全面战争:幕府将军2

全面战争:幕府将军2

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The REAL Sinking Fix
   
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标签: mod, units
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9 月 30 日 上午 2:21
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The REAL Sinking Fix

描述
As the title suggests, this is the real fix for ships not sinking in this game. A little disclaimer: ships still take a while to sink - the larger and the more crew, the longer it will take. That is just how the game works. If you want to sink a ship faster, you need to keep concentrating cannon fire on it.

Not compatible with anything that changes combat stats (excluding missile range or other missile properties) of these ships.
Fully Savegame compatible.

If you are not interested in the technicalities of this mod, you can stop reading here. I will spend the rest of this description talking about the real cause for ships not sinking, which is a bit complicated.

First of all, i want to say that the "older" sinking fixes might not actually fix the problem, however the changes they made were based of a completely valid observation - that FOTS Ships have a "Flood Threshold to Sink" of 0.5, whereas S2 ships have one of 0.1. For a long time, I also believed that this was the reason for ships not sinking until I did a lot of testing recently. Through my efforts, I was able to find out that the problem ships in S2 have is twofold:

  1. Ships display a wrecked hull far too soon
  2. Ships start sinking only if the complete hull is basically down to 0 health

The first one can be easily fixed by changing the "xyz panels above water critical" to a much lower value - I picked 0.25 (a.k.a 25%), down from 0.8 (80%) which most vanilla ships had. Yes, their hulls would look like they were completely wrecked as soon as their health dropped below 80%. Needless to say a ship with 80% of its health left is not going to start sinking anytime soon.
The second one is caused by the "Water bail out modifier" of the ships being far too high. I am fairly certain that this value adds a "counterweight" to the water coming into the ship, delaying the process of sinking. After reducing this value from 1.5 and higher to 0.1 on all ships without exceptions, the ships would start to display "sinking" shortly after the hull was starting too look wrecked and slowly begin to go under. The more damaged the hull, the faster.

So there you go, a very complicated issue finally solved after so many years. I do not blame the creators of the old sinking fixes for not figuring this out, as it is quite complicated although I probably made it sound simple.
15 条留言
CassiusGreen 11 月 1 日 下午 11:32 
This is a life-saver, thank you so much for this. Also +2 for good taste in games (pfp)
Egalregent  [作者] 10 月 29 日 上午 8:26 
@Kazukan Kazakit-ha as @Sanary already guessed, only the base campaign (Sengoku Jidai) is affected by this mod. Vanilla FOTS works just fine. Don't know (and don't care) about ROTS tho.
Sanary 10 月 29 日 上午 4:34 
Not every campaign got affected by C.A messing up the ship sinking. So i guess it doesn't work for every campaign, but it works for the campaigns that affected by C.A patch.
Khazukan Kazakit-ha! 10 月 29 日 上午 1:55 
does this work for every campaign?
Savvy Shipman 10 月 21 日 上午 9:11 
@Egalregent
I appreciate that! I guess a manual submod is the way to go.
Egalregent  [作者] 10 月 21 日 上午 3:55 
@Savvy Shipman after giving the description of the The_Yogi's Unit Pack a quick read, it seems like half of the changes to the vanilla changes would be missing if you were to use both together.
As for UEFC, idk. Same for any other big overhaul. You can maybe ask the creator of UEFC if he wants to implement the changes (or you can make a submod).
And when in doubt, just try it out. There are way to many mods out there for me to know about every single one.
Anyways, hope I could help.
Savvy Shipman 10 月 20 日 下午 10:48 
I am back, with more compatibility nitpicks! Do you know how your fix would interact with The_Yogi's Naval Mod Unit Pack ?
I guess my real question is just overall UEFC compatibility, but that mod is massive, so I thought being more specific would help. I get that custom new units probably can't be covered, but what about the vanilla ones?
Egalregent  [作者] 10 月 18 日 上午 12:47 
@Loududdy there is a mod which helps with the abysmal naval autoresolve https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3407913145 .
As for why the AI sends ships to the edge of the map and they get stuck there? Honestly i have no clue. My only guess is that this is a reoccurence of a rare bug from Empire Total War which could happen in land battles.
What you can try tho is to manually withdraw one of your ships right next to it - then your ship should be able to target the withdrawing one. This exploit also works in land battles btw.
Hope I could help!
Loududdy 10 月 17 日 下午 8:26 
Naval battle bug... im not sure if i'ts on purpose or not but THis isnt cuased by this mod
So I'm fighting this giant naval battle and I have basically won....only I am inevitably going to lose.

All enemy ships are either surrendered or routing, but 3 of them are stuck routing on edges of the maps and aren't actually leaving the battlefeild, BUT THEY ARE UNTARGETABLE. Even bow kabayas right next to time will simply not fire at them.

So the battle will not end, but there is absolutely nothing I can't do to stop this 40 minutes timer from going all the way to 0 and me losing the battle I initiated.

5 full health bow kobayas and 3 trades ships against 3 bow kobayas without commander on either side? That sounds like a 50/50 odds and auto resolve ends in a loss.
Vidugavia 10 月 17 日 下午 6:23 
thank you so much