RE: Ship Modding (Full Version)

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Terminus -> RE: Ship Modding (9/9/2007 12:28:15 PM)

Er, no... Every individual ship class can have up to 20 devices added to it. There are only two hard and fast rules, one of them being where to place "Aircraft Ordnance" for CV's (ALWAYS slot#20) and the other where to put mines on dedicated minelaying subs (ALWAYS slot#2). Note that the last one represents the mines that DON'T go into torpedo tubes, but into dedicated mine-deploying chutes or racks.

Other than that, you can fill up to your heart's content. It can get a little scrunched up graphically in the game, but it'll work.




Terminus -> RE: Ship Modding (9/9/2007 12:36:59 PM)

quote:

ORIGINAL: ladner

After looking at your screenshots Terminus I noticed that you have added a lot of devices. I seem to recall that you had to have a degree of caution when adding devices, is this still true in that certain slots are reserved within the database?


Hmmm, I think I misunderstood your question. You're implying that all the metric-caliber guns are IN ADDITION to the usual imperial-caliber guns. They're not; I've replaced all the Japanese imperial-caliber weapons (guns and torpedoes) with metric-caliber (check the device numbers and compare to a standard DB). That's historically correct, as the Japanese adopted metric in 1917.

If I'd just added them to the DB, then yes, there'd have been problems. The list of ship devices runs to slot# 170 (or something like that). Try to add a new gun somewhere further down the list, and you'll get in trouble.




Nikademus -> RE: Ship Modding (9/9/2007 9:08:17 PM)

There was a list of ranges of Device slots periodically posted that show the ranges that Allies and Japanese must have etc. I used to have it on my hard drive but had to replace it recently and now the file is sitting on a CD-R awaiting restoration. Michaelm probably has it. I'd recommend PM'ing him or doing a Search for "Device slots" on the forum.





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