29f67e4..0d00294 100755 --- a/src/gfx/interface/equipmentdesigner/graphic_db/01_Germany_ship_icons.txt +++ b/src/gfx/interface/equipmentdesigner/graphic_db/01_Germany_ship_icons.txt @@ -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 diff --git a/src/gfx/interface/equipmentdesigner/naval/modules/icons/anechoic_tile.png b/src/gfx/interface/equipmentdesigner/naval/modules/icons/anechoic_tile.png index 6a80f9c..a325a6a 100755 Binary files a/src/gfx/interface/equipmentdesigner/naval/modules/icons/anechoic_tile.png and b/src/gfx/interface/equipmentdesigner/naval/modules/icons/anechoic_tile.png differ diff --git a/src/gfx/interface/equipmentdesigner/naval/modules/icons/crewed_torpedo.png b/src/gfx/interface/equipmentdesigner/naval/modules/icons/crewed_torpedo.png index 0499e18..dda1cf8 100755 Binary files a/src/gfx/interface/equipmentdesigner/naval/modules/icons/crewed_torpedo.png and b/src/gfx/interface/equipmentdesigner/naval/modules/icons/crewed_torpedo.png differ diff --git a/src/gfx/interface/equipmentdesigner/naval/modules/icons/seaplane_hangar.png b/src/gfx/interface/equipmentdesigner/naval/modules/icons/seaplane_hangar.png index acce150..74118cd 100755 Binary files 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b/src/gfx/interface/technologies/navy_techtree/torpedo_loader.png differ diff --git a/src/gfx/interface/vnr_main_menu_bg.dds b/src/gfx/interface/vnr_main_menu_bg.dds index 589ad7a..35301c7 100755 Binary files a/src/gfx/interface/vnr_main_menu_bg.dds and b/src/gfx/interface/vnr_main_menu_bg.dds differ diff --git a/src/interface/z_ship_modules.gfx b/src/interface/z_ship_modules.gfx index 00aa8e1..fb4f771 100755 --- a/src/interface/z_ship_modules.gfx +++ b/src/interface/z_ship_modules.gfx @@ -1011,6 +1011,10 @@ spriteTypes = { name = "GFX_SMI_ship_hull_cruiser_role_cgaa" textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_hull_cruiser_role_cgaa.png" } + spriteType = { + name = "GFX_SMI_ship_hull_cruiser_role_pz" + textureFile = "gfx/interface/equipmentdesigner/naval/modules/icons/ship_hull_cruiser_role_pz.png" + } ## scheme & TDS spriteType = { diff --git a/src/localisation/english/replace/navy_rework_welcome_l_english.yml b/src/localisation/english/replace/navy_rework_welcome_l_english.yml index 1a000ad..daf3689 100755 --- a/src/localisation/english/replace/navy_rework_welcome_l_english.yml +++ b/src/localisation/english/replace/navy_rework_welcome_l_english.yml @@ -4,7 +4,7 @@ navy_rework_welcome_splash_tab_3: "额外信息" navy_rework_welcome_splash_tab_4: "致谢" navy_rework_options_button_text: "继续" - navy_rework_welcome_splash_tab_1_content: "§Hv2.2 “决战中途岛”§!\n\n§C重要新增:§!\n\n-重做所有模块图标上的罗马数字,和原版风格一致\n-增加一个舰队collection的彩蛋\n-新模块:带RAT发射器的轻型火炮,5级高平副炮\n-新立绘:中途岛(SCB-110改装),鹦鹉螺(SSN-571),IX型U艇,XB型U艇,611型潜艇,658型潜艇\n-在设计器中为航母添加斜角甲板的俯视图\n\n§C更新:§!\n\n-巡洋舰和驱逐舰现在有三个电子设备槽位,可以同时安装雷达、声呐和火控\n-重新平衡鱼雷模块的数值\n-冷战鱼雷现在可以进行反潜\n-加强柴油引擎对可靠性和航程的增益\n-民用引擎的航程更远\n-后期的轻中型火炮会有更高的速度和可靠性惩罚\n-开局拥有战后重型船体的国家默认拥有重油锅炉科技\n-由于AI难以管理舰载CAS,因此暂时移除相关的模板\n-1940年及之后的航母可以额外安装一个杂项模块\n-加强预警机的效果\n-降低主力舰的补给消耗\n-为冷战时期的高平火炮添加一些独特的国别名称\n-更新AI的战列舰模板\n-重做诱饵发射器的图标\n-重做4级声呐的图标\n-对称密钥加密算法现在改名为密码学革命,并且可以减低泄露的陆军和空军情报\n-火控计算机内存扩容现在改名为磁芯存储器阵列\n-重做辅助降落系统和磁芯存储器阵列地科技图标\n-3级和4级的战巡装甲对速度有更高的惩罚\n-削弱俯冲轰炸机研究的效果\n-消声瓦模块会消耗1点橡胶\n-结构化铝合金材料现在不能和巡洋舰装甲共存\n\n§C修复:§!\n\n-修复航母重型装甲无法正常升级的问题\n-修复设计器俯视图中,巡洋舰的副炮不会显示的问题\n-修复小型机库在俯视图上不显示的问题\n-修复双联改进型超重主炮的可靠性损失较高的问题\n-修复中途补给原型迭代环节中部分文本缺失的问题\n-优化一部分科技的描述\n\n感谢你的游玩!" - navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候,§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡,§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害,不过重型装甲只能提供非常有限的鱼雷防护,你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算,穿甲和装甲的比值与伤害权重之间的映射关系为:超过200%为100%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,60%到75%为45%伤害,50%到60%为35%伤害,30%到50%为20%伤害,10%到30%为10%伤害,低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时,主力舰在第22小时开火,其他舰艇在第30小时开火§!,而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%,但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力,而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!,一般在没有加成的情况下,建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年,1943年,1945年和冷战时期(如果没有投降的话)获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略(包括舰载机)。例如,原版的§g德国§!会更加专注于潜艇,而§B美国§!则会重视航母。" + navy_rework_welcome_splash_tab_1_content: "§Hv2.3 “东所罗门”§!\n\n§C重要新增:§!\n\n-重做所有学说的科技依赖,现在学说的进展需要与海军科技一齐推进\n-为除轻型舰炮和高平舰炮以外的所有舰炮加入一个新的HP模型,对空船壳的HP利用效率将大不如前\n-为除轻型舰炮和高平舰炮以外的所有舰炮加入一个新的造价模型,新增一座炮塔的造价会随已安装的炮塔数量逐步上涨\n-优化美国、英国和日本再太平洋战争中的海军AI\n-新角色:装甲舰、大型巡洋舰(装甲舰船体专用)\n\n§C更新:§!\n\n-轻炮的命中剖面由45增加到55\n-撤退速度大幅加强以模拟现实中的脱离接触\n-重做夜战机制,加强鱼雷在夜间的穿透效果\n-为超重型战列舰和重型舰队巡洋舰添加了正确的地形修正\n-加强舰载战斗机的伤害和干扰系数\n-加强AI更新战舰和舰载机设计的意愿\n-AI现在会及时更新且建造更多潜艇\n-AI的航母模板在早期会使用开放式机库,后期则转向装甲机库\n-重做所有机库模块的HP和防空数值\n-改进型航母船体现在要求降落辅助和阻拦索科技\n-舰载机现在将强制锁定航母,不再理会其他因素\n-装甲布局和装甲板在武库舰船体上不再可用\n-预警机现在可以加强同一艘船上安装的所有索敌模块\n-大国无法再使用海军发展决议\n-堆叠造成最大阵位惩罚提高到150%,只在舰队规模超过65时才会生效\n-球鼻艏声呐移动到先进声呐科技解锁\n-损害管制科技加入年份的限制\n-调整部分航母科技的效果\n-德国现在可以使用一战的舰船立绘\n-重做一部分科技和模块的图标\n-更新部分航母模块的效果,为它们添加了对组织度影响的说明文字\n\n§C修复:§!\n\n-修复航母可以使用两个民用材料模块的问题\n-修复第二舰岛和无舰岛可以共存的问题\n\n感谢你的游玩!" + navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候,§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡,§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害,不过重型装甲只能提供非常有限的鱼雷防护,你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算,穿甲和装甲的比值与伤害权重之间的映射关系为:超过200%为100%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,60%到75%为45%伤害,50%到60%为35%伤害,30%到50%为20%伤害,10%到30%为10%伤害,低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时,主力舰在第22小时开火,其他舰艇在第30小时开火§!,而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%,但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%,最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力,而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!,一般在没有加成的情况下,建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年,1943年,1945年和冷战时期(如果没有投降的话)获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略(包括舰载机)。