Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Re: "Patrol changes (distances of patrols are increased and tonnage limits are increased too)."
I like this change very much as I didn't like the fact that most of my patrols would end after just few days after reaching my sector since the patrol goals were too easy to achieve. I didn't find that realistic so I'm excited to see this change in your mod. However, would it be possible to make the patrol length and minimum tonnage change depending on the year in the campaign? My reasoning is that while a patrol resulting in 10k tons sunk would be considered rather modest during "happy times", it would be a very successful patrol in 1944 when the uboats were being hunted and sunk left and right.
Is this something easy to make?
I would propose the following changes:
- Limit the max number of rescue to 2 in Type IIs, and 4 in Types VIIs. It gets crowded, real fast.
- No money nor Reputation points for rescuing mere sailors, and +100 and +2% for Captains and Engineers
- Giving food to lifeboats should give only 2-3% Reputation points.
I really like your torpedo mod which I mentioned earlier. Part of good work and research.
Drakken 7 hours ago
Also, can it be used with Historical Torpedo failures so that, even maintained, the chances of failures and duds are still taken in account?
Yes, they can be used together. If this mod is in the load order before mine, then my torpedo load times and cooldown times will overwrite his. If the load order is my mod and then his mod, his values would overwrite mine. As he didn't adjust any of the torpedo dud percentages or impact angles. Those would all still work from my mod regardless of load order.
Also, it seems the latest officiak hotfix has messed with the mod, especially the stockpiles and storage?
My suggestion would be to significantly decrease the area, to force you to stay there and move back and forth as in real life. And if there is no shipping, so be it.
Would that be feasible?