Zuikaku's mod

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bowtie
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Re: Zuikaku's mod

#181 Post by bowtie » Jun 26 2018

Do you have a github repo for this mod? I'm interested trying to mod in some units, but I dont want to have to not be able to use your mod. If u have a github repo I could just clone your mod :)

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Re: Zuikaku's mod

#182 Post by Zuikaku » Jun 26 2018

bowtie wrote:
Jun 26 2018
Do you have a github repo for this mod? I'm interested trying to mod in some units, but I dont want to have to not be able to use your mod. If u have a github repo I could just clone your mod :)
IK, this might be funny, but what is "github repo" ? :oops:
Please teach AI to liberate and colonize instead of only annexing!

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Re: Zuikaku's mod

#183 Post by Nerei » Jun 27 2018

Github is a webhosting service that allow you to host say a programming project. It offers the possibility to have multiple version of the project both older versions and as bowtie mentioned you can have forks where people clone the master and work from there.

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Re: Zuikaku's mod

#184 Post by Zuikaku » Jun 27 2018

OK, thank you!

No, I don't have github for my mod :-)
Please teach AI to liberate and colonize instead of only annexing!

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Re: Zuikaku's mod

#185 Post by bowtie » Jul 23 2018

Hi, I just noticed - N1K-A aircraft has a research time of 2.2 years! I think that might be a bit excessive xD

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Re: Zuikaku's mod

#186 Post by Zuikaku » Oct 20 2018

After multiple delays (mainly caused by the need to synch the mod file with the official changes) i have finally managed to finish new version of the mod.
Although the margin of possible changes was very limited, I managed to further increase the differences between WW1 aircrafts which were more or less all the same due to limited numbers of techs available and very low possibilities for variability of statistic parameters. But it shoul'd be more balanced now.I have also doubled research times for most WW1 techs in order to slow down tech race which was (IMHO) too fast. By doing this I managed to get more historicall results.
The ETO of the newversion of the mod is uncertain and not anytime near. The most likely I'll wait for the BGs to stop working on the unit database since I just do not have time or nerves to over and over again merge our databases which is very tedious, time consuming and nerve demanding job to do :D
Hpe You'll enjoy the mod and please report any errors, missing units or suggestions.

The list of changes for version 2,1 includes:

Following units were added:
AGILIS 8X8 - Romanian IFV (Boxer variant)
J-92 Chiyoda - japanese armoured car
J-2593 Kokusan - japanese armoured car
FIAT 3000 mod.21 - italian tank
FIAT 3000 mod.30 - further development of FIAT 3000 tank
Karrar - Iranian MBT
Leopard 2A7 - German MBT
Loyd 90mm CATI - belgian tank destroyer
IT-1 - soviet tank destroyer
ASU-57 - soviet tank destroyer
ASU-85 - soviet tank destroyer
J-38 105mm/L32 cannon - japanese artillery
J-99 155mm HSP - japanese SP howitzer
CIM-10 Bomarc - US SAM
2S38 Derivatsiya 57mm - russiam SPAAG
F-84F Thunderstreak - US tactical bomber
Yak-28P - soviet interceptor
MiG-21BIS Fishbed-L - soviet interceptor
MiG-21 Bison - indian interceptor
Yak-130 - russian advanced trainer/light attack aircraft
M-346 Master - italian advanced trainer/light attack aircraft
KAI T-50 Golden Eagle - south korean advanced trainer/ground attack aircraft
KAI FA-50 Fighting Eagle - south korean multirole aircraft, further development of KAI T-50 Golden Eagle
Voisin Type 8 - french strategic bomber
Voisin Type 10 - french strategic bomber
Ford Trimotor - US transport aircraft
Boeing-247 - US transport aircraft
AN-8 Camp - soviet transport aircraft
Il-12 Coach - soviet transport aircraft
Il-14T Crate - further development of Il-12
MQ-1C Gray Eagle(IGE) - US UAV
DDH-22 Izumo - japanese helicopter carrier
Ersatz Monarch - austro-hungarian battleship
Ersatz Zenta - austro-hungarian cruiser
Q Ship - British and US WW1 anti-submarine merchant ship
Commerce Raider - specialised german upgrade of armed merchant ship design, successfully used during WW2