例如,原版的§g德国§!会更加专注于潜艇,而§B美国§!则会重视航母。" navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外,不会再有其他的官方兼容包发布,希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。" navy_rework_welcome_splash_tab_4_content: "大家好,海军重置已经走过了艰难的开发阶段,如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成,整个大框架完成后,剩余的工作便是进一步丰富和扩充,而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑,在加里波第的噩梦版本,也就是0.6时期接触到的KR,当时就被它详实有趣的世界观所吸引,之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做,也是我最喜欢最兴奋的一个版本,由此我开始对海军感兴趣,也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午,我在办公室摸鱼逛reddit,看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证,这篇文章深深吸引了我,我用了一个下午翻译后发布到了贴吧上,收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎,但我始终将KR海军考据的系列坚持了下来,从海军大国到一些特色小国我都查阅了大量资料,也为这个mod打下了基础。\n\n在KR0.22更新之前,开发因为一些原因多次削减了海军的内容,我一直感到很遗憾,0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行,但是美工、文案和汉译英等等我都是从头开始学,一次次试错,一个人陆陆续续弄了大半年,发布了KR和KX两版,才做到现在这个地步,我从中也学到了很多。如今,我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家,包括启发我的reddit网友Tragic-tragedy,贴吧上对我的史料斧正的朋友,在知乎上追更的朋友,还有许多订阅海军重置的玩家,没有你们的支持就没有这个mod,谢谢你们!\n\n最后,我还想借此机会感谢我的外公,他曾在中国人民解放军海军服役了几十年,在我的孩提时代启发了我对海军的认识。上世纪七八十年代,我的外公分别在几艘海军科考船上服役,担任过气象专家和部门政委等职务,他的大部分军旅生涯是在向阳红10号船上度过的,这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年,向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验,这就是大家熟知的580任务。我的外公当时负责气象部门,为回收导弹黑匣子的时间窗口提供预报支持。四年后,他随船参加了中国第一次南极科考任务,并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号,在2007年遇到事故损坏,最后成了东风21D的靶子,每每说起来,他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感,一方面为对国家做出贡献而感到骄傲光荣,而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此,他从小给我讲述的故事仍然点燃了我对海军的兴趣,为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙,不知道海军重置还能维持多久,所以我在此也希望成立一个小团队,用半做半学的方式,把这个mod延续下去。\n\n有兴趣加我qq:1245385638,或海军重置群:162239327" \ No newline at end of file diff --git a/src/localisation/english/replace/research_l_english.yml b/src/localisation/english/replace/research_l_english.yml index ad26040..2d8fa9f 100755 --- a/src/localisation/english/replace/research_l_english.yml +++ b/src/localisation/english/replace/research_l_english.yml @@ -169,8 +169,8 @@ heavy_crane_desc: "吊机是一项古老的发明,通常由滑轮和绳索构成,用于抬升和降下人力无法搬动的物体。其在造船业中应用广泛,例如在吊装战舰的炮塔和其他部件的工作中,常常能见到它的身影。" dry_dock: "干船坞" dry_dock_desc: "干船坞可以追溯到数千年前的罗马帝国时期,它的设计犹如一个窄距的水池,可以先注水使船只驶入,然后再泄水让船体停放于平台上。有了这一设备,海军船厂维修维护舰船的水下部分就变得更加简单了。" - port_construction_corps: "港区建设队" - port_construction_corps_desc: "海军军港的建设队与陆军工兵的职能有类似之处,他们通常被部署在海军基地内,并与海军人员密切合作,负责军港设施的日常维护和修理。" + port_construction_corps: "工程兵团" + port_construction_corps_desc: "工程兵团的成员既是工兵也是工程师,他们常常被部署到海军两栖行动的前沿,负责建造和维修所有类型的军事基础设施,包括了临时港口、飞机场和补给基地。" integrated_shipyard_complex: "集约化造船综合体" integrated_shipyard_complex_desc: "通过将造船工业集中到某几个关键区域,这将大大增强我们的建设效率。类似的综合体项目包括了大量的造船厂、修船厂、船坞和相关行业的配套供应商,可以在大部分情况下依赖内部的工业能力和资源独立运作。" speed_over_range: "快速反应" diff --git a/src/localisation/english/replace/ship_modules_country_specific_l_english.yml b/src/localisation/english/replace/ship_modules_country_specific_l_english.yml index 71ec473..6f4fe91 100755 --- a/src/localisation/english/replace/ship_modules_country_specific_l_english.yml +++ b/src/localisation/english/replace/ship_modules_country_specific_l_english.yml @@ -1742,7 +1742,7 @@ CAN_carrier_helipad_aew: "西科斯基 HO4S" ENG_carrier_helipad_asw: "威塞克斯 HAS-1" ENG_carrier_helipad_aew: "H-13 苏族" - FRA_carrier_helipad_asw: "SE-313" + FRA_carrier_helipad_asw: "SE-313 云雀II" FRA_carrier_helipad_aew: "HUP-2" GER_carrier_helipad_asw: "福克-艾彻格里斯 330 鹞式" GER_carrier_helipad_aew: "福克-艾彻格里斯 223E 龙式" @@ -1946,4 +1946,12 @@ ITA_dp_ship_secondaries_5: "127mm/54 奥托-梅莱拉火炮" ITA_dp_ship_secondaries_5_bb: "127mm/54 奥托-梅莱拉火炮" SOV_dp_ship_secondaries_5: "76mm/59 AK-726火炮" - SOV_dp_ship_secondaries_5_bb: "76mm/59 AK-726火炮" \ No newline at end of file + SOV_dp_ship_secondaries_5_bb: "76mm/59 AK-726火炮" + USA_ship_helipad: "H-19 契克索" + ENG_ship_helipad: "韦斯特兰蜻蜓" + CAN_ship_helipad: "韦斯特兰蜻蜓" + FRA_ship_helipad: "SE-312 云雀" + GER_ship_helipad: "道尼尔 Do 23" + JAP_ship_helipad: "三菱 KH-4" + ITA_ship_helipad: "奥古斯塔-贝尔 AB-47" + SOV_ship_helipad: "米-4" \ No newline at end of file diff --git a/src/localisation/english/replace/ship_modules_l_english.yml b/src/localisation/english/replace/ship_modules_l_english.yml index 0091478..d4e8895 100755 --- a/src/localisation/english/replace/ship_modules_l_english.yml +++ b/src/localisation/english/replace/ship_modules_l_english.yml @@ -43,11 +43,11 @@ EQ_MOD_SLOT_fixed_ship_torpedo_defense_system_slot_TITLE: "鱼雷防御系统" EQ_MOD_SLOT_fixed_ship_role_slot_TITLE: "舰船角色" ship_airplane_launcher_3: "蒸汽弹射器" - ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞" + ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞\n\n§G最大组织度加成:+10%§!" side_lift: "舷侧升降机" - side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率" + side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率\n\n§G最大组织度加成:+5%§!" angled_deck: "斜角甲板" - angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机" + angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机\n\n§G最大组织度加成:+20%§!" ship_anti_air_5: "防空火箭弹" ship_anti_air_5_desc: "一种无制导的对空火箭弹,飞行速度很快" ship_deck_space_small: "小型开放式机库" @@ -55,10 +55,10 @@ ship_deck_space_small_desc: "携带少量飞机的机库。" ship_deck_space_big: "大型装甲机库" ship_deck_space_big_short: "大型装甲机库" - ship_deck_space_big_desc: "携带大量飞机的机库。" + ship_deck_space_big_desc: "携带大量飞机的机库。\n\n§R最大组织度惩罚:-5%§!" ship_deck_space_bb: "改装甲板" ship_deck_space_bb_short: "改装甲板" - ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。" + ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。