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C'mon guys, I can't believe it took 2 weeks to report this! :P I could have fixed this much sooner.
I will re-upload and return the mod name to the original so it's not an issue for future updates.
If your save is blocking you because it says the mod is missing, open the mod folder in your steam/workshop folder, and temporarily change the mod name so you can get into your save.
Follow these steps:
Access your HOI4 mod directory at ...\steam\steamapps\workshop\content\394360
Open folder 2073318750, which is this mod.
Then open the file named 'descriptor.mod' with any text editor program.
Change the line that says 'name="Zee's Balanced Ship Refits V2.1"' and either erase or add the 'V2.1' part as needed, then save the file, and continue your save.
Many apologies, this will never need to be done again moving forward.
- Updated several components base/refit costs. A slight reduction in refit costs across the board(~10%)
- Added missing Tier 1 discounts for several component categories that vanilla doesn't bother adding
- Reduced base and refit cost of several Light Cruiser parts that were missing the intended standardized reductions(~50%)
- Made BB and BC armor belts slightly more distinct by widening the gap between build/refit cost, speed, and HP
- Reduced base/refit cost and reliability penalty of Nuclear Engines, last version made them too costly
- Corrected several cases of vanilla not assigning discounts when crossing between "Standard" guns and "Dual Purpose" guns for DD/CL/Secondary. Also corrected similar bug for missing Light Cruiser gun discounts because they mislabeled the guns as Heavy Cruiser. Bugs like this are now fixed and discounts are now applied consistently and equally, including when crossing from one type to the other.
-added new sub_aip engines
-added new sub coating and batteries
-added new vanilla heavy ship nuclear engine, adapted RT56 variant
-added new vanilla sub ship nuclear engine, adapted RT56 variant
-added new vanilla carrier ship nuclear engine, adapted RT56 variant
-added new ice carrier armor decks
-increased carrier engine initial build cost (convert cost unchanged)
The formerly "super" heavy battleship armor is working again, and several armor-based speed modifiers were updated to match the new vanilla values (the previous values had stronger speed penalties across the board).
Engine and Armor upgrade costs were also slightly re-balanced in response to the general updates recently made by the devs.
Sorry this update took longer than I wanted it to, let me know if you encounter any issues.
Enjoy!
so real
This update has been posted, remember you may need to fiddle with Steam's mod update process before seeing the changes. (Delete, close Steam, resub, etc) Cheers!
I had run through these stats after the release of BBA but it looks like they were changed again at some point since then. Most of the changes were pretty minor but the stats not meant to be changed by this mod once again mirror vanilla values.
The workshop directory:
steamapps\workshop\content\394360\2073318750\common\units\equipment\modules\00_ship_modules.txt
Open the file and do a Find search (Ctrl + F) for "carrier_size" and increase the value from 2 to 20. Save and you're all set. Change it back when you update, or just unsub and resub.
- Dual Purpose guns should be accessible in the ship designer again.
Let me know if you encounter any other issues.
I am sorry to say it is no longer compatible
I've checked ZBSR against Paradox's most recent update. This snip is from PDX's patch notes.
"Adjusted the ship refitting cost calculation. The base cost is now a percentage of the hull cost, and the cost for any module changes are added on top of that. The same is true for tanks."
I was worried this might break things but after testing, the mod is working normally. I'm still a bit confused on exactly what PDX changed, because "using a percentage of the hull cost" is how it worked before. One of the key variables that this mod redefines is MIN_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR. That number is still set to 20% in vanilla and my mod brings it down to 5%.
The only change I can see for sure is that PDX removed the details in the tooltip that used to break down the cost of the refit line by line. Now we just get a total refit cost (thanks PDX...)
RT56 adds an extra hull for each ship class. There are no new custom modules and as long as that remains true, I anticipate RT56 and ZBSR will continue to work together without any need for supporting updates.
No update posting needed, carry on and enjoy.
It seems that refiting tanks is still broken.
someone ping this thread for me when RT56 is updated for 1.11
(do NOT go spam their thread with update requests).
Once its updated I'll get ZBSF to play nicely with RT56 again.
The mod has been updated to maintain vanilla values for attack/defense/piercing values of ship equipment - as was always intended.
Each piece of equipment got an "abbreviation = "sac"" added, and several pieces of equipment have different combat stats (I believe your mod isn't intending to change combat stats, correct? only the refit costs?).
I went ahead and merged them (keeping all your cost changes) for myself. If you want to use my file to update it, you are welcome: https://drive.google.com/file/d/1--eCVMhjI89VUVK_CwlI5wGRHn87IHMP/view?usp=sharing
Mod is confirmed working, no update needed.