Following unit data was changed:
Spetsnaz(228) - soft att reduced from 24 to 18, hard att from 16 to 14,fort att from 25 to 22 and close att from 35 to 28
Spetsnaz(229) - soft att reduced from 28 to 22, hard att from 18 to 16,fort att from 22 to 24 and close att from 40 to 35
Spetsnaz(238) - soft att reduced from 32 to 28, hard att from 26 to 22, fort att from 24 to 26
Legion Etrangere(270) - soft att reduced from 20 to 14, hard att from 15 to 12,fort att from 18 to 16 and close att from 24 to 14
Legion Etrangere(271) - soft att reduced from 26 to 20, hard att from 20 to 15,fort att from 24 to 22
Legion Etrangere(272) - soft att reduced from 36 to 26, hard att from 24 to 20,fort att from 30 to 28
SAS Commandos(258) - soft att reduced from 26 to 20, hard att from 15 to 13,fort att from 28 to 25 and close att from 32 to 25
SAS Commandos(259) - soft att reduced from 32 to 24, hard att from 20 to 18 and close att from 36 to 31
SAS Commandos(268) - soft att reduced from 38 to 28, hard att from 24 to 20
Special Forces(500) - soft att reduced from 25 to 23, hard att from 20 to 17
Special Forces II(764) - soft att reduced from 31 to 26, hard att from 25 to 20
Brandenburger - build time increased by approx 50%
M3 Half-Track now have apropriate tech requirement (1697)
VH-118 APC - is now available only for regions BENQV
BH-A Foxhole - is now available only for regions BENQV
VH-104 - is now available only for regions BENQV
BMD-1 - is now prereq for BMD-2, reclassified as infantry, soft att increased from 7 to 13, hard att reduced from 26 to 17, fort att reduced from 8 to 6, close att increased from 7 to 13, grnd def reduced from 20 to 15, indirect def reduced from 32 to 22, close def lowered from 20 to 14
BMD-2 AT is now renamed to BMD-2, reclassified as infantry, soft att increased from 7 to 16, hard att reduced from 26 to 22, fort att reduced from 9 to 6, fort att reduced from 9 to 6, close def decreased from 21 to 16
BMD-3 AT is now renamed to BMD-3, reclassified as infantry, set as prereq for BMD-4, soft att increased from 8 to 18, hard att reduced from 32 to 26, fort att reduced from 10 to 8, low air att reduced from 6 to 5, close att increased from 8 to 15, close def decreased from 22 to 18
Austro-Daimler Panzenvagen(1170) - removed since being duplicate to Austro-Daimler Panzenvagen(1150)
Mark IV tank is set as prereq for Mark V tank, market availability set to 2 and 3 for Mark V and VIII
FCM 1A - days to build increased from 0,920 to 1,700, cost increased from 0,035 to 0,130
Char C2 - days to build increased from 0,920 to 1,400, cost increased from 0,024 to 0,100
K Panzerkampfwagen - days to build increased from 1,120 to 1,500, cost increased from 0,051 to 0,110
Leopard 2A6 set to be prereq for Leopard 2A7
T-90 Bhishma - region changed from R to I (since it is produced in India and for India only)
Canon de 85 85mm Towed AT Gun - tech prereq changed from 1854 to 1591
M.15/16 Autokanone 15cm - speed changed from 13 to 20
Mörser 10 210mm towed - picture replaced with more apropriate one
J-38 149mm M.05 Towed Howitzer - range reduced to historical value, speed decreased from 13 to 5 to reflect low mobility of this weapon
FNSS ACV Korkut - spotting 1 reduced from 65 to 5
SA-10B Grumble - is now prereq for S-300 PMU1
S-300 PMU1 - low air att increased from 62 to 67, medium air att increased from 21 to 25
Horse-Drawn Supply Wagon - changed pic to more apropriate one
BMPT - reclassified as anti-tank, combat time decreased from 25 to 8, fort att increased from 10 to 20 and close att increased from 15 to 25
BMP-72 HIFV - reclassified as anti-tank, combat time decreased from 25 to 8, soft att increased from 22 to 26 fort att increased from 11 to 25 and close att increased from 16 to 32
N1K5-A Shinden - production time changed from 45 to 4.5
MiG-21SM Fishbed-J - is now available only for region R, not longer prereq for MiG-21 Lancer-C but for MiG-21BIS Fishbed-L
MiG-21 Lancer-C - is now available only for region T
F-16C Falcon Block 60 - speed changed from 1056 to 1696
Aero A.18 - tech prereq changed from 1834 to 1835
Nieuport 11 (Bebe) - tech prereq changed from 1834 to 1091
Sopwith Pup - tech prereq changed from 1834 to 1091
Nieuport 17 - tech prereq changed from 1834 to 1091
Bristol M.1 Monoplane - tech prereq changed from 1834 to 1091
Hanriot HD.1 - tech prereq changed from 1834 to 1091
Royal Aircraft Factory FE.8 - tech prereq changed from 1834 to 1091
Sikorsky S-16 - tech prereq changed from 1834 to 1091
Siemens-Schukert D.I - tech prereq changed from 1834 to 1091
AirCo DH.5 - tech prereq changed from 1834 to 1091
Sopwith Triplane - tech prereq changed from 1834 to 1091
SPAD S.VII - tech prereq changed from 1834 to 1091
Halberstadt D.II - tech prereq changed from 1834 to 1091
Armstrong Whitworth FK.10 - tech prereq changed from 1834 to 1091
Albatros D.I - tech prereq changed from 1834 to 1091
Albatros D.II - tech prereq changed from 1834 to 1091
Albatros D.III - tech prereq changed from 1834 to 1091 is now prereq for Albatros D.V
Rumpler 6B Floatplane - tech prereq changed from 1834 to 1091
Bristol F.2 - tech prereq changed from 1834 to 1091
Breguet Br.5 Ca.2 - tech prereq changed from 1834 to 1091
Fokker D.VIII - tech prereq changed from 1834 to 1834 and 916
Nieuport 28 - tech prereq changed from 1834 to 1834 and 916
Siemens-Schukert D.IV - tech prereq changed from 1834 to 1834 and 916
Sopwith Snipe - tech prereq changed from 1834 to 1834 and 916
Sopwith Dragon - tech prereq changed from 1834 to 1834 and 916
Sopwith Dolphin - tech prereq changed from 1834 to 1834 and 916
Fokker D.VII - tech prereq changed from 1834 to 1834 and 916
Pfalz D.XII - tech prereq changed from 1834 to 1834 and 916
Pfalz D.XV - tech prereq changed from 1834 to 1834 and 916
SPAD S.XIV Floatplane - tech prereq changed from 1834 to 1834 and 916
Grigorovich I-2 - tech prereq changed from 1834 to 1834 and 916
F-84E Thunderjet set to be prereq for F-84F Thunderstreak
Yak-23 Flora - low air att lowered from 18 to 15, medium air att lowered from 20 to 17
Yak-28B Brewer-A - set to be prereq for Yak-28L Brewer-B
Yak-28L Brewer-B - set to be prereq for Yak-28I Brewer-C
Yak-28I Brewer-C - set to be prereq for Yak-28N SEAD
Su-34 Fullback - increased range for ground and sea atack from 2 to 15
MiG-21R Fishbed-H Recce - reclassified as patrol, spotting increased from 7 to 45
Voisin Type 5 - speed increased from 105 to 119, range decreased from 300 to 250
RQ-1H Predator-B - set to be prereq for MQ-1C Gray Eagle(IGE), speed reduced from 433 to 165, low air att set to 6 due to Stingers carried
DDH-181 Hyuga - stealth increased from 20 to 50
Viribus Unitis class renamed to (correct) Tegetthoff class, grnd def reduced from 719 to 690, air def reduced from 549 to 530 and indirect defense reduced from 699 to 690 due to notoriously poor protection and damage control
Battleship Espana(17468) removed as being duplicate entry to Espańa(17292)
CA-45 Wichita(17711) - now had tech requirement 1642. Had none before, so was researchable US design right from 1914.
Armed Merchant Ship - combat time increased from 4 to 10, supply capacity increased from 2 to 15, crew increased to 400

