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Showing content with the highest reputation on 08/20/2021 in all areas

  1. I still maintain that it is better to have the AI build from a bank of user and dev made designs (perhaps track their win rates) and remove their ability to design for themselves. That will solve all of the issues overnight with the unrealistic and limited ship designer, but some people are too enamored by sunk cost.
    8 points
  2. I would like to be able to refit old ships, regardless of age. I have a sort of plan for turning old Pre-Dreads and old Dreads into slow(er), heavily armoured floating forts. Especially when/if aircraft are added in, turning them into essentially AA self-propelled barges with a decent anti-surface capability (keeping the main battery, or at least some of it).
    4 points
  3. As far as I'm aware the modular design was dropped because the AI couldn't handle it, which Leads us back to the same problem. And no they are not too easy for us, they are just consistently illogical. Don't get us wrong, it's not that we don't believe the AI can never ever be taught to produce decent designs, but with the current rate of progress it's going to take at least another two years before they start to design functional immunity zones or stop giving their ships completely ridiculously unstable vessels with horrible fire control systems that only pose a threat because they
    3 points
  4. Panda, I believe you meant +16 to stats at level 7 (not +20). Unless the display is wrong in-game. Right now, taking all 7 of the training perks at campaign start gives +16 to the recruits you receive after Philippi. For example, base efficiency for new recruits with no training perks would be 8. With level 7 training and the +16 to stats the new recruits are now start with 24 efficiency. There are several variables that go into being able to create 1-star units from the new recruit pool. CSA vs Union - The CSA campaign starts the game with much better recruits (worse weapons qual
    2 points
  5. Ye i hope they do allow us to make ships for the AI and also improve the ship designer (as it needs it really.) All these things will help the game and give it a ton of selling points compared to any competitors too (RTW's). Guess we will wait for now.
    2 points
  6. There was several attempt at driving the developpment towards this road (including me) Of course there was concern about the percieved added replayability of random designs and the more grounded issue of designing these fixed ships and incorporating them properly in the campaign. With costs in terms of money, time and technology that the AI need to be able to handle which will ultimately lead to "a lots" of designs. Of course there's still the middle ground used by Rule the waves with template of decent to good designs that the AI fill with whatever tech and money available. The
    2 points
  7. Sorry, thought I responded to this earlier today, but I guess I didn't click submit or something. Glad you found the numbers. When a unit has an average stat of 25/50/75 they gain the corresponding star. The commanding officer does provide a bonus so it's possible to get the star early with a good officer. Unless the perk specifically mentions a stat bonus there is no bonus to stats from selecting one. Corps perks in the mod apply to all units in the corps rather than being unit type specific. The tier 3 perks are auras, indicated by the aura tag in the description. T1
    1 point
  8. Question regarding Corps Commander Perks in 1.27.4.3 1) In the base game, some Corps Commander Perks are unit-type specific (INF, ART, CAV). I assume the perks in the current mod apply to all unit types. True? 2) Do any of the Corps Commander perks function outside the commander's area of command / aura? Or must units be within the displayed command radius. 3) I've noticed with supply wagons, units closest to the supply wagons will resupply faster, and units close enough to gain resupply, but farther away will resupply slower. Do the Corps Commander perks have less effect on uni
    1 point
  9. Bloody fantastic, thanks for the response Answers everything perfectly, other than the skill point per X - is the number a secret sauce or are you willing to spill the beans on how many points per each action is required for each skill? edit: nevermind, found the values in the unitModifiers.txt config. Really enjoying all the wee gotchas of the game and mod, flippen great work! Another question: What is the relationship between a units Stars and its Stats. Seems to be some kind of generic bump to all Stats as a unit kicks up from 0-1, 1-2 etc stars.
    1 point
  10. Ahh yes. Nick knows how to make my monday sometimes.
    1 point
  11. Austria-Hungary Super-Dreadnought, the first with 380mm Twin turrets, and experimental secondary turrets. Completed late-war, in an alternate universe, its sailing out with her sister ships, to battle the Italian navy, and lift the blockade of Otranto strait. Unleashing a deadly broadside on their foes.
    1 point
  12. My recommended solution would be something that was done by the game 'Airships: Conquer the skies' which is similar in principle to UAD (Custom ship builder with a campaign and tech tree) 1. AI designs are pulled from a roster 2. Players can create custom designs and share them with eachother that the AI can also use in the campaigns If UAD team created a way to export designs they could outsource this work to the Alpha team in advance of release, and select the designs that they like. Limits on cost and displacement can be specified. In fact it should be relatively easy in the se
    1 point
  13. Melee is point per x melee kills, efficiency is point per x ranged kill, firearms is per completed reload cycle(length of cycle does matter so this can't be cheesed), stamina is per total distance moved(mod also adds a small bonus for reloading), morale is total time spent in battle. The values required per point are generally higher in the mod than in the base game. When you add a veteran to a unit, a recruit is consumed but instead of averaging the recruits stats into the units stats, the recruit is instead added with identical stats to the unit. The higher the stats of the unit
    1 point
  14. Yeah, just set up some base criterias to evaluate the efficacy of a given design. How many hits and pens did a given ship achieve vs how many hits and pens did it take, how much damage did it do, how much did it suffer, and could the AI have achieved similar results with a cheaper and/or smaller ship. That kind of thing. I do however disagree that weights should remain as they are. Try replicating basically any treaty era CA or BB within their real world displacement limits... It can't be done, because all modules are currently slightly overweight to prevent the AI from going co
    1 point
  15. Thank you for your in-depth response. Can't really argue with your points. I don't see AI designs being removed, but like you said, machine learning from player designs might be just the way to go. Or maybe use designs made by alpha players as to not over saturate the system. That way the devs could determine what kind of designs we should make. I'd be glad to design several ships for campaign/AI learning. Been playing ever since the first playable alpha (though on and off) and I think the AI is the way to go, but the dumb designs need to be addressed. 117000t superbattleship with 3x3 14"
    1 point
  16. The problem is the AI does not work. It's not that it's working with flaws. It isn't. And when it does, it works as well as coding FPS AI to "If (player_detected == 1 && time == 100ms) { HeadShotPlayer (1); }". How many times does it has to be said that the AI fails to give the player any challenge that resemble reality OR fairness (because reality of combat isn't very fair). Every time I boot up the game, all of my interesting designs i.e designs that have flaws like IRL I would face the challenge of getting the AI to design something that isn't YAMATO or TILLMAN or something that
    1 point
  17. Also agree with this. I wouldn't say that they are fine, either: many components and bases are overwight... Try to make a historical ship, and you will see that most of the times, they are overweight by up to 10,000 tons. I don't know what it is, but there's something that is definitely overweight over here, and now it looