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Not being rude here, just saying that the mod is meant to make naval battles more clumsy and deliberate, and I am satisfied with how it behaves (not to mentioned, I have moved on to newer TW mods), but I recognize that it isn't for everyone's tastes.
rowing ships should be able to turn on a dime by having one side row in reverse.
The reason for that is to provide an incentive to get all the naval buffs, which to be honest, aren't attractive at all in the standard game. Now besides that, I am not saying its perfect but maybe one day I can revisit it to see if I can do something about the naval missile damage (that's probably the main thing I am not too happy about, but I believe there are buffs for that too).
This mod makes fast firing missile ships (Archers/javelins/slingers) much more valuable in killing off the enemy crew. I guess it makes sense, in ancient warfare at sea, you would want to pepper the other ship with fire arrows.
Ramming and boarding are no longer that tactically effective in this mod.
I mean the move to make them less and less responsive in acceleration is rooted in that historical description of the combat, and it makes sense, these ships were not nimble after ramming.
That said, I plan on looking into it, yes, but I just can't look at it at the moment, and it takes a lot of trial and error adjusting of hundreds of values to get it "just right".
I got rid of most of it (it used to get stuck all the time), but I am still working on the rest.
When I defend a city against a fleet, all the enemy ships sail to one corner of the map and then try to land at one or two places. Sometimes the ships even get stuck in the sand which prevents the other ships from landing. And one time a ship that already unloaded it's crew started rotating on the beach.
Is this a common thing, or is it possibly a conflict with another mod?
These ship speeds have been carefully adjusted to take all this into account. Please keep giving the mod a chance with an open mind, I think it will grow on you.
But can you adjust the speed a little bit higher as even after a long acceleration, my battle ship can't smash the transport into pieces.
What you describe is correct. As the description says, the changes make it so that ramming is no longer quick and easy, and also no longer devastating. The idea is, that you need those naval upgrades in the tech tree to make the ships effective like before, otherwise there was absolutely no incentive to getting those tech upgrades.
After getting the naval tech upgrades, ships should be effective at ramming again, although intentionally not like they were before (which ended up with ships piled up into each other, ramming each other again and again until the other side was sunk, with absolutely no need for boarding).
I noticed some of the ships dont depart after landing troops. they get stuck. the ores go in reverse but the ship doesnt move. I read through the comments and saw other people having the same issue, is there a bug? or something to fix this ?
Anyway, it should be a bit better now.
As it starts moving, it looks like it is going to crawl, but after a time (a minute or so) it will gain speed.
However, I will likely still boost the movement speed of all ships by a small percentage because it wouldn't hurt. I will post here when I get around to doing it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2404393469
I actually don't mind the naval battles in Shogun 2 that much, my mods there concentrate on land battles and the campaign AI.
By the way, if I recall I did make it so that raider ships cannot ram, because that is something that is not a tactic that they historically did (they weren't fitting with a ram either), but at least they should be able to board! Not saying that you observed the raiders not ramming earlier, just pointing that out just in case.