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Thread: [Submod] Historical Naval Overhaul DEI 0.95x Ver2.0 FINAL

  1. #1

    Default [Submod] Historical Naval Overhaul DEI 0.95x Ver2.0 FINAL

    This mod is designed for DEI. Compatible with 0.95x.

    Ver 2.0 Final

    - Added single ship units
    - Reworked upkeep for naval units


    I hope you guys enjoy the final patch. I will be updating the mod only for compatibility issues.

    Ver 1.4

    - Doubled naval unit sizes

    Note: It never made sense why naval units are so expensive and yet weaker than land units.


    Ver 1.3

    - Increased campaign movement requirement for land armies moving to sea by one turn (Takes time to build ships)
    - Boosted Navy stance: Double time to use for all naval units
    - Halved naval unit campaign movement


    Note: This is the only existing solution for increasing transport unit speeds. You can thank CA's incompetence for that.

    There is a bug where land armies transitioning from sea to land will automatically go on Patrol Region (aka Forced March) stance. This is hard-coded and we can offer no solution.

    Ver 1.2

    - Added complete naval battle overhaul
    - All ship speeds have been adjusted according to ship type
    - Mass of ships revamped
    - Other factors (acceleration, deceleration etc..) adjusted in a logical manner according to real world principles

    Ver 1.0

    - Increases campaign movement points for all naval units proportionate to ship type
    - Increases naval unit replenishment rates
    - Increases ramming speeds based on ship type

    http://steamcommunity.com/sharedfiles/filedetails/?id=

    Feedback is welcome.

    Credits

    Many thanks go to Hetairos for his extensive naval warfare overhaul from Authentic Ancient World and the permission to use his work as a base for this modification.

    Additional thanks goes to Dresden, gdwitt, and BlackVirus for offering moral support and advice.

    Check post #18 for version 1.3 of this mod.


    08-13-2014 V2.0 manual download.
    Attached Files Attached Files
    Last edited by BunnyPoopCereal; August 13, 2014 at 04:15 PM.

  2. #2

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.0

    Reserved.
    Last edited by BunnyPoopCereal; August 09, 2014 at 05:06 PM.

  3. #3
    AnimaMea's Avatar Miles
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    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.0

    This is sorely needed, and works really well, thanks! Could ship speeds on the battlemap be slowed as well?

  4. #4

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.0

    Is a non steam link possible?
    Shogun 2, no thanks I will stick with Kingdoms SS.

  5. #5

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.0

    So wait, does this make transports slower or faster than vanilla DeI?

    Because I found transports to be ridiculously slow. It is absurd when land armies start to outpace embarked ones, even though travelling by ship has always been much faster.

  6. #6

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.0

    Quote Originally Posted by Doktor Soviet View Post
    So wait, does this make transports slower or faster than vanilla DeI?

    Because I found transports to be ridiculously slow. It is absurd when land armies start to outpace embarked ones, even though travelling by ship has always been much faster.
    Yeah I was annoyed as well and had to do something about it. Transports are somewhere between a rate 4-5 ship. Making them slower in the campaign map compared to most other ship types (mostly due to their size carrying all the men, weapons and supplies) but still faster than land armies.

    This is accomplished by using double time which I have boosted for this reason.

    Ver 1.2

    - Added complete naval battle overhaul
    - All ship speeds have been adjusted according to ship type
    - Mass of ships revamped
    - Other factors (acceleration, deceleration etc..) adjusted in a logical manner according to real world principles
    Last edited by BunnyPoopCereal; August 11, 2014 at 03:27 PM.

  7. #7

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.0

    Quote Originally Posted by stevehoos View Post
    updated in OP 08-12-14
    Last edited by BunnyPoopCereal; August 11, 2014 at 11:13 PM.

