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There is no fix for the broken meshes yet, as I do not have the support of a modeller anymore and don't have the necessary skills myself.
Indeed, the chonkiest carronade looked really ankward with the gunport :)
The 126 lb carronade does not have a gunport version available. I'm guessing this is intentional, since it has the widest bore of all the broadside guns in this mod, and having it stick through the gunport would not look as good as the other guns (and simply adding a mimic gunport to a carriage 126 pdr would get the job done just as well)
I suggest unsubscribing the mod, and deleting it from your hard drive using the ingame modding UI. Then check your documents -> From the Depths -> mods folder and delete any remnants of the cannonfoundry mod. Re-subscribe and reinstall after that. Then do a quick check in the designer.
Once I update the mod, be sure to reinstall it from scratch! Updating mods in FtD is finicky, so this will be the best way to make sure you have the corrected version.
Requested screenshot. Note the empty space below the reinforced timber button, between reinforced decking and alloy plate.
It's a minor issue, not a major issue; although the sailcloth blocks cannot be accessed directly, they can still be accessed by using the search function.
The menu locations of the blocks are set up for the old menu layout in 2.5.2, I have no idea what the menu layout in current is for the structural block menu. If you could share a screenshot, that would help me to ensure the new blocks don't overlap with any existing items.
The siege gun (400lb) mimic also has a very very dark texture when unpainted; painting does work with it, but it is significantly darker than the other cannons and cannon mimics.
1 - The location of the button for the sailcloth blocks is in the same space as the alloy connection strut block. This might be fixable by putting the button below the button for the seasoned timber, instead of beside it; i.e. between the buttons for the reinforced decking and the alloy plate (This is the more important issue of the two I've noticed)
It will likely take a little while longer until the new weapon additions are in, but a bunch of other fixes only need to be implemented before I can release an update :)
Next update will have a bombard, and maybe (hopefully) some fixes for current. It's being looked into!
It's definately on my to-do list though.
This is pretty much finished - I play in 2.5.2 nearly exclusively.
However, I can still add new stuff. Maybe a Mons Meg bombard and some more 'simple variants' for the existing weapons.
And now that you mention it, a rotating triple cannon would make for a fun challenge to figure out and make - and I'm sure it could be done.
As for the texture, I can have a look at how/if its different from the other weapons and if that might affect the looks in current, but I don't actually play current as I mentioned.
@Enderjed: teh big howitzer fires a single stronger shell now, and the Ribauld has been fixed (it fires single salvoes now). I'm tinkering with the power of it and the mortar though.
@Enderjed; I did some small tweaks between uploads, yes. That might be best to avoid confusion and clutter.
@Jadog; Once the campaign can offer me consistent large fleet battles like the garrison system did and everything is otherwise tiptop, I might. But right now I don't have the time to relearn the game again.
Do you want me to take down the backup?
Keep up the perfect work, Carolus Magnus!