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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3378477376
I used a little bit "too much" of "Factory Ouput Bonus" and here i got those number...
I am ashmed of myself
The "From idle Military Factories is at -1506977.4K.
So pretty well, i can't make ammo...
How can i resolve this issue wihout restarting a game ?
Because I can never rely on PDX mod users to use any common sense, I'm copypasting a question that was posted to my profile page???? instead of here for some reason
"is it possible ican make the ammunition production rate 3x or 4x ? same with storage ? maybe by editing some file ?
i use this on mods like tno i love the mod but when its not vanilla a lot of countries are not designed for this in terms of military factory amount per ammo production and storage.
so i find battles such as south african war short lasting as the rebels, enemy factions etc are notable to produce ammo to keep up for more than a few days."
All math-related definitions and logic are defined in common/scripted_effects/JAM_calculations.txt . This is a very long file, but the very top of it will be a bunch of macros defining constants that's used in the math calculations defined later in the file. The very first two are the daily ammo production rates in thousands. You can just make those numbers 3 or 4 times bigger.
Ammo storage capacity, similar to fuel, increases with state infrastructure level. Obviously there's no equivalent of fuel silos for ammo for the sake of compatibility, so ammo storage per infrastructure is comparatively much larger. The calculations file also has macros defined for the base ammo capacity (that every country always has) and capacity added per level of infrastructure. These numbers can be freely tweaked to whatever you need them to be as well.
Please check the change notes for the full list of changes in the mod. They include:
• Air ammo usage rebalancing
• Ammo shortage malus modifiers are now shown under National Spirits
• Various tweaks to AI behaviors
• Ammo production game rule is now separated between one game rule for players and another for AI
Thank you for your patience, and let me know if you run into any issues!
Probably goes without saying but air ammo usage will be the main thing being revisited. Currently looking at observer games with the air ammo consumption reduced by about 50% and it seems a lot more manageable. Right now I'm seeing an AI Germany field almost 10k planes (the vast majority of them being fighters) and they're consuming just under 500k ammo per day on air. Before the changes, they'd be spending 300k ammo on about 3k planes, so it's a sizable improvement.
Seems workable to me since by this point they also have enough mils to produce the ammo for those 10k planes, but I might tweak it downwards a tiny bit more as I run more tests. Notably it seems the AI just loves throwing down more fighter wings even if it doesn't really need them. I'll try to see if I can do anything about that.
Victoria 3 is great, I just wish someone would import the ho4 battle system over to it to make combat and wars feel better.. that's the only reason I can never really get into it the same way.
I'm primarily a Victoria 3 modder and I have a bunch of stuff to do in that sphere atm so this might take quite some time, but I'll see to changing the rates to make air forces less of a drain. These numbers should help inform what the new values should look like, so tyvm for them 👍
I think this is the immediate solution, though not ideal as the ammo use is still bloody high... just a bit more believable and consistent.... if it was my mod i'd integrate the air rebalence as ammo is already a realistic mod and more for MP than Player v AI.. + the air wing size changes really help smaller nations contribute to the war via air power.
Navy: 244k Manpower = 57k : 20 fleets with 520 units.
Army: 1.35M Manpower = 24.2k : 126 divisions
If anyone else has any feedback regarding air ammo usage, I'd also be open to adjusting their consumption rates unilaterally (they have a secret multiplier that currently lowers what their usage would be by 75%), although I would need some more feedback on how much lower it needs to go.
If any mods you have add new unit types, those types will use a fallback value defined for their military branch (i.e., the army, navy, and air force have different fallback values) that's somewhere around the average consumption rate of a unit in that branch. This means the mod will still function, but the numbers might be a bit off from what they should be if, for example, you have a new type of infantry but now it's consuming the same amount of ammo as tanks would.
For techs, if certain vanilla techs got deleted or renamed internally then it might break the tech-based ammo consumption increases, but those can be disabled via a game rule if it ever causes problems.
But from there you could change the variables and everything else to re-brand it all as food or whatever even though they'd functionally be almost identical
The number of military factories can be retrieved with the num_of_military_factories and num_of_available_military_factories .
There are civilian factory counterparts named num_of_civilian_factories and num_of_available_civilian_factories .
https://hoi4.paradoxwikis.com/Triggers#Buildings