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January 12, 2015, 02:32 AM
#41
Civis
Re: Naval Overhaul for Divide et Impera (AAW based)
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January 12, 2015, 09:05 PM
#42
Re: Naval Overhaul for Divide et Impera (AAW based)
I am going to give this a go. I had used previous versions of this submod before. And now that I am back playing DEI this naval mod is a must!
Thanks for resurrecting this adlive + Rep!!
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January 13, 2015, 01:47 AM
#43
Civis
Re: Naval Overhaul for Divide et Impera (AAW based)
Not a problem mate, I am sorry I couldn't update it before, but my job kept me quite busy last year.
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January 15, 2015, 04:20 AM
#44
Re: Naval Overhaul for Divide et Impera (AAW based)
i find the ideas behind this submod very interesting but i find very hard to actually fight naval battles with it...just lost a battle vs a transport fleet! Any tips or new strategies?
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January 16, 2015, 02:57 AM
#45
Civis
Re: Naval Overhaul for Divide et Impera (AAW based)
Really good one either but I wonder why heavy tower hepteres (or whatever) have less health than assault hexeres (or whatever)? It's a much bigger ship.
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January 20, 2015, 12:55 AM
#46
Civis
Re: Naval Overhaul for Divide et Impera (AAW based)
Blasphemer I will double check and get back at you
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January 30, 2015, 09:07 AM
#47
Laetus
Re: Naval Overhaul for Divide et Impera (AAW based)
this submod makes fleets usless, becouse of overpowered HP in the transport fleet. Transport ship should by destroyed in one ram impact.
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February 01, 2015, 04:59 PM
#48
Civis
Re: Naval Overhaul for Divide et Impera (AAW based)
My ships are really slow, especially transport ships (and I mean slooooooow)
Is this normal?
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February 02, 2015, 05:36 AM
#49
Re: Naval Overhaul for Divide et Impera (AAW based)
@Skoran
Yes this makes ships really slow. More natural i think. In vanilla and vanilla DeI ships are like sport cars when they accelerate
Similar to GTA V car accelerate is vanilla/DeI
And this mod makes them GTA IV, which is more realistic.
Ofc you cant compare cars and ships, but i think its fun example how arcade vs realism is.
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February 02, 2015, 07:25 AM
#50
Laetus
Re: Naval Overhaul for Divide et Impera (AAW based)
this looks good, but is savegame compatible??
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February 04, 2015, 01:37 AM
#51
Civis
Re: Naval Overhaul for Divide et Impera (AAW based)
It is savegame compatible
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February 07, 2015, 12:27 AM
#52
Re: Naval Overhaul for Divide et Impera (AAW based)
maybe removing the ability for transports to ram would fix the balance. Anybody thought of that?
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February 20, 2015, 01:02 PM
#53
Laetus
Re: Naval Overhaul for Divide et Impera (AAW based)
Something is seriously off:
A barbarian small slinger ship ram my hexareme (2000 and some HP) for 39% and my principes assault bireme ram the previous barbarian ship (~600 HP) for 45%, also a ballista direct hit should sink a transport.
In an attempt to launch a coordinated invasion it tooks a hexareme 14mins to reach the dock and unload her troops.
What if the ramming ability was fully removed except for a few ships like fire-pot bireme, that way instead of (handling the AI control of half the fleet) having ships trying to bump each others we will have crews trying to kill each others in boarding combat
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