If it would work (wich I think might possible) it would be neat, but they should have a rather short range and high naval attack, maybe we can make tactical missiles as well this way(with high tactical attack)???
# Level 0 guns
application = { # 102mm Naval Gun
id = 6450
name = "102mm Naval Gun"
desc = ""
required = { }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
application = { # 127mm Naval Gun
id = 6451
name = "127mm Naval Gun"
desc = ""
required = { 6450 }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
application = { # 152mm Naval Gun
id = 14014
name = "152mm Naval Gun"
desc = ""
required = { 6451 }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
application = { # 203mm Naval Gun
id = 14015
name = "203mm Naval Gun"
desc = ""
required = { }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
application = { # 254mm Naval Gun
id = 6452
name = "254mm Naval Gun"
desc = ""
required = { }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
application = { # 305mm Naval Gun
id = 6453
name = "305mm Naval Gun"
desc = ""
required = { 6453 }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
# Level 4 naval guns
application = { # 356mm Naval Gun
id = 6454
name = "356mm Naval Gun"
desc = ""
required = { 6453 }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
application = { # 406mm Naval Gun
id = 6455
name = "406mm Naval Gun"
desc = ""
required = { 6454 }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
# Level 6 naval guns
application = { # 460mm Naval Gun
id = 6456
name = "460mm Naval Gun"
desc = ""
required = { 6455 }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
application = { # Semi-Automatic 203mm Naval Gun
id = 14402
name = "Semi-Automatic 203mm Naval Gun"
desc = ""
required = { 14015 }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
application = { # Lightweight 305mm Naval Gun
id = 140403
name = "Lightweight 305mm Naval Gun"
desc = ""
required = { 14402 }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60
effects = {
command = { }
}
}
Originally posted by MateDow
Shouldn't all of these have a number like 14xxx to be in the artillery tech page? I already have techs in the naval tech tree that will be required before these can be researched. MDow
the problem is when we can be sure that victory is achieved...Originally posted by Copper Nicus
All those are very advanced techs, so I would not worry too much - game is usually finished around 1942-43.
Also AI is usually very, very bad in naval development - all AI's concentrate to keep un in land tech rece and leave navy fairy unchanged (USA and Japan are a bit different).
If some of them would become to powerfull, we will tweak them.
BTW, I'm trying to write some post-war AI's (USA after victory over Japan, Soviet after victory over Germany, Germany after Barbarossa and Sealion). I hope you are interested?
Originally posted by Generalisimo
the problem is when we can be sure that victory is achieved...
maybe Germany was wipped out, but some axis members are there...
the problem appears if a player is controlling another axis nation, like Romania or Yugoslavia and they manage to survive, even after Germany is wipped out of the map.... they must not be ignored by the new AI... or the new AI must wait until ALL EUROPEAN AXIS members are defeated.Originally posted by Copper Nicus
Yeah, but who cares about Argentina?
I think that for example SOV really needs new AI after victory over Germany (as well as UK and France). More IC spent on navy and air, more balanced research, new borders and pririties and so on.
If I write something, I'll send you.
Originally posted by Generalisimo
the problem appears if a player is controlling another axis nation, like Romania or Yugoslavia and they manage to survive, even after Germany is wipped out of the map.... they must not be ignored by the new AI... or the new AI must wait until ALL EUROPEAN AXIS members are defeated.
Originally posted by Generalisimo
10 posts to reach the 3000
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the events could be done easilly, i think that the tech tree has more priority now, and the starting OOB with the new tech tree.Originally posted by MateDow
There was a discussion in another thread about scripting some events to simulate the transfer of naval vessels to minor nations that were unable to build their own. I figured that I would bring it up over in this thread (since this is probably where it belongs anyway) to see if there are people interesting in scripting some of those events. MDow