\n\n§R最大组织度惩罚:-10%§!" ship_armor_bb_4: "420mm主装甲/165mm甲板装甲" ship_armor_bc_4: "350mm主装甲/140mm甲板装甲" ship_armor_bb_4_short: "战列舰装甲 IV" @@ -602,8 +602,6 @@ ship_airplane_launcher_1_desc: "一个小型飞机弹射器可以把一架小型侦察机送上天。" ship_airplane_launcher_2: "改进型水上飞机弹射器" ship_airplane_launcher_2_desc: "改进过的弹射装置可以让舰艇弹射更大的、航程更远航速更快的飞机。" - ship_deck_space: "中型开放式机库" - ship_deck_space_desc: "船舱内一块体积中等的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。" ship_sonar_1: "水听器" ship_sonar_1_desc: "一套简单的水听装置,通过声音来追踪水下目标。" ship_sonar_2: "主动式声呐" @@ -749,7 +747,7 @@ ship_aa_fire_control_desc: "用于自动化防空炮瞄准机能的火控系统。" ship_electric_motor: "涡轮-电力推进动力系统" ship_electric_motor_short: "电动机" - ship_electric_motor_desc: "将电能转化为机械能的电气设备,其由蒸汽轮机驱动,可以为传动杆甚至是其他电力设备提供动力。" + ship_electric_motor_desc: "将电能转化为机械能的电气设备,其由蒸汽轮机驱动,可以为传动杆甚至是其他电力设备提供动力。\n\n§G最大组织度加成:+10%§!" eng_14in_mk7_double: "BL 14英寸 MK. VII" eng_14in_mk7_double_short: "双联14英寸 MK.VII火炮" eng_14in_mk7_double_desc: "以条约规定设计研发的中等口径战列舰主炮。" @@ -796,14 +794,13 @@ ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色,一旦安装后将难以替换§!" EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色" EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型蒸汽引擎" - ship_deck_space_short: "中型开放式机库" EQ_MOD_CAT_carrier_unit_TITLE: "航母指挥控制单位" EQ_MOD_CAT_carrier_miscellaneous_TITLE: "航母杂项装备" EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_1_TITLE: "航母杂项1" EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_2_TITLE: "航母杂项2" carrier_aviation_control_unit: "航空控制单位" carrier_aviation_control_unit_short: "航空控制单位" - carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。" + carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。\n\n§G最大组织度加成:+10%§!" carrier_damage_control_unit: "损害管制单位" carrier_damage_control_unit_short: "损害管制单位" carrier_damage_control_unit_desc: "损管部门会在危及沉船的情况下保证舰船的安全。" @@ -818,16 +815,16 @@ carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。" carrier_civilian_material: "使用民用材料" carrier_civilian_material_short: "民用材料" - carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。" + carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n\n§R最大组织度惩罚:-20%§!" carrier_secondary_island: "第二舰岛" carrier_secondary_island_short: "第二舰岛" - carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。" + carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成:+10%§!" carrier_strength_deck: "船体集成强力甲板" carrier_strength_deck_short: "强力甲板" carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。" ship_deck_space_more: "大型开放式机库" ship_deck_space_more_short: "大型开放式机库" - ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。" + ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚:-20%§!" ship_deck_space_armored: "中型装甲机库" ship_deck_space_armored_short: "中型装甲机库" ship_deck_space_armored_desc: "船舱内一块体积中等的封闭区域,周身覆盖有装甲,可以为着舰的飞机进行维护和后勤。" @@ -1050,7 +1047,7 @@ ship_slbm_launcher: "核导弹发射井" EQ_MOD_CAT_cruiser_ship_engine_nuclear_TITLE: "中型核动力引擎" carrier_no_island: "无舰岛设计" - carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。" + carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。\n\n§R最大组织度惩罚:-10%§!" EQ_MOD_CAT_carrier_mast_TITLE: "航母舰岛" EQ_MOD_CAT_bb_carrier_role_TITLE: "改装航母基础船体" carrier_bb_conversion: "由战列舰改装而来" @@ -1104,7 +1101,7 @@ ship_armor_carrier_shbb_short: "超重型航母装甲带" ship_armor_carrier_shbb_desc: "此装甲属于过去一艘超重型战列舰的残余,可以保护航母免受任何形式的攻击。" EQ_MOD_CAT_sub_conning_tower_TITLE: "指挥塔" - sub_conning_tower_0: "指挥塔" + sub_conning_tower_0: "基础指挥塔" sub_conning_tower_0_desc: "潜艇指挥中心所在的上层结构。" sub_conning_tower_1: "改进型指挥塔" sub_conning_tower_1_desc: "一座改进过的指挥塔可以安放更多电子设备。" @@ -1179,4 +1176,15 @@ ship_asw_battery_1: "76mm火炮(搭配RAT发射器)" ship_asw_battery_1_short: "76mm火炮(搭配RAT发射器)" ship_asw_battery_1_desc: "一座安装在可旋转炮塔上的小口径火炮,在其两侧装有火箭助推鱼雷发射器。" - EQ_MOD_SLOT_fixed_ship_extra_electronics_slot_TITLE: "电子设备槽位" \ No newline at end of file + EQ_MOD_SLOT_fixed_ship_extra_electronics_slot_TITLE: "电子设备槽位" + ship_deck_space_open: "中型开放式机库" + ship_deck_space_open_short: "中型开放式机库" + ship_deck_space_open_desc: "船舱内一块体积中等的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。" + EQ_MOD_CAT_carrier_island_TITLE: "航母舰岛" + EQ_MOD_CAT_pz_role_TITLE: "装甲舰角色" + ship_hull_cruiser_role_pz: "装甲舰角色" + ship_hull_cruiser_role_pz_short: "装甲舰" + ship_hull_cruiser_role_pz_desc: "一艘装有重型舰炮的重型巡洋舰,但在分类上既不属于巡洋舰也不属于战列巡洋舰。\n§R重中型主炮将不可用。§!\n\n§R此角色为起源性角色,一旦安装后将难以替换§!" + ship_hull_cruiser_role_pbb: "大型巡洋舰角色" + ship_hull_cruiser_role_pbb_short: "大型巡洋舰" + ship_hull_cruiser_role_pbb_desc: "装备战巡级别火力的巡洋舰。\n§R重型主炮将不可用。§!\n\n§R此角色为起源性角色,一旦安装后将难以替换§!" \ No newline at end of file diff --git a/src/localisation/english/replace/vnr_ai_l_english.yml b/src/localisation/english/replace/vnr_ai_l_english.yml index 79de591..b526cc6 100755 --- a/src/localisation/english/replace/vnr_ai_l_english.yml +++ b/src/localisation/english/replace/vnr_ai_l_english.yml @@ -42,7 +42,7 @@ join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链" join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链,我们将不能研发自己的版本,但会立刻解锁以下加成:§!\n§Y海军协同性:§!§G+10%§!\n§Y海军组织度:§!§G+7.5%§!\n§Y可见度:§!§G-7.5%§!" RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI" - RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。" + RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。\n§R请勿将本选项与修改地块和战略区域的mod混用。§!" RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n§Y使用原版或其他激活状态mod提供的海军AI。§!" RULE_SHIPYARD_OUTPUT_BOOST_PLAYER: "玩家船厂产出加成" RULE_SHIPYARD_OUTPUT_BOOST_AI: "AI船厂产出加成" diff --git a/src/localisation/replace/navy_rework_welcome_l_english.yml b/src/localisation/replace/navy_rework_welcome_l_english.yml index 1a000ad..daf3689 100755 --- a/src/localisation/replace/navy_rework_welcome_l_english.yml +++ b/src/localisation/replace/navy_rework_welcome_l_english.yml @@ -4,7 +4,7 @@ navy_rework_welcome_splash_tab_3: "额外信息" navy_rework_welcome_splash_tab_4: "致谢" navy_rework_options_button_text: "继续" - navy_rework_welcome_splash_tab_1_content: "§Hv2.2 “决战中途岛”§!\n\n§C重要新增:§!