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Enhanced Naval Warfare for Vox Populi

Discussion in 'Mods Repository' started by Asterix Rage, Nov 22, 2017.

  1. Infixo

    Infixo Deity

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    No, this is just for ships.
    Also AI not able to upgrade planes on carriers is not ENW related at all. Maybe AI is just trained to upgrade them in Cities.
     
  2. WhimsicalCotton

    WhimsicalCotton Chieftain

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    https://imgur.com/a/nHdYY
    How come some of the new units won't upgrade?
    The only mod activated here is VP, this mod, and Advanced start up.
    And yes, I'm using the latest version and have 1-21 VP.
     
  3. Infixo

    Infixo Deity

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  4. WhimsicalCotton

    WhimsicalCotton Chieftain

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    @Infixo
    • Attack submarine won't upgrade to Nuclear Submarine
    • Carrier won't upgrade to Super carrier
    • Modern Destroyer won't upgrade to Missile Destroyer
    • Battleship won't upgrade to Missile Cruiser
    • Rocket Missile won't upgrade to Guided Missile
    Also some icons don't appear right on strategic view.
    https://imgur.com/a/K9my4
     
  5. Infixo

    Infixo Deity

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    @WhimsicalCotton Totally strange. Looks like mod-conflict. Did you try "clear-cache" method?
    What exactly version of ENW is this (1.2/1.3/1.4)? Steam of from here? Did it updated during the game or entire game is run with the same version?
    Also pls post me here a savefile.
     
  6. WhimsicalCotton

    WhimsicalCotton Chieftain

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    @Infixo The only mod asides from VP, and this mod is Advanced start up.
    Using 1.4 from steam.
    Yeah deleted my cache folder and subscribed and unsubscribed to the mod.
     

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  7. Infixo

    Infixo Deity

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  8. WhimsicalCotton

    WhimsicalCotton Chieftain

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    @Infixo But the actual button needed to upgrade doesn't appear.
    That's the main issue.
     
  9. Infixo

    Infixo Deity

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  10. WhimsicalCotton

    WhimsicalCotton Chieftain

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    @Infixo Oh so it's because of EUI then?
     
  11. Infixo

    Infixo Deity

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  12. Phalanx BR

    Phalanx BR Chieftain

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    The new melee ships don't work with Polynesia's UA (unless I missed some code).
     
  13. Infixo

    Infixo Deity

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  14. Vaxman22

    Vaxman22 Chieftain

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    I had 2 SuperCarriers - One had 6 Heavy Bombers on it, and I was able to upgrade them to Stealth Bombers while they were based on the carrier. However, I could not rebase Stealth Bombers from my city to the other SuperCarrier.

    So the question is, should I have been able to re-base them or should I not have been able to upgrade them on the SuperCarriers?

    Thanks
     
  15. Infixo

    Infixo Deity

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    I'm not sure this is mod related. I think you can do the same with regular carriers.
     
    bigcat88 likes this.
  16. bigcat88

    bigcat88 King

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    It is intended. In basic game the same.

    Infixo - a quick question.
    Is this a typo text bug in supercarrier description. "Only two allowed per player". I am sure that in last two games I was with 3 supercarriers and in last game 4 supercarriers.
     
  17. Infixo

    Infixo Deity

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    Yup, only 2. In one of initial versions was 3, but there were comments that it is quite OP unit, so this is how I limit a bit its power plus it makes it really unique.
     
  18. Asterix Rage

    Asterix Rage Warlord

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    VP(1-3) + ENW v1.3

    - I Like the high cost for Missile Destroyer, Missile Cruiser, Nuclear Submarine and Supercarrier.
    - About Supercarrier, I'm only able to build 2 of them. That's fine. But, in addition I've been able to upgrade 2 other Carriers. Total now is 4 own Supercarriers on the sea (I didn't try a fifth yet)
    - I'm still puzzled about Missile Cruiser and Supercarrier seeing Subs. It makes sense from a real life point of view (almost) but finally from the gameplay point of view Subs aren't invisible anymore to anyone from Stealth/Robotics. The Destroyer line escorting the Battleship line is a good tacticale excitement.

    This modmod is a real good one. Great new units + great graphical finishing. It really diserves a last new unit IMO : The littoral boat # Enhanced Naval Warfare for Vox Populi
     
    Last edited: Mar 13, 2018
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  19. Infixo

    Infixo Deity

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    Seems like you found a bug.. I am using MaxPlayerInstances = 2 in UnitClasses, standard vanilla field. Never suspected a problem here.
     
  20. Tekamthi

    Tekamthi Prince

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    @Infixo

    a while back we were discussing possiblity of other unit lines, and concluded it was best to leave VP's melee/range mix untouched. I'm still mostly thinking thats the way to go, but I've had some more time in-game to reflect on this since.. just got to industrial in a naval-heavy game w/ your EE-VP mod conversion.

    I really like how the 'ship of the line' shows up as its own same-but-different melee weapon in the age of sail in that mod. I wonder if the dreadnought/battleship shouldn't get the same treatment here, but as the modern ranged super-weapon, somehow distinct from the cruiser line. I think there are a good number more models available to borrow from for another cruiser or two.

    Also thinking of breaking the zeppelin out of the recon line, and making it into its own naval/land hybrid.. thinking dirigeable (current model) -> zeppelin (ww1 model) -> airship (ww2+ model) -> naval helicopter. (also will have to replace industrial recon w/ a transitional recon/combat land-unit.. thinking a "sapper" role)

    Do you have any appetite for doing any more development here along these lines? if not i may build another add-on of my own....
     

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