  8. #8

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.0

    I've enjoying the faster naval speeds but is there anyway to improve naval pathfinding? its killing my campaign, I know your mod is not causing it, its just Rome 2, but theres gotta be something that can be tweaked to help the AI somehow my allies are stuck on coastlines

  9. #9

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.0

    Quote Originally Posted by BunnyPoopCereal View Post
    Yeah I was annoyed as well and had to do something about it. Transports are somewhere between a rate 4-5 ship. Making them slower in the campaign map compared to most other ship types (mostly due to their size carrying all the men, weapons and supplies) but still faster than land armies.

    Ver 1.2

    - Added complete naval battle overhaul
    - All ship speeds have been adjusted according to ship type
    - Mass of ships revamped
    - Other factors (acceleration, deceleration etc..) adjusted in a logical manner according to real world principles
    Thank you for this, testing tonight!
    Shogun 2, no thanks I will stick with Kingdoms SS.

  10. #10

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.2

    Great job Bunny. Nothing else needs to be said lol.

  11. #11
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.2

    Thanks for adding the credits to your modification. I do appreciate the acknowledgement. After all it was a work of about three months of research, modding and crazy testing to create this battle balancing for the naval warfare.

    Cheers
    Hetairos

    PS: Good luck with this project.

  12. #12

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.2

    Ver 1.3

    - Increased campaign movement requirement for land armies moving to sea by one turn(Takes time to build ships)
    - Boosted Navy stance: Double time to use for all naval units
    - Halved naval unit campaign movement


    Note: This is the only existing solution for increasing transport unit speeds. You can thank CA's incompetence for that.

    There is a bug where land armies transitioning from sea to land will automatically go on Patrol Region (aka Forced March) stance. This is hard-coded and we can offer no solution.
    Last edited by BunnyPoopCereal; August 11, 2014 at 03:32 PM.

  13. #13

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.3

    Can you please do something about the ship boarding bug? Getting sick and tired of seeing ships getting stuck in melee mode after they won the boarding.

  14. #14
    MagicCuboid's Avatar Biarchus
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    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.3

    Hey, this is great! Nice job BPC and thanks for doing what I was unwilling to do
    "I've snapped and plotted all my life. There's no other way to be alive, king, and fifty all at once." - Henry II, The Lion in Winter

  15. #15

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.3

    Quote Originally Posted by mightnight View Post
    Can you please do something about the ship boarding bug? Getting sick and tired of seeing ships getting stuck in melee mode after they won the boarding.
    hm.. This is the first time I hear about this being a bug. Ill check and see if anything can be done about it.
    Last edited by BunnyPoopCereal; August 11, 2014 at 03:32 PM.

  16. #16

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.3

    Ver 1.4

    - Doubled naval unit sizes

    Note: It never made sense why naval units are so expensive and yet weaker than land units.

  17. #17

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.3

    Quote Originally Posted by BunnyPoopCereal View Post
    Ver 1.4

    - Doubled naval unit sizes

    Note: It never made sense why naval units are so expensive and yet weaker than land units.
    Is this change savegame compatible?

  18. #18

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.3

    Quote Originally Posted by zombieflanders View Post
    Is this change savegame compatible?
    Here is V1.3 in case its not

    Ive also uploaded the vanilla version. Make sure you download the right copy.
    Attached Files Attached Files
    Last edited by BunnyPoopCereal; August 12, 2014 at 09:05 AM.

  19. #19
    Zonac's Avatar Miles
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    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.4

    Quote Originally Posted by BunnyPoopCereal View Post

    Ver 1.4

    - Doubled naval unit sizes

    Note: It never made sense why naval units are so expensive and yet weaker than land units.


    The size was cept that low because I guess it is due to buggy bording/landing (similar to transportship bug)
    Therfore I will stick to vers. 1.3 for the moment
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    Alexander the Great

  20. #20

    Default Re: [Submod] Historical Naval Overhaul DEI 0.95x Ver1.4

    1.4- Having some ships get stuck because of unit sizes, happened once, have to be judicious about ship placement. Not sure how the AI will handle this? Hoping it works though, have not tried this since back in September of last year, More testing tonight.
    Last edited by stevehoos; August 12, 2014 at 06:54 PM.
    Shogun 2, no thanks I will stick with Kingdoms SS.

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