\n\n-重做所有模块图标上的罗马数字,和原版风格一致\n-增加一个舰队collection的彩蛋\n-新模块:带RAT发射器的轻型火炮,5级高平副炮\n-新立绘:中途岛(SCB-110改装),鹦鹉螺(SSN-571),IX型U艇,XB型U艇,611型潜艇,658型潜艇\n-在设计器中为航母添加斜角甲板的俯视图\n\n§C更新:§!\n\n-巡洋舰和驱逐舰现在有三个电子设备槽位,可以同时安装雷达、声呐和火控\n-重新平衡鱼雷模块的数值\n-冷战鱼雷现在可以进行反潜\n-加强柴油引擎对可靠性和航程的增益\n-民用引擎的航程更远\n-后期的轻中型火炮会有更高的速度和可靠性惩罚\n-开局拥有战后重型船体的国家默认拥有重油锅炉科技\n-由于AI难以管理舰载CAS,因此暂时移除相关的模板\n-1940年及之后的航母可以额外安装一个杂项模块\n-加强预警机的效果\n-降低主力舰的补给消耗\n-为冷战时期的高平火炮添加一些独特的国别名称\n-更新AI的战列舰模板\n-重做诱饵发射器的图标\n-重做4级声呐的图标\n-对称密钥加密算法现在改名为密码学革命,并且可以减低泄露的陆军和空军情报\n-火控计算机内存扩容现在改名为磁芯存储器阵列\n-重做辅助降落系统和磁芯存储器阵列地科技图标\n-3级和4级的战巡装甲对速度有更高的惩罚\n-削弱俯冲轰炸机研究的效果\n-消声瓦模块会消耗1点橡胶\n-结构化铝合金材料现在不能和巡洋舰装甲共存\n\n§C修复:§!\n\n-修复航母重型装甲无法正常升级的问题\n-修复设计器俯视图中,巡洋舰的副炮不会显示的问题\n-修复小型机库在俯视图上不显示的问题\n-修复双联改进型超重主炮的可靠性损失较高的问题\n-修复中途补给原型迭代环节中部分文本缺失的问题\n-优化一部分科技的描述\n\n感谢你的游玩!" - navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候,§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡,§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害,不过重型装甲只能提供非常有限的鱼雷防护,你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算,穿甲和装甲的比值与伤害权重之间的映射关系为:超过200%为100%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,60%到75%为45%伤害,50%到60%为35%伤害,30%到50%为20%伤害,10%到30%为10%伤害,低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时,主力舰在第22小时开火,其他舰艇在第30小时开火§!,而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%,但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力,而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!,一般在没有加成的情况下,建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年,1943年,1945年和冷战时期(如果没有投降的话)获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略(包括舰载机)。例如,原版的§g德国§!会更加专注于潜艇,而§B美国§!则会重视航母。" + navy_rework_welcome_splash_tab_1_content: "§Hv2.3 “东所罗门”§!\n\n§C重要新增:§!\n\n-重做所有学说的科技依赖,现在学说的进展需要与海军科技一齐推进\n-为除轻型舰炮和高平舰炮以外的所有舰炮加入一个新的HP模型,对空船壳的HP利用效率将大不如前\n-为除轻型舰炮和高平舰炮以外的所有舰炮加入一个新的造价模型,新增一座炮塔的造价会随已安装的炮塔数量逐步上涨\n-优化美国、英国和日本再太平洋战争中的海军AI\n-新角色:装甲舰、大型巡洋舰(装甲舰船体专用)\n\n§C更新:§!\n\n-轻炮的命中剖面由45增加到55\n-撤退速度大幅加强以模拟现实中的脱离接触\n-重做夜战机制,加强鱼雷在夜间的穿透效果\n-为超重型战列舰和重型舰队巡洋舰添加了正确的地形修正\n-加强舰载战斗机的伤害和干扰系数\n-加强AI更新战舰和舰载机设计的意愿\n-AI现在会及时更新且建造更多潜艇\n-AI的航母模板在早期会使用开放式机库,后期则转向装甲机库\n-重做所有机库模块的HP和防空数值\n-改进型航母船体现在要求降落辅助和阻拦索科技\n-舰载机现在将强制锁定航母,不再理会其他因素\n-装甲布局和装甲板在武库舰船体上不再可用\n-预警机现在可以加强同一艘船上安装的所有索敌模块\n-大国无法再使用海军发展决议\n-堆叠造成最大阵位惩罚提高到150%,只在舰队规模超过65时才会生效\n-球鼻艏声呐移动到先进声呐科技解锁\n-损害管制科技加入年份的限制\n-调整部分航母科技的效果\n-德国现在可以使用一战的舰船立绘\n-重做一部分科技和模块的图标\n-更新部分航母模块的效果,为它们添加了对组织度影响的说明文字\n\n§C修复:§!\n\n-修复航母可以使用两个民用材料模块的问题\n-修复第二舰岛和无舰岛可以共存的问题\n\n感谢你的游玩!" + navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候,§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡,§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害,不过重型装甲只能提供非常有限的鱼雷防护,你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算,穿甲和装甲的比值与伤害权重之间的映射关系为:超过200%为100%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,60%到75%为45%伤害,50%到60%为35%伤害,30%到50%为20%伤害,10%到30%为10%伤害,低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时,主力舰在第22小时开火,其他舰艇在第30小时开火§!,而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%,但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%,最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力,而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!,一般在没有加成的情况下,建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年,1943年,1945年和冷战时期(如果没有投降的话)获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略(包括舰载机)。例如,原版的§g德国§!会更加专注于潜艇,而§B美国§!则会重视航母。" navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外,不会再有其他的官方兼容包发布,希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。" navy_rework_welcome_splash_tab_4_content: "大家好,海军重置已经走过了艰难的开发阶段,如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成,整个大框架完成后,剩余的工作便是进一步丰富和扩充,而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑,在加里波第的噩梦版本,也就是0.6时期接触到的KR,当时就被它详实有趣的世界观所吸引,之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做,也是我最喜欢最兴奋的一个版本,由此我开始对海军感兴趣,也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午,我在办公室摸鱼逛reddit,看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证,这篇文章深深吸引了我,我用了一个下午翻译后发布到了贴吧上,收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎,但我始终将KR海军考据的系列坚持了下来,从海军大国到一些特色小国我都查阅了大量资料,也为这个mod打下了基础。\n\n在KR0.22更新之前,开发因为一些原因多次削减了海军的内容,我一直感到很遗憾,0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行,但是美工、文案和汉译英等等我都是从头开始学,一次次试错,一个人陆陆续续弄了大半年,发布了KR和KX两版,才做到现在这个地步,我从中也学到了很多。如今,我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家,包括启发我的reddit网友Tragic-tragedy,贴吧上对我的史料斧正的朋友,在知乎上追更的朋友,还有许多订阅海军重置的玩家,没有你们的支持就没有这个mod,谢谢你们!\n\n最后,我还想借此机会感谢我的外公,他曾在中国人民解放军海军服役了几十年,在我的孩提时代启发了我对海军的认识。上世纪七八十年代,我的外公分别在几艘海军科考船上服役,担任过气象专家和部门政委等职务,他的大部分军旅生涯是在向阳红10号船上度过的,这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年,向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验,这就是大家熟知的580任务。我的外公当时负责气象部门,为回收导弹黑匣子的时间窗口提供预报支持。四年后,他随船参加了中国第一次南极科考任务,并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号,在2007年遇到事故损坏,最后成了东风21D的靶子,每每说起来,他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感,一方面为对国家做出贡献而感到骄傲光荣,而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此,他从小给我讲述的故事仍然点燃了我对海军的兴趣,为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙,不知道海军重置还能维持多久,所以我在此也希望成立一个小团队,用半做半学的方式,把这个mod延续下去。\n\n有兴趣加我qq:1245385638,或海军重置群:162239327" \ No newline at end of file diff --git a/src/localisation/replace/research_l_english.yml b/src/localisation/replace/research_l_english.yml index ad26040..2d8fa9f 100755 --- a/src/localisation/replace/research_l_english.yml +++ b/src/localisation/replace/research_l_english.yml @@ -169,8 +169,8 @@ heavy_crane_desc: "吊机是一项古老的发明,通常由滑轮和绳索构成,用于抬升和降下人力无法搬动的物体。其在造船业中应用广泛,例如在吊装战舰的炮塔和其他部件的工作中,常常能见到它的身影。" dry_dock: "干船坞" dry_dock_desc: "干船坞可以追溯到数千年前的罗马帝国时期,它的设计犹如一个窄距的水池,可以先注水使船只驶入,然后再泄水让船体停放于平台上。有了这一设备,海军船厂维修维护舰船的水下部分就变得更加简单了。" - port_construction_corps: "港区建设队" - port_construction_corps_desc: "海军军港的建设队与陆军工兵的职能有类似之处,他们通常被部署在海军基地内,并与海军人员密切合作,负责军港设施的日常维护和修理。" + port_construction_corps: "工程兵团" + port_construction_corps_desc: "工程兵团的成员既是工兵也是工程师,他们常常被部署到海军两栖行动的前沿,负责建造和维修所有类型的军事基础设施,包括了临时港口、飞机场和补给基地。" integrated_shipyard_complex: "集约化造船综合体" integrated_shipyard_complex_desc: "通过将造船工业集中到某几个关键区域,这将大大增强我们的建设效率。