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
Modern sub V: adding a AA-gun or a secondary dual puropose gun decreases sub-visibility instead of increase.
Made 2 screenshots, but I couldn't upload here. Perhaps you can see them in my profile.
I haven't been able to duplicate your results in my testing. One consideration is more advanced submersible secondaries have a 0.03 sub visibility penalty while earlier models only have a 0.02 penalty. Switching from late to early models could show an increase, but that's not what you said and doesn't explain the AA sub-vis decrease. I don't have an explanation. Did you try rebooting the game and see if you could replicate that result?
EDIT: I believe I figured out what was going on. Attempting to adjust stats as a multiplier by 1% or 2% of such low sub visibility values that are found on secondary and AA batteries can result in erroneous results. So shifted sub visibility values on submersible secondary and anti-air batteries from multiply_stats to add_stats. This should correct the problem.
I have screenshots.
# add_equipment_type = capital_ship
The issue is, applying this to a submarine class breaks the game. So cruiser submarines will have to be moved to their own category to allow shore bombardments.
Posted an update removes the capital ship references for now. That should fix the issue.
https://imgur.com/a/riqJKN7
And there isn't description for the latest cruiser engine research.
https://imgur.com/a/scevSmc
This will give an organizational bonus of 4.5
That's a long standing due-out until I design a cruiser to fill that void. Submarines and battle/cruiser carrier conversions come first.
The description's there. Where do you see it missing?
The first flight deck plane capacity is by design. Historically, the sub had a maximum plane capacity of 3, so the sub was set to a -3 capacity to get both the hanger and the launch ramp in there.
The sub got 2 module of hangar deck , i thought it was a bug
I didn't modify any files that effect submarine game play, only how they're unlocked and configured so I can't explain why that fleet is stuck in reserves.