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- Today
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DDs are obviously on sea control, no shit... Which allows them to participate in convoy raids and convoy escorts, as well as all other events that assume they're actually at sea. Subs didn't seem to ever get detected by DDs explicitly as part of a task force, not that subs bother them - they just drive past each other, and DD task force presence in a sea sector didn't seem to affect subs' ability to strike transports. Hence my feedback.
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>>>v1.5 Feedback<<<(Latest version: v1.5.0.9 Optx4)
Dave P. replied to Nick Thomadis's topic in General Discussions
Just wanted to provide some evidence of the Radar Phantoms I complained about earlier in case nobody believed me. - Yesterday
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BETA v10.9 - "Shells & Ballistics rework" update - N.A.R. changelog: AI building program changed. Multiplied by x2 or more, in some cases, the chance of building BBs and BCs for all nations. I was noticing what should be powerful navies with few capital ships. Now most likely it should be much better. There is still the possibility of seeing a nation without BBs, but that is most likely the AI that failed to get a ship design when starting the campaign. In that case, I suspect the AI will start a building program to fix that issue in the first years. Note: I also noticed a limit for subs the AI gets when starting a campaign. Maybe a coincidence, or maybe it was limited by the devs. As a result, I think it is not possible to see Germany controlled by the AI with many subs. Initial shipyard size for later increase. This should help the AI to get capital ships designs. Japan as an example went from 48k tons to 64k in 1940. So it should be able to built Yamato class BBs from the start. I think I found the solution for convoys vs subs, and it should be using escorts more often if available in the area. I also add the chance if a big convoy is being attacked by subs for a CA, BC or BB to be present. Mine laying subs technology removed from the tech tree. Wolfpack subs progression moved to later years. Some of the more powerful subs unlocked also moved to later years. English file updated with the changes to subs. Auto resolve parameters updated. It is now 10 armor, 5 firepower, 1 speed, 0 crew, 0 ammo. In general, I like the results I got from these values, but I can't promise anyone that will work the way you want all the time. To get all the benefits, a new start is recommended. Manor Lords is coming tomorrow, so I am now retired for the next weeks. 😁
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>>>v1.5 Feedback<<<(Latest version: v1.5.0.9 Optx4)
Nender replied to Nick Thomadis's topic in General Discussions
Hmm, got it, the term might be somewhat confusing (but I guess that's me). Thanks for the info! I'm also taking the opportunity to make a short suggestion for Spain (since it had its own, decent maritime industry). I've been doing research in the Battle of Santiago de Cuba (1898) and I found a picture of the Spanish Armored Cruiser 'Vizcaya' showing its 11 inch turrets. My question is, in order to bring something unique to a country that's possibly not played often, is there a possibility we could see these in a future? (I also personally like the look of the turret!). -
I honestly wouldn't mind this bc the AI just focus fires on my DDs all the time even if they aren't in range for torpedoes. While they kill two or three of my DDs, they get their entire battle line wrecked. Additionally, DDs can't smoke up in this mod, so a way to manage them less would be more fun as it is a lot of micro to get DDs to not die.
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>>>v1.5 Feedback<<<(Latest version: v1.5.0.9 Optx4)
brothermunro replied to Nick Thomadis's topic in General Discussions
‘Required tonnage’ is the tonnage needed for your chance to succeed to be more than zero. The tonnage required for 100% chance is usually 5-10x the ‘required’ (aka minimum) tonnage. -
Admiral, please check private forum message
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Greetings! You do not need a key to play the game, just download the launcher and login to your account. After that download and install the game
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>>>v1.5 Feedback<<<(Latest version: v1.5.0.9 Optx4)
Nender replied to Nick Thomadis's topic in General Discussions
I'm back in game after a long time, and I do see improvements, but there's an issue that makes no sense, and if I'm correct it's been adressed already in the past. The situation is as follows: The year is 1892. Playing with Spain, I get tasked with invading Costa Rica, with at least around 13k tonnage needed to succeed. I then bring my entire Cuban fleet; 1 BB, 2 CA and 4 CL, concentrating a tonnage of around 22k. My surprise was when I checked how the invasion was going, and it said "33% chance to succeed", and ultimately failed. Like... what? I almost duplicate the needed tonnage to effectively conquest a country, and somehow I manage to fail? This makes no sense to me, honestly. I believe a way to improve the system could be "If you have at least the required tonnage, your chances are 50%. The more it goes up, the higher your chances will be". I know invasions are somewhat hard during early-game, but if you duplicate the tonnage I see no justification to my Navy's failure. That's all! There are some other minor issues such as flags still being messed up, but it's an enjoyable game overall. I hope this is of some use! -
Editing the UI and sounds through UABEA (WIP)
MDHansen replied to MDHansen's topic in Unofficial Mods
So I am able to change font sizes. I do fear that font type needs a .dll input, as a mod through MelonLoader. Since you'd have to add a new font to the game (ive seen it in other Unity based games). Doable, definately doable -
Most subs missions are against transports. Subs attacking TFs in transit are rare events. Your DDs being on ports are doing nothing against them. Subs don't attack ports. If your DDs are on sea control status maybe they can participate in events against subs. I am not sure. And don't expect miracles about the auto resolve. It is probably better for me to remove that feature from the mod and use the vanilla values instead. I am not going to waste more hours generating battles just to see if I can make it work reasonably most of the time just for a player to report me that it happen this or that in that occasion. Not worth it.
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There still seems to be a serious issue with autoresolve not taking into account the overwhelming firepower difference in seemingly obvious cases. Situation: 1 Enemy DD vs 5 CA 9 DD Result: 1 CA sunk, 1 DD sunk, every single other ship damaged, enemy DD sunk. I also can't seem to find enemy subs like... ever. Despite having destroyers with Sonar III in every port, I don't think I've ever spotted enemy submarines. Thankfully all they do is attack my transports, apparently.
- Last week
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New Update=Broken Campaign/Game Freezes.
Cybermachiavelli replied to Prelude_to_Oblivion's topic in Game Technical Issues
I get a hang on saving a campaign. If I go back to the main menu, the campaign is gone. I spent 100s of hours on campaigns where the game hangs on saving. -
Editing the UI and sounds through UABEA (WIP)
MDHansen replied to MDHansen's topic in Unofficial Mods
haven't had a look at the font yet, but it is definately on my sheet of to-dos -
Editing the UI and sounds through UABEA (WIP)
brothermunro replied to MDHansen's topic in Unofficial Mods
Yeah I pressed some button combo and it now doesn’t show blocked or ricochets, and doesn’t show ‘penetration’ or ‘partial pen’ in words below the damage number. No idea how I did it 😅 do you know how to change the game’s font?