类似的综合体项目包括了大量的造船厂、修船厂、船坞和相关行业的配套供应商,可以在大部分情况下依赖内部的工业能力和资源独立运作。" speed_over_range: "快速反应" diff --git a/src/localisation/replace/ship_modules_country_specific_l_english.yml b/src/localisation/replace/ship_modules_country_specific_l_english.yml index 71ec473..6f4fe91 100755 --- a/src/localisation/replace/ship_modules_country_specific_l_english.yml +++ b/src/localisation/replace/ship_modules_country_specific_l_english.yml @@ -1742,7 +1742,7 @@ CAN_carrier_helipad_aew: "西科斯基 HO4S" ENG_carrier_helipad_asw: "威塞克斯 HAS-1" ENG_carrier_helipad_aew: "H-13 苏族" - FRA_carrier_helipad_asw: "SE-313" + FRA_carrier_helipad_asw: "SE-313 云雀II" FRA_carrier_helipad_aew: "HUP-2" GER_carrier_helipad_asw: "福克-艾彻格里斯 330 鹞式" GER_carrier_helipad_aew: "福克-艾彻格里斯 223E 龙式" @@ -1946,4 +1946,12 @@ ITA_dp_ship_secondaries_5: "127mm/54 奥托-梅莱拉火炮" ITA_dp_ship_secondaries_5_bb: "127mm/54 奥托-梅莱拉火炮" SOV_dp_ship_secondaries_5: "76mm/59 AK-726火炮" - SOV_dp_ship_secondaries_5_bb: "76mm/59 AK-726火炮" \ No newline at end of file + SOV_dp_ship_secondaries_5_bb: "76mm/59 AK-726火炮" + USA_ship_helipad: "H-19 契克索" + ENG_ship_helipad: "韦斯特兰蜻蜓" + CAN_ship_helipad: "韦斯特兰蜻蜓" + FRA_ship_helipad: "SE-312 云雀" + GER_ship_helipad: "道尼尔 Do 23" + JAP_ship_helipad: "三菱 KH-4" + ITA_ship_helipad: "奥古斯塔-贝尔 AB-47" + SOV_ship_helipad: "米-4" \ No newline at end of file diff --git a/src/localisation/replace/ship_modules_l_english.yml b/src/localisation/replace/ship_modules_l_english.yml index 0091478..d4e8895 100755 --- a/src/localisation/replace/ship_modules_l_english.yml +++ b/src/localisation/replace/ship_modules_l_english.yml @@ -43,11 +43,11 @@ EQ_MOD_SLOT_fixed_ship_torpedo_defense_system_slot_TITLE: "鱼雷防御系统" EQ_MOD_SLOT_fixed_ship_role_slot_TITLE: "舰船角色" ship_airplane_launcher_3: "蒸汽弹射器" - ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞" + ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞\n\n§G最大组织度加成:+10%§!" side_lift: "舷侧升降机" - side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率" + side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率\n\n§G最大组织度加成:+5%§!" angled_deck: "斜角甲板" - angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机" + angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机\n\n§G最大组织度加成:+20%§!" ship_anti_air_5: "防空火箭弹" ship_anti_air_5_desc: "一种无制导的对空火箭弹,飞行速度很快" ship_deck_space_small: "小型开放式机库" @@ -55,10 +55,10 @@ ship_deck_space_small_desc: "携带少量飞机的机库。" ship_deck_space_big: "大型装甲机库" ship_deck_space_big_short: "大型装甲机库" - ship_deck_space_big_desc: "携带大量飞机的机库。" + ship_deck_space_big_desc: "携带大量飞机的机库。\n\n§R最大组织度惩罚:-5%§!" ship_deck_space_bb: "改装甲板" ship_deck_space_bb_short: "改装甲板" - ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。" + ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。\n\n§R最大组织度惩罚:-10%§!" ship_armor_bb_4: "420mm主装甲/165mm甲板装甲" ship_armor_bc_4: "350mm主装甲/140mm甲板装甲" ship_armor_bb_4_short: "战列舰装甲 IV" @@ -602,8 +602,6 @@ ship_airplane_launcher_1_desc: "一个小型飞机弹射器可以把一架小型侦察机送上天。" ship_airplane_launcher_2: "改进型水上飞机弹射器" ship_airplane_launcher_2_desc: "改进过的弹射装置可以让舰艇弹射更大的、航程更远航速更快的飞机。" - ship_deck_space: "中型开放式机库" - ship_deck_space_desc: "船舱内一块体积中等的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。" ship_sonar_1: "水听器" ship_sonar_1_desc: "一套简单的水听装置,通过声音来追踪水下目标。" ship_sonar_2: "主动式声呐" @@ -749,7 +747,7 @@ ship_aa_fire_control_desc: "用于自动化防空炮瞄准机能的火控系统。" ship_electric_motor: "涡轮-电力推进动力系统" ship_electric_motor_short: "电动机" - ship_electric_motor_desc: "将电能转化为机械能的电气设备,其由蒸汽轮机驱动,可以为传动杆甚至是其他电力设备提供动力。" + ship_electric_motor_desc: "将电能转化为机械能的电气设备,其由蒸汽轮机驱动,可以为传动杆甚至是其他电力设备提供动力。\n\n§G最大组织度加成:+10%§!" eng_14in_mk7_double: "BL 14英寸 MK. VII" eng_14in_mk7_double_short: "双联14英寸 MK.VII火炮" eng_14in_mk7_double_desc: "以条约规定设计研发的中等口径战列舰主炮。" @@ -796,14 +794,13 @@ ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色,一旦安装后将难以替换§!" EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色" EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型蒸汽引擎" - ship_deck_space_short: "中型开放式机库" EQ_MOD_CAT_carrier_unit_TITLE: "航母指挥控制单位" EQ_MOD_CAT_carrier_miscellaneous_TITLE: "航母杂项装备" EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_1_TITLE: "航母杂项1" EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_2_TITLE: "航母杂项2" carrier_aviation_control_unit: "航空控制单位" carrier_aviation_control_unit_short: "航空控制单位" - carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。" + carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。\n\n§G最大组织度加成:+10%§!" carrier_damage_control_unit: "损害管制单位" carrier_damage_control_unit_short: "损害管制单位" carrier_damage_control_unit_desc: "损管部门会在危及沉船的情况下保证舰船的安全。" @@ -818,16 +815,16 @@ carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。" carrier_civilian_material: "使用民用材料" carrier_civilian_material_short: "民用材料" - carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。" + carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n\n§R最大组织度惩罚:-20%§!" carrier_secondary_island: "第二舰岛" carrier_secondary_island_short: "第二舰岛" - carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。" + carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成:+10%§!" carrier_strength_deck: "船体集成强力甲板" carrier_strength_deck_short: "强力甲板" carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。" ship_deck_space_more: "大型开放式机库" ship_deck_space_more_short: "大型开放式机库" - ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。" + ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚:-20%§!" ship_deck_space_armored: "中型装甲机库" ship_deck_space_armored_short: "中型装甲机库" ship_deck_space_armored_desc: "船舱内一块体积中等的封闭区域,周身覆盖有装甲,可以为着舰的飞机进行维护和后勤。" @@ -1050,7 +1047,7 @@ ship_slbm_launcher: "核导弹发射井" EQ_MOD_CAT_cruiser_ship_engine_nuclear_TITLE: "中型核动力引擎" carrier_no_island: "无舰岛设计" - carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。" + carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。