Default.TTRX file changes:
Doubled research time of following techs: Armoured cars, Industrialization, Weapon Manufacturing Advances, Amplified Wireless Transmissions,
Military aviation, Early Combat Aircraft II, Fixed Wing Aircraft, Land Warships, Tank tech '18, Industrial Shipbuilding, Capital Ship Construction,
Rigid Airships, Wireless Transmissions, Electrocardiography, Vacuum Tubes, Blood Transfusions, Assembly Lines, Early Plastics, Modern Clothing,
Chemical Weapons Protection, Improved Guns, Manufacturing Improvements, Tank Tech '25, Early Military Vessels, Anti-Aircraft Gunnery, Artillery Bore Improvements,
Analog Fire Control, Grenade Fusing, Monoplane Construction, Submarine Mass Production, Improved Sub Construction, Air Cooled Radial Engines,
Carrier Design Improvements, Improved Wing Designs, Early Aircraft Engines, Early Submarines, Industrial Gas Turbine Engines,
Commercial Pneumatic Tires, Synchronous Power Grid, Basic Submarine Technologies, Large Submarine Designs, Sustained Submersibles,
Lightweight Aircraft Piston Engines, Jet Engine Theories, Chemical Warfare Shells, Chemical Weapons Production, Chemical Weapons Protection,
Practical Turbine Applications, Marine Steam Turbine, Commercial Refrigeration
Please teach AI to liberate and colonize instead of only annexing!

