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Old 05-17-14, 02:52 PM   #1
jscharpf
Frogman
 
Join Date: Oct 2012
Location: Bucharest, Romania
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Thanks!
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Old 05-18-14, 03:51 AM   #2
Fahnenbohn
Ace of the Deep
 
Join Date: Sep 2013
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I agree with jscharpf. I think it's unrealistic when 2 torpedoes are necessary to sink a vulgar freighter !

But it's also unrealistic when a battleship is destroyed by one or two shells fired by another battleship !!!

I would like to find a solution to this problem. I've tried to set the Yamato's FlotabilityGenB's armor level to 125 : well it is much stronger, but also unsinkable with torpedoes !!

Does anyone know what's the formula to calculate the number of hitpoints lost by a **** when it is hit ? There are several parameters but i don't know how it works :

- the shells : are there values for each different type of shell ?

- the .zon files of each ship :

- types of boxes (FlotabilityShow, NFlotShow, FlotabilityUpper : what does that mean ?)
- armor level of boxes (what means the value "-1" ?)

- the zones.cfg file (in data file) :

- multiplier
- flotability
- hitPoints
- destructible
- armor level
- critic flotation
- critical
- critical chance

... i'm completely lost !! help please !
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Old 05-18-14, 07:20 AM   #3
jscharpf
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I can see where this could get ugly real fast lol.. Since I didn't want to break my game or have large warships sinking from me throwing a rock at them, I just took all of the torpedo values and increased them by 10%-25% somewhat arbitrarily. I did the same for some of the shells.

I have no idea how this is going to work .

Usually once I start messing with settings like this things get out of hand and I end up reverting back to original game/mods... life is sometimes simpler then
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