\n\n§R最大组织度惩罚:-10%§!" EQ_MOD_CAT_carrier_mast_TITLE: "航母舰岛" EQ_MOD_CAT_bb_carrier_role_TITLE: "改装航母基础船体" carrier_bb_conversion: "由战列舰改装而来" @@ -1104,7 +1101,7 @@ ship_armor_carrier_shbb_short: "超重型航母装甲带" ship_armor_carrier_shbb_desc: "此装甲属于过去一艘超重型战列舰的残余,可以保护航母免受任何形式的攻击。" EQ_MOD_CAT_sub_conning_tower_TITLE: "指挥塔" - sub_conning_tower_0: "指挥塔" + sub_conning_tower_0: "基础指挥塔" sub_conning_tower_0_desc: "潜艇指挥中心所在的上层结构。" sub_conning_tower_1: "改进型指挥塔" sub_conning_tower_1_desc: "一座改进过的指挥塔可以安放更多电子设备。" @@ -1179,4 +1176,15 @@ ship_asw_battery_1: "76mm火炮(搭配RAT发射器)" ship_asw_battery_1_short: "76mm火炮(搭配RAT发射器)" ship_asw_battery_1_desc: "一座安装在可旋转炮塔上的小口径火炮,在其两侧装有火箭助推鱼雷发射器。" - EQ_MOD_SLOT_fixed_ship_extra_electronics_slot_TITLE: "电子设备槽位" \ No newline at end of file + EQ_MOD_SLOT_fixed_ship_extra_electronics_slot_TITLE: "电子设备槽位" + ship_deck_space_open: "中型开放式机库" + ship_deck_space_open_short: "中型开放式机库" + ship_deck_space_open_desc: "船舱内一块体积中等的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。" + EQ_MOD_CAT_carrier_island_TITLE: "航母舰岛" + EQ_MOD_CAT_pz_role_TITLE: "装甲舰角色" + ship_hull_cruiser_role_pz: "装甲舰角色" + ship_hull_cruiser_role_pz_short: "装甲舰" + ship_hull_cruiser_role_pz_desc: "一艘装有重型舰炮的重型巡洋舰,但在分类上既不属于巡洋舰也不属于战列巡洋舰。\n§R重中型主炮将不可用。§!\n\n§R此角色为起源性角色,一旦安装后将难以替换§!" + ship_hull_cruiser_role_pbb: "大型巡洋舰角色" + ship_hull_cruiser_role_pbb_short: "大型巡洋舰" + ship_hull_cruiser_role_pbb_desc: "装备战巡级别火力的巡洋舰。\n§R重型主炮将不可用。§!\n\n§R此角色为起源性角色,一旦安装后将难以替换§!" \ No newline at end of file diff --git a/src/localisation/replace/vnr_ai_l_english.yml b/src/localisation/replace/vnr_ai_l_english.yml index 79de591..b526cc6 100755 --- a/src/localisation/replace/vnr_ai_l_english.yml +++ b/src/localisation/replace/vnr_ai_l_english.yml @@ -42,7 +42,7 @@ join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链" join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链,我们将不能研发自己的版本,但会立刻解锁以下加成:§!\n§Y海军协同性:§!§G+10%§!\n§Y海军组织度:§!§G+7.5%§!\n§Y可见度:§!§G-7.5%§!" RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI" - RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。" + RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。\n§R请勿将本选项与修改地块和战略区域的mod混用。§!" RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n§Y使用原版或其他激活状态mod提供的海军AI。§!" RULE_SHIPYARD_OUTPUT_BOOST_PLAYER: "玩家船厂产出加成" RULE_SHIPYARD_OUTPUT_BOOST_AI: "AI船厂产出加成" diff --git a/src/localisation/simp_chinese/replace/navy_rework_welcome_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/navy_rework_welcome_l_simp_chinese.yml index de93bbb..759d007 100755 --- a/src/localisation/simp_chinese/replace/navy_rework_welcome_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/navy_rework_welcome_l_simp_chinese.yml @@ -4,7 +4,7 @@ navy_rework_welcome_splash_tab_3: "额外信息" navy_rework_welcome_splash_tab_4: "致谢" navy_rework_options_button_text: "继续" - navy_rework_welcome_splash_tab_1_content: "§Hv2.2 “决战中途岛”§!\n\n§C重要新增:§!\n\n-重做所有模块图标上的罗马数字,和原版风格一致\n-增加一个舰队collection的彩蛋\n-新模块:带RAT发射器的轻型火炮,5级高平副炮\n-新立绘:中途岛(SCB-110改装),鹦鹉螺(SSN-571),IX型U艇,XB型U艇,611型潜艇,658型潜艇\n-在设计器中为航母添加斜角甲板的俯视图\n\n§C更新:§!\n\n-巡洋舰和驱逐舰现在有三个电子设备槽位,可以同时安装雷达、声呐和火控\n-重新平衡鱼雷模块的数值\n-冷战鱼雷现在可以进行反潜\n-加强柴油引擎对可靠性和航程的增益\n-民用引擎的航程更远\n-后期的轻中型火炮会有更高的速度和可靠性惩罚\n-开局拥有战后重型船体的国家默认拥有重油锅炉科技\n-由于AI难以管理舰载CAS,因此暂时移除相关的模板\n-1940年及之后的航母可以额外安装一个杂项模块\n-加强预警机的效果\n-降低主力舰的补给消耗\n-为冷战时期的高平火炮添加一些独特的国别名称\n-更新AI的战列舰模板\n-重做诱饵发射器的图标\n-重做4级声呐的图标\n-对称密钥加密算法现在改名为密码学革命,并且可以减低泄露的陆军和空军情报\n-火控计算机内存扩容现在改名为磁芯存储器阵列\n-重做辅助降落系统和磁芯存储器阵列地科技图标\n-3级和4级的战巡装甲对速度有更高的惩罚\n-削弱俯冲轰炸机研究的效果\n-消声瓦模块会消耗1点橡胶\n-结构化铝合金材料现在不能和巡洋舰装甲共存\n\n§C修复:§!\n\n-修复航母重型装甲无法正常升级的问题\n-修复设计器俯视图中,巡洋舰的副炮不会显示的问题\n-修复小型机库在俯视图上不显示的问题\n-修复双联改进型超重主炮的可靠性损失较高的问题\n-修复中途补给原型迭代环节中部分文本缺失的问题\n-优化一部分科技的描述\n\n感谢你的游玩!" - navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候,§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡,§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害,不过重型装甲只能提供非常有限的鱼雷防护,你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算,穿甲和装甲的比值与伤害权重之间的映射关系为:超过200%为100%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,60%到75%为45%伤害,50%到60%为35%伤害,30%到50%为20%伤害,10%到30%为10%伤害,低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时,主力舰在第22小时开火,其他舰艇在第30小时开火§!,而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%,但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力,而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!,一般在没有加成的情况下,建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年,1943年,1945年和冷战时期(如果没有投降的话)获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略(包括舰载机)。例如,原版的§g德国§!会更加专注于潜艇,而§B美国§!则会重视航母。" + navy_rework_welcome_splash_tab_1_content: "§Hv2.3 “东所罗门”§!\n\n§C重要新增:§!\n\n-重做所有学说的科技依赖,现在学说的进展需要与海军科技一齐推进\n-为除轻型舰炮和高平舰炮以外的所有舰炮加入一个新的HP模型,对空船壳的HP利用效率将大不如前\n-为除轻型舰炮和高平舰炮以外的所有舰炮加入一个新的造价模型,新增一座炮塔的造价会随已安装的炮塔数量逐步上涨\n-优化美国、英国和日本再太平洋战争中的海军AI\n-新角色:装甲舰、大型巡洋舰(装甲舰船体专用)\n\n§C更新:§!\n\n-轻炮的命中剖面由45增加到55\n-撤退速度大幅加强以模拟现实中的脱离接触\n-重做夜战机制,加强鱼雷在夜间的穿透效果\n-为超重型战列舰和重型舰队巡洋舰添加了正确的地形修正\n-加强舰载战斗机的伤害和干扰系数\n-加强AI更新战舰和舰载机设计的意愿\n-AI现在会及时更新且建造更多潜艇\n-AI的航母模板在早期会使用开放式机库,后期则转向装甲机库\n-重做所有机库模块的HP和防空数值\n-改进型航母船体现在要求降落辅助和阻拦索科技\n-舰载机现在将强制锁定航母,不再理会其他因素\n-装甲布局和装甲板在武库舰船体上不再可用\n-预警机现在可以加强同一艘船上安装的所有索敌模块\n-大国无法再使用海军发展决议\n-堆叠造成最大阵位惩罚提高到150%,只在舰队规模超过65时才会生效\n-球鼻艏声呐移动到先进声呐科技解锁\n-损害管制科技加入年份的限制\n-调整部分航母科技的效果\n-德国现在可以使用一战的舰船立绘\n-重做一部分科技和模块的图标\n-更新部分航母模块的效果,为它们添加了对组织度影响的说明文字\n\n§C修复:§!