arakan94
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Re: Zuikaku's mod

#187 Post by arakan94 » Oct 21 2018

This mod looks awesome.. is there a way to use in on ongoing game? And how often are you releasing? What's your final goal? Are you watching changes devs make in patches and include them if suitable or is this totally separate branch of development that's based on 2015 version of unit DB?

Sorry for all those questions :D

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Zuikaku
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Re: Zuikaku's mod

#188 Post by Zuikaku » Oct 21 2018

arakan94 wrote:
Oct 21 2018
This mod looks awesome.. is there a way to use in on ongoing gam
Thank you, unfortunatelly you have to recache in order to apply changes, so, you'll need to start a new game.
arakan94 wrote:
Oct 21 2018
And how often are you releasing?
I release new version when I conclude to have enough changes made. I don't like to release a new version with few changes. Sometimes it took me month or two between two releases, but now it took much more. The cause for this is due to fewer units I find missing, BGs doing work on their own on the database, new job I've got (and much less free time), and family obligations.
arakan94 wrote:
Oct 21 2018
What's your final goal?
Don't have any final goal. Just correcting entries I find to be wrong andadding units that are missing - being it new modern units or old ones.
arakan94 wrote:
Oct 21 2018
Are you watching changes devs make in patches and include them if suitable or is this totally separate branch of development that's based on 2015 version of unit DB?
I try to include all the changes devs make in their patches and that is the main reason I can not spawn new versions as fast as before. Merging our databases is time consuming job...
Please teach AI to liberate and colonize instead of only annexing!

Nerei
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Re: Zuikaku's mod

#189 Post by Nerei » Oct 22 2018

A quick error I spotted. You set the T-90 Bhishma to region group I not Q.
I do agree with giving it to India. Not sure how I missed BG having set it to R.


As for merging lists maybe the #include to include default.unit might help. That way you do not need to physically merge your additions with BG's new designs. Then again I guess it could lead to problem when editing existing units.

I did try and see if I could get some analytical software to chew though different versions of default.unit and compare them but unfortunately they kept crashing.
Naturally it would be easier if BG had as detailed a change-log as you do.


Maybe it is also worth checking with BG to see if they accept submissions for unit designs. You tend to do a lot of research and it would certainly be less time-consuming for BG to just check if the values are completely insane or not than do the research themselves and then setting values. I mean they have already included this mod once before.
Also sometimes BG's research turns up funny things like how the Type 16 Tank destroyer is an infantry unit >_<


Finally just to toot my own horn the Type 99 HSP has a dedicated model (1645) ^_-

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Re: Zuikaku's mod

#190 Post by Zuikaku » Oct 22 2018

Nerei wrote:
Oct 22 2018
A quick error I spotted. You set the T-90 Bhishma to region group I not Q.
I do agree with giving it to India. Not sure how I missed BG having set it to R.
That was an error. I is for Israel, not India :oops:
Nerei wrote:
Oct 22 2018
As for merging lists maybe the #include to include default.unit might help. That way you do not need to physically merge your additions with BG's new designs. Then again I guess it could lead to problem when editing existing units.

