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P.S.
Oh by the way, what you see in the comments right now is that hays translated your mod description into russian.
Just a note - you don''t have to leave empty category names (/Tutorial, /Crew, etc.), unless you plan to change some related values there in future. Game ignores them anyway. It is usually safe to just delete all empty lines entirely, so you would not have to do unnecessary scrolling when working with datasheets. Although I must say in case of Sandbox, this makes it easier to compare values to vanilla just by looking at line numbers.
Alright, now some actual feedback.
Looks like you've left /General/Weather/Dynamism = 0.000006, which is same in vanilla. Just a miss?
You now have /General/Missions/Additional Objective GRT = 4k/5k/7.5k for Easy/Medium/Hard. While in vanilla those are 4k/7k/10k. Correct me if I'm wrong but those values represent how much you have to sink for patrol side objectives. Did you mean to make patrol missions easier across the board? Knowing the nature of this mod I expected the opposite.
Sandbox/Static Groups page is identical to base game with one exception. Vanilla also has "Thames" line in the end, at least in Patch 12.
Same goes for Sandbox/Static Entities - missing Thames Mines/Net/Guns lines from vanilla.
And looks like pages "Navigation Shortcuts", "Campaigns", "World Grid", "Spawners", "Campaign Objectives", "Settings", "Countries", "Regions", "Reputation Purchases", "Vacations" and "Radio" in Sandbox datasheet are identical to base game.
Other than that, your changes are quite nice.
The only thing I'm not sure about(besides GRT remark) are Submarine Pen build times. Half a year for a single pen, isn't that a bit overboard? I mean that might be fine if player does it, while utilizing research speed bonus from vacations. But what about those who prefer to play with HQ in automatic mode, expecting researches to be done by more or less historic dates? For them there is a possibility that HQ won't do anything but building pens until september of 1942.
The only thing left is to clean the rest of vanilla stuff in Sandbox. At that point it should be compatible with more or less everything.
Although I kinda feel like it wouldn't be a bad idea to reduce values in General/Experience by same percentage(if not even more) as you did with mission exp rewards in General/Missions. Because now officers levelup much faster than crew itself. After all as I understand general idea of the mod is to slow progression down a bit, so it doesn't make much sense to have full stack of max level officers by the end of 1939, while crew 've got maybe like two levels out of 30. Or maybe I'm just playing game wrong.
EDIT:
As an example of messing with Exp values there is this mod and it's values compared to vanilla:
Torpedo Hit 15 25
Receive Radio Message 5 15
Send Radio Message 2 5
Repair 15 25
Knock Out Panicking Character 10 15
Calm Down Panicking Character 10 15
Stop Bleeding 10 20
Cure Illness 10 20
Cure Wound 10 10
I did play with it, but not for long enough to make a final opinion.
I saw that UBE and BdU Reports both set Receive Radio Message to 1. Other than that I think I've seen one other mod that changed experience rewards but I can't recall which one.