\n\n-修复航母可以使用两个民用材料模块的问题\n-修复第二舰岛和无舰岛可以共存的问题\n\n感谢你的游玩!" + navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候,§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡,§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害,不过重型装甲只能提供非常有限的鱼雷防护,你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算,穿甲和装甲的比值与伤害权重之间的映射关系为:超过200%为100%伤害,100%到200%为100%伤害,85%到100%为70%伤害,75%到85%为60%伤害,60%到75%为45%伤害,50%到60%为35%伤害,30%到50%为20%伤害,10%到30%为10%伤害,低于10%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时,主力舰在第22小时开火,其他舰艇在第30小时开火§!,而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%,但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%,最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力,而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!,一般在没有加成的情况下,建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年,1943年,1945年和冷战时期(如果没有投降的话)获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略(包括舰载机)。例如,原版的§g德国§!会更加专注于潜艇,而§B美国§!则会重视航母。" navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外,不会再有其他的官方兼容包发布,希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。" navy_rework_welcome_splash_tab_4_content: "大家好,海军重置已经走过了艰难的开发阶段,如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成,整个大框架完成后,剩余的工作便是进一步丰富和扩充,而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑,在加里波第的噩梦版本,也就是0.6时期接触到的KR,当时就被它详实有趣的世界观所吸引,之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做,也是我最喜欢最兴奋的一个版本,由此我开始对海军感兴趣,也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午,我在办公室摸鱼逛reddit,看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证,这篇文章深深吸引了我,我用了一个下午翻译后发布到了贴吧上,收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎,但我始终将KR海军考据的系列坚持了下来,从海军大国到一些特色小国我都查阅了大量资料,也为这个mod打下了基础。\n\n在KR0.22更新之前,开发因为一些原因多次削减了海军的内容,我一直感到很遗憾,0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行,但是美工、文案和汉译英等等我都是从头开始学,一次次试错,一个人陆陆续续弄了大半年,发布了KR和KX两版,才做到现在这个地步,我从中也学到了很多。如今,我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家,包括启发我的reddit网友Tragic-tragedy,贴吧上对我的史料斧正的朋友,在知乎上追更的朋友,还有许多订阅海军重置的玩家,没有你们的支持就没有这个mod,谢谢你们!\n\n最后,我还想借此机会感谢我的外公,他曾在中国人民解放军海军服役了几十年,在我的孩提时代启发了我对海军的认识。上世纪七八十年代,我的外公分别在几艘海军科考船上服役,担任过气象专家和部门政委等职务,他的大部分军旅生涯是在向阳红10号船上度过的,这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年,向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验,这就是大家熟知的580任务。我的外公当时负责气象部门,为回收导弹黑匣子的时间窗口提供预报支持。四年后,他随船参加了中国第一次南极科考任务,并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号,在2007年遇到事故损坏,最后成了东风21D的靶子,每每说起来,他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感,一方面为对国家做出贡献而感到骄傲光荣,而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此,他从小给我讲述的故事仍然点燃了我对海军的兴趣,为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙,不知道海军重置还能维持多久,所以我在此也希望成立一个小团队,用半做半学的方式,把这个mod延续下去。\n\n有兴趣加我qq:1245385638,或海军重置群:162239327" \ No newline at end of file diff --git a/src/localisation/simp_chinese/replace/research_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/research_l_simp_chinese.yml index cbb9b6f..3391b73 100755 --- a/src/localisation/simp_chinese/replace/research_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/research_l_simp_chinese.yml @@ -169,8 +169,8 @@ heavy_crane_desc: "吊机是一项古老的发明,通常由滑轮和绳索构成,用于抬升和降下人力无法搬动的物体。其在造船业中应用广泛,例如在吊装战舰的炮塔和其他部件的工作中,常常能见到它的身影。" dry_dock: "干船坞" dry_dock_desc: "干船坞可以追溯到数千年前的罗马帝国时期,它的设计犹如一个窄距的水池,可以先注水使船只驶入,然后再泄水让船体停放于平台上。有了这一设备,海军船厂维修维护舰船的水下部分就变得更加简单了。" - port_construction_corps: "港区建设队" - port_construction_corps_desc: "海军军港的建设队与陆军工兵的职能有类似之处,他们通常被部署在海军基地内,并与海军人员密切合作,负责军港设施的日常维护和修理。" + port_construction_corps: "工程兵团" + port_construction_corps_desc: "工程兵团的成员既是工兵也是工程师,他们常常被部署到海军两栖行动的前沿,负责建造和维修所有类型的军事基础设施,包括了临时港口、飞机场和补给基地。" integrated_shipyard_complex: "集约化造船综合体" integrated_shipyard_complex_desc: "通过将造船工业集中到某几个关键区域,这将大大增强我们的建设效率。类似的综合体项目包括了大量的造船厂、修船厂、船坞和相关行业的配套供应商,可以在大部分情况下依赖内部的工业能力和资源独立运作。" speed_over_range: "快速反应" diff --git a/src/localisation/simp_chinese/replace/ship_modules_country_specific_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/ship_modules_country_specific_l_simp_chinese.yml index 76e0b53..2656b87 100755 --- a/src/localisation/simp_chinese/replace/ship_modules_country_specific_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/ship_modules_country_specific_l_simp_chinese.yml @@ -1742,7 +1742,7 @@ CAN_carrier_helipad_aew: "西科斯基 HO4S" ENG_carrier_helipad_asw: "威塞克斯 HAS-1" ENG_carrier_helipad_aew: "H-13 苏族" - FRA_carrier_helipad_asw: "SE-313" + FRA_carrier_helipad_asw: "SE-313 云雀II" FRA_carrier_helipad_aew: "HUP-2" GER_carrier_helipad_asw: "福克-艾彻格里斯 330 鹞式" GER_carrier_helipad_aew: "福克-艾彻格里斯 223E 龙式" @@ -1946,4 +1946,12 @@ ITA_dp_ship_secondaries_5: "127mm/54 奥托-梅莱拉火炮" ITA_dp_ship_secondaries_5_bb: "127mm/54 奥托-梅莱拉火炮" SOV_dp_ship_secondaries_5: "76mm/59 AK-726火炮" - SOV_dp_ship_secondaries_5_bb: "76mm/59 AK-726火炮" \ No newline at end of file + SOV_dp_ship_secondaries_5_bb: "76mm/59 AK-726火炮" + USA_ship_helipad: "H-19 契克索" + ENG_ship_helipad: "韦斯特兰蜻蜓" + CAN_ship_helipad: "韦斯特兰蜻蜓" + FRA_ship_helipad: "SE-312 云雀" + GER_ship_helipad: "道尼尔 Do 23" + JAP_ship_helipad: "三菱 KH-4" + ITA_ship_helipad: "奥古斯塔-贝尔 AB-47" + SOV_ship_helipad: "米-4" \ No newline at end of file diff --git a/src/localisation/simp_chinese/replace/ship_modules_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/ship_modules_l_simp_chinese.yml index fa285ef..d0b0e50 100755 --- a/src/localisation/simp_chinese/replace/ship_modules_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/ship_modules_l_simp_chinese.yml @@ -43,11 +43,11 @@ EQ_MOD_SLOT_fixed_ship_torpedo_defense_system_slot_TITLE: "鱼雷防御系统" EQ_MOD_SLOT_fixed_ship_role_slot_TITLE: "舰船角色" ship_airplane_launcher_3: "蒸汽弹射器" - ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞" + ship_airplane_launcher_3_desc: "蒸汽弹射器可以保证飞机在有限的空间内起飞\n\n§G最大组织度加成:+10%§!" side_lift: "舷侧升降机" - side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率" + side_lift_desc: "装在舷侧的升降机可以在不占用甲板有效空间的前提下提高舰载机整备的效率\n\n§G最大组织度加成:+5%§!" angled_deck: "斜角甲板" - angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机" + angled_deck_desc: "斜角甲板可以使航母在进行放飞作业的同时接收降落的飞机\n\n§G最大组织度加成:+20%§!" ship_anti_air_5: "防空火箭弹" ship_anti_air_5_desc: "一种无制导的对空火箭弹,飞行速度很快" ship_deck_space_small: "小型开放式机库" @@ -55,10 +55,10 @@ ship_deck_space_small_desc: "携带少量飞机的机库。" ship_deck_space_big: "大型装甲机库" ship_deck_space_big_short: "大型装甲机库" - ship_deck_space_big_desc: "携带大量飞机的机库。" + ship_deck_space_big_desc: "携带大量飞机的机库。