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jw62

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jw62 last won the day on June 15 2023

jw62 had the most liked content!

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    http://www.jonathanwerbeldesign.com

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    boats

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  1. Task forces combining when you don't want them to is still a thing. I just sent a fleet home to Taranto from Madagascar, and it disappeared, except it had combined with my fleet guarding the Suez canal. Some form of rational Task Force Manager, and a freaking useful map that is cylindrical or spherical, would be a real sweet QOL addition. I would like an easier way to start a war. I've tried unrestricted warfare with SM and SSC's and that has not worked for me, really all we have is a lot of patience and hoping some small nation your target hates doesn't attack you. I understand the game mechanic of patient diplomacy en route to war, however, the patient diplomacy stuff is for peace IRL, and It would be nice to have a little more PUSH on the ability to start a war. I like long campaigns and I like to Farm the biggest before they get too big.
  2. nope, this is really f'd up. Only the ships that I had upgraded will upgrade, but those are the ones i had upgraded. I'm at the beginning of the radar 1 refit for a 1890 start campaign. This is why I took a break, and yeah, cyberpunk Phantom city. I put a lot of time into each campaign, I fight each battle out. I'm clocking 4100 hours, thanks for getting me through covid and it's two two heart surgeries, but I'm getting a divorce. You a hot mess, and I'm sure you'll lose some fat and put on a shiny new UI and I'll be back, but for now honey, I'm gone.
  3. just opened each in shipyard, hit refit then save, all good, just have to try and not refit ships already done.
  4. Just tried to use a refit from a few hours ago. all refits show red, going to try a work around
  5. I know I suggested it, but can enemy fleets sail right through Gibralter if I own but don't have a fleet in it now? Just sayin cause I thought I'd finally trapped that big German fleet in the Med and next turn they are happily cruising up the english channel. took a break and came back. many improvements. still some annoying stuff. but on the whole many improvements.
  6. I would think each class of ship would have it's own behavior sheet with editable parameters for adjustment. But this game feels more Grown than Planned, if you understand me. It's really creative, they have some very knowledgeable people trying to tie real life ship-building issues into a sim, probably on a really low budget, and let's not forget Wartime conditions. Even if some are not in the War zone, living as a refugee sucks. And lets not forget the pandemic just before that (literally killed me, I'm still recovering, and running four projects). So write out your ideas/suggestions and message Nick again. They would have to do something like that to add carriers to the game, let alone aircraft, and I think, as someone who builds serially, that this is a really great first draft and could either be updated or a version 2, but they also have to make money, people need to eat. It's easy to spot things you would do if you could but they may be spread thin but they are trying. Speaking of which I was going to write out my own fresh list of Map/Log/Task Forces/Info Panel and then add a choice or choice with chance to Reject a peace deal as too meager (looking at you Phillipines), and at least a suggestion that government might want to view some locale as a coaling station (looking at you Hawaii). But I'm too tired, long week. I'd drop $30 for a DLC with a ton of mods and fix-ups or $60+ for a new from the ground up Version 2 with modules for aircraft carriers and aircraft/Subs/mines/torps/radar and maybe a rudimentary 1 v1 multiplayer jousting mode. And a usable Map
  7. Well they started out gaggled, i mean "screening" the heavies and then do so, popping smoke, and then when both sides are lining up for the traditional go to they were popping out and making runs. They sucked at if for sure, and dribs and drabs so I could pop them, but it was a legitimate try, it was "better" Hey man, I'm just trying to say when it's positive to counterbalance when I say its negative, If it's improving then say so, and where it could be better. You make a good point, and perhaps it could be implemented, I don't know, I don't have time to hack more than basic files anymore. Can you edit it and get it to work? If you can there are a couple other serious coders on this Forum. And you should ask Nick, polite and all, he could even get you into a discussion with the coder in house if you schmoozed it right, and I say that because we did it with Sonalysts and Fleet Command way back in the day and they gave me the keys to the 3d graphics so I could install ship and aircraft designs into the game.
  8. Agree that the AI is really trying harder and even tries to torpedo rush me with TB's and LC's. They also move into engagement range instead of floating outside it. The long campaign seems smoother, but if you don't smack Britain continually their economy just goes on a blitz, you have to keep hammering them until half of their territories revolt or they become a game monster with a GDP exponentially leaping ahead and research as well. Can make for a good long term enemy if you "Farm" them right.
  9. I've also had issues where a Battle Fleet is stymied at Gibralter or Suez by a craptastic light cruiser. On that Issue, Gibralter, have you seen it? You can't lock it up without a full battle fleet. Should only be able to lock it with a fleet in port, even then I think you should be able to force it. (Suez can be shut by any idiot driving a boat so that's fine.) All of those SHOULD generate Meeting engagements. At the bottom of the Red Sea I usually post a blocking force in front of Djibuti and that works generally as I intend. I get meeting engagments and/or the AI goes around.
  10. So I've got two brand new state of the art 39kt BC's in Havana and they are properly pulled into a convoy mission, which is totally why I left those two ships in port, and that's working. However they were paired with an older slower destroyer from another port, not really much slower, but I'd built two state of the art 39.5kt Destroyers with better de-mining and asw to escort those two BC's and they were left in port. So this is one of those Task Force issues it would be nice to address. Other than that the whole system seems to be running more smoothly and logically, maybe not super logically, but better. Secondly; Playing as Japan and I have boats with 55k km range and it doesn't matter, any ship crossing the map border ends up with low fuel. Fix the Map. Playing Japan is awkward as that section of the map is mostly covered, and the Fuel issue makes it suck. Spherical or cylindrical, something, anything.
  11. It could use a search function; type in the first few letters. Or let us go regional OR alphabetical
  12. Suddenly I can't pop an invasion every other turn. Working on third turn now, did something change?
  13. 1.Make a copy of your refit 2.rename the copy to the original ship's name 3.Delete the original ship plan when you get back to the ship designs page 4.Build some new ships from the renamed copy, change the name of the first one since it will carry the name of the original ship and then you will have two. 5. when it comes time to refit again, pick the last refit before the copy, or the copy, VIEW, and then start the refit. All ships will refit. I do this all the time
  14. Just rename the copy to the same exact name and then delete the original. don't worry about the refits
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