I did try and see if I could get some analytical software to chew though different versions of default.unit and compare them but unfortunately they kept crashing.
Naturally it would be easier if BG had as detailed a change-log as you do.
Yes, that creates other problems. I founf WinMerge. It does the job pretty well, but it is still quite lot of job to do... As for the changelog, I hoped BGs woul'd give unit database changelog, but they seem not to have one.
Nerei wrote:
Oct 22 2018
Maybe it is also worth checking with BG to see if they accept submissions for unit designs. You tend to do a lot of research and it would certainly be less time-consuming for BG to just check if the values are completely insane or not than do the research themselves and then setting values. I mean they have already included this mod once before.
Also sometimes BG's research turns up funny things like how the Type 16 Tank destroyer is an infantry unit >_<
They did once merged their file with my own, but they only included missing units. Most of unit corrections were not ported. Suppose they do not agree with most of the changes.
Please teach AI to liberate and colonize instead of only annexing!

arakan94
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Re: Zuikaku's mod

#191 Post by arakan94 » Oct 22 2018

Zuikaku wrote:
Oct 22 2018

As for the changelog, I hoped BGs woul'd give unit database changelog, but they seem not to have one.
Are you diffing their old and new file? You could use some diff tool, export only the changes and then use merge tool to compare your version with it.

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Re: Zuikaku's mod

#192 Post by Zuikaku » Oct 22 2018

arakan94 wrote:
Oct 22 2018
Zuikaku wrote:
Oct 22 2018

As for the changelog, I hoped BGs woul'd give unit database changelog, but they seem not to have one.
Are you diffing their old and new file? You could use some diff tool, export only the changes and then use merge tool to compare your version with it.
No, I'm not. That is two jobs to do instead of one. And it woul'd be impossible to do with tool I use the way you suggested.
Please teach AI to liberate and colonize instead of only annexing!

arakan94
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Re: Zuikaku's mod

#193 Post by arakan94 » Oct 22 2018

Zuikaku wrote:
Oct 22 2018
arakan94 wrote:
Oct 22 2018
Zuikaku wrote:
Oct 22 2018

As for the changelog, I hoped BGs woul'd give unit database changelog, but they seem not to have one.
Are you diffing their old and new file? You could use some diff tool, export only the changes and then use merge tool to compare your version with it.
No, I'm not. That is two jobs to do instead of one. And it woul'd be impossible to do with tool I use the way you suggested.
Well you could do the diff just to have a look at changes instead of using the output in some tool.. Making a diff is matter of one command/click, so it shouldn't take much time and it could save a lot of time - for example if they made only handful of stat changes, you can look at what they changed and then look at the changed stuff in your version and decide whether you make the change as well or not. :)

Another question - are you adding experimental stuff and prototypes as well? For example B-70 - Mach 3 strategic bomber that got cancelled because USAF changed tactics to low flying.. I would very much like to make and use those beauties :D

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Re: Zuikaku's mod

#194 Post by Zuikaku » Oct 24 2018

arakan94 wrote:
Oct 22 2018

Well you could do the diff just to have a look at changes instead of using the output in some tool.. Making a diff is matter of one command/click, so it shouldn't take much time and it could save a lot of time - for example if they made only handful of stat changes, you can look at what they changed and then look at the changed stuff in your version and decide whether you make the change as well or not. :)

Another question - are you adding experimental stuff and prototypes as well? For example B-70 - Mach 3 strategic bomber that got cancelled because USAF changed tactics to low flying.. I would very much like to make and use those beauties :D
I'll try with that.

Yes, I did add many od experimental or even pre-prototype stuff, mostly for WW2 Axis powers in order to give them some units for the early Cold war period since there was a rather unsettling "black hole" for french designs past '40 and German, Japanese and Italian designs past '45. This is now somewhat improved but not ideal. So, I'm not against adding these things but I have to research and weight every specific one before deciding.
Please teach AI to liberate and colonize instead of only annexing!

auxilia
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Re: Zuikaku's mod

#195 Post by auxilia » Jan 05 2019

Hello. I installed your mod and I have a problem — there are no models on the map, only flags are not moving units. Can you please tell me what to do?

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