\n\n§R最大组织度惩罚:-5%§!" ship_deck_space_bb: "改装甲板" ship_deck_space_bb_short: "改装甲板" - ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。" + ship_deck_space_bb_desc: "一条做工粗糙的改装甲板,安装在战列舰的后部来将其改装为航空战列舰。\n\n§R最大组织度惩罚:-10%§!" ship_armor_bb_4: "420mm主装甲/165mm甲板装甲" ship_armor_bc_4: "350mm主装甲/140mm甲板装甲" ship_armor_bb_4_short: "战列舰装甲 IV" @@ -602,8 +602,6 @@ ship_airplane_launcher_1_desc: "一个小型飞机弹射器可以把一架小型侦察机送上天。" ship_airplane_launcher_2: "改进型水上飞机弹射器" ship_airplane_launcher_2_desc: "改进过的弹射装置可以让舰艇弹射更大的、航程更远航速更快的飞机。" - ship_deck_space: "中型开放式机库" - ship_deck_space_desc: "船舱内一块体积中等的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。" ship_sonar_1: "水听器" ship_sonar_1_desc: "一套简单的水听装置,通过声音来追踪水下目标。" ship_sonar_2: "主动式声呐" @@ -749,7 +747,7 @@ ship_aa_fire_control_desc: "用于自动化防空炮瞄准机能的火控系统。" ship_electric_motor: "涡轮-电力推进动力系统" ship_electric_motor_short: "电动机" - ship_electric_motor_desc: "将电能转化为机械能的电气设备,其由蒸汽轮机驱动,可以为传动杆甚至是其他电力设备提供动力。" + ship_electric_motor_desc: "将电能转化为机械能的电气设备,其由蒸汽轮机驱动,可以为传动杆甚至是其他电力设备提供动力。\n\n§G最大组织度加成:+10%§!" eng_14in_mk7_double: "BL 14英寸 MK. VII" eng_14in_mk7_double_short: "双联14英寸 MK.VII火炮" eng_14in_mk7_double_desc: "以条约规定设计研发的中等口径战列舰主炮。" @@ -796,14 +794,13 @@ ship_hull_cruiser_role_cd_desc: "体型接近巡洋舰的岸防舰艇。\n\n§R此角色为起源性角色,一旦安装后将难以替换§!" EQ_MOD_CAT_cds_role_TITLE: "岸防舰角色" EQ_MOD_CAT_super_heavy_ship_engine_TITLE: "超重型蒸汽引擎" - ship_deck_space_short: "中型开放式机库" EQ_MOD_CAT_carrier_unit_TITLE: "航母指挥控制单位" EQ_MOD_CAT_carrier_miscellaneous_TITLE: "航母杂项装备" EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_1_TITLE: "航母杂项1" EQ_MOD_SLOT_fixed_ship_carrier_miscellaneous_slot_2_TITLE: "航母杂项2" carrier_aviation_control_unit: "航空控制单位" carrier_aviation_control_unit_short: "航空控制单位" - carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。" + carrier_aviation_control_unit_desc: "航空控制部门负责掌管飞机的起飞和降落流程,他们保证这些行动的效率达到最高。\n\n§G最大组织度加成:+10%§!" carrier_damage_control_unit: "损害管制单位" carrier_damage_control_unit_short: "损害管制单位" carrier_damage_control_unit_desc: "损管部门会在危及沉船的情况下保证舰船的安全。" @@ -818,16 +815,16 @@ carrier_fuel_storage_desc: "一个在航母内部用于储藏航空燃料的巨大容器。" carrier_civilian_material: "使用民用材料" carrier_civilian_material_short: "民用材料" - carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。" + carrier_civilian_material_desc: "在航母上更多应用民用材料可以使它们的造价更便宜。\n\n§R最大组织度惩罚:-20%§!" carrier_secondary_island: "第二舰岛" carrier_secondary_island_short: "第二舰岛" - carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。" + carrier_secondary_island_desc: "一座飞行甲板上的副舰岛,可以将航母的航海和飞控部门分开,保证双方的工作效率。\n\n§G最大组织度加成:+10%§!" carrier_strength_deck: "船体集成强力甲板" carrier_strength_deck_short: "强力甲板" carrier_strength_deck_desc: "强力甲板亦称上甲板,以高强度的甲板结构保证船体总纵强度稳定,这一部件与船体深度集成。" ship_deck_space_more: "大型开放式机库" ship_deck_space_more_short: "大型开放式机库" - ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。" + ship_deck_space_more_desc: "船舱内一块体积巨大的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。\n\n§R最大组织度惩罚:-20%§!" ship_deck_space_armored: "中型装甲机库" ship_deck_space_armored_short: "中型装甲机库" ship_deck_space_armored_desc: "船舱内一块体积中等的封闭区域,周身覆盖有装甲,可以为着舰的飞机进行维护和后勤。" @@ -1050,7 +1047,7 @@ ship_slbm_launcher: "核导弹发射井" EQ_MOD_CAT_cruiser_ship_engine_nuclear_TITLE: "中型核动力引擎" carrier_no_island: "无舰岛设计" - carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。" + carrier_no_island_desc: "这艘航母为了甲板的运作空间选择了没有舰岛的设计。\n\n§R最大组织度惩罚:-10%§!" EQ_MOD_CAT_carrier_mast_TITLE: "航母舰岛" EQ_MOD_CAT_bb_carrier_role_TITLE: "改装航母基础船体" carrier_bb_conversion: "由战列舰改装而来" @@ -1104,7 +1101,7 @@ ship_armor_carrier_shbb_short: "超重型航母装甲带" ship_armor_carrier_shbb_desc: "此装甲属于过去一艘超重型战列舰的残余,可以保护航母免受任何形式的攻击。" EQ_MOD_CAT_sub_conning_tower_TITLE: "指挥塔" - sub_conning_tower_0: "指挥塔" + sub_conning_tower_0: "基础指挥塔" sub_conning_tower_0_desc: "潜艇指挥中心所在的上层结构。" sub_conning_tower_1: "改进型指挥塔" sub_conning_tower_1_desc: "一座改进过的指挥塔可以安放更多电子设备。" @@ -1179,4 +1176,15 @@ ship_asw_battery_1: "76mm火炮(搭配RAT发射器)" ship_asw_battery_1_short: "76mm火炮(搭配RAT发射器)" ship_asw_battery_1_desc: "一座安装在可旋转炮塔上的小口径火炮,在其两侧装有火箭助推鱼雷发射器。" - EQ_MOD_SLOT_fixed_ship_extra_electronics_slot_TITLE: "电子设备槽位" \ No newline at end of file + EQ_MOD_SLOT_fixed_ship_extra_electronics_slot_TITLE: "电子设备槽位" + ship_deck_space_open: "中型开放式机库" + ship_deck_space_open_short: "中型开放式机库" + ship_deck_space_open_desc: "船舱内一块体积中等的开放区域,可以为着舰的飞机进行维护和后勤。为船上增加更多的机库会使得造价飙升。" + EQ_MOD_CAT_carrier_island_TITLE: "航母舰岛" + EQ_MOD_CAT_pz_role_TITLE: "装甲舰角色" + ship_hull_cruiser_role_pz: "装甲舰角色" + ship_hull_cruiser_role_pz_short: "装甲舰" + ship_hull_cruiser_role_pz_desc: "一艘装有重型舰炮的重型巡洋舰,但在分类上既不属于巡洋舰也不属于战列巡洋舰。\n§R重中型主炮将不可用。§!\n\n§R此角色为起源性角色,一旦安装后将难以替换§!" + ship_hull_cruiser_role_pbb: "大型巡洋舰角色" + ship_hull_cruiser_role_pbb_short: "大型巡洋舰" + ship_hull_cruiser_role_pbb_desc: "装备战巡级别火力的巡洋舰。\n§R重型主炮将不可用。§!\n\n§R此角色为起源性角色,一旦安装后将难以替换§!" \ No newline at end of file diff --git a/src/localisation/simp_chinese/replace/vnr_ai_l_simp_chinese.yml b/src/localisation/simp_chinese/replace/vnr_ai_l_simp_chinese.yml index e334961..c6822da 100755 --- a/src/localisation/simp_chinese/replace/vnr_ai_l_simp_chinese.yml +++ b/src/localisation/simp_chinese/replace/vnr_ai_l_simp_chinese.yml @@ -42,7 +42,7 @@ join_tactical_data_link: "接入[ROOT.GetFactionName]海军战术数据链" join_tactical_data_link_desc: "一套联合战术数据链系统已经由我们阵营当中的领先成员部署成功。虽然这是一个加强我军与盟友协同作战能力的好机会,但是我们仍然可以独立开发一套自己的数据链系统。\n§C如果我们选择接入友方数据链,我们将不能研发自己的版本,但会立刻解锁以下加成:§!\n§Y海军协同性:§!§G+10%§!\n§Y海军组织度:§!§G+7.5%§!\n§Y可见度:§!§G-7.5%§!" RULE_AI_NAVAL_MANAGEMENT: "使用海军重置海军管理AI" - RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。" + RULE_AI_NAVAL_MANAGEMENT_FREE_DESC: "在原版环境中§G启动§!海军舰队管理AI。\n§R请勿将本选项与修改地块和战略区域的mod混用。§!" RULE_AI_NAVAL_MANAGEMENT_BLOCKED_DESC: "在原版环境中§R关闭§!海军舰队管理AI。\n§Y使用原版或其他激活状态mod提供的海军AI。§!" RULE_SHIPYARD_OUTPUT_BOOST_PLAYER: "玩家船厂产出加成" RULE_SHIPYARD_OUTPUT_BOOST_AI: "AI船厂产出加成"