Jump to content
Game-Labs Forum

All Activity

This stream auto-updates

  1. Past hour
  2. Hello fellow admirals, We had to respond to your continuous feedback regarding some remaining issues of the game. The following few but very important improvements are offered: v1.5.1.0 https://steamcommunity.com/games/1069660/announcements/detail/4168720398303988255
  3. Today
  4. holy shit! right clicking on the stacked fleets cycle them! how long has this been a thing!?
  5. Right-click on the two stacked task forces. That's allowed me to deal with ships/groups that I have stacked on top of one another.
  6. hey @adishee this is really great work! I have been wanting to have the option of commanding individual regiments and having less fine control (like the old Sid Meier games!) I was wondering if you might know what causes this red shadow to appear around all enemy units when zooming from macro to regiment level? Thanks for all your efforts! 🫡
  7. The whole point of DN ships was that the main guns were the same. The AI keeps on churning out ships with multiple high caliber arrangements. I'm sure this has been raised before, but it seems as if the AI is locked into pre-DN thinking with post DN innovation. Can the AI be tweaked to make more use of this or to increase the penalty of using multiple high caliber guns on accuracy.
  8. Since some updates ago, i believe the initial Shells and Ballistics rework, choosing diffrent types of HE or AP shells in the ship desiger impacs the accuracy of of both he and ap. For example changing HE shells from standards to nose fuse improves the AP shell accuracy. Is this correct and/or intentional?
  9. The BCs are limited to 37 knots. It is impossible for you to see a BC at 45 knots if using NAR since the beginning of the campaign.
  10. Could you reimplement the speed limits the mod had earlier (33kn max bb, 36kn max bc, etc) please? The AI just threw a 45kn bc at me, and it was absolute shit. It was annoying to hit, but it couldn't do any damage and once I managed to hit it it died very fast.
  11. Campaign Map - Task Force Overlay. I have a question for the community and dev's, which has bugged me for some time. In the campaign map, I notice that all to often, when one is about to launch an invasion, sometimes the Task Forces seem to have the habit of sitting ontop of each other. As much as I try to provide adequate space between the two different task forces, the game has a habit of making a slight move location to 'super-impose' two seperate task forces and despite careful movement of the mouse, and stacked them ontop of each other. So for example, take task force A, consisting of ten ships, is super imposed onto Task Force B, consisting of ten ships. However, when one mouses over to the location of the two Task Forces, one does not see 20 ships, but just 10 ships, presumably highlighting the task force on top of the stack. The only way I have found to do move seperate the Task Forces, is to highlight the map where the two task forces have congealed, click the move function, move what is one of the two task forces to another very seperate and distinct location and next turn move the second task force to a distinctly differing part of the sea. This is not helped by the fact that prior to launching an invasion, one never seams to know the location of the exact sphere of the invasion area for a territory. This is annoying from two aspects. 1) You initialy think that you've lost one of the task forces, but it is infact UNDERNEATH THE OTHER. 2) One wastes a turn repositioning the two task forces It is only a small point but an irritant at that. Any thoughts of recoding the game in this aspect that might assist task force placement?
  12. Heh no it’s on line 361 of params, the second value should be 0.05 not 0.0.5. Might have caused some autoresolve problems/crashes (not that I know of that happening but better safe than sorry)
  13. 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.
  14. I haven't had enough time to confirm for certain the need for the campaign changes you made, but they do generally line up with what I've been seeing. I'll be going hard on NAR tonight, then it's off to Manor Lords for me as well. I've had that game wishlisted since the first day it hit Steam.
  15. Just wanted to provide some evidence of the Radar Phantoms I complained about earlier in case nobody believed me.
  16. Yesterday
  17. Good one! I am also dissapearing in to Manor Lords tomorrow. Have fun and get some much needed rest 👍
  18. 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. 😁
  19. gah. didnt catch that. is it serious? a decimal error in the gdp calculations?
  20. Updated for 1.5.0.9 Opt x4 compatibility. Fixed a minor typo in the params file.
  21. 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!).
  22. 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.
  23. ‘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.
  24. Admiral, please check private forum message
  25. Ink

    transfer to new PC

    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
  26. 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!
  27. 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
  28. 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.
  1. Load more activity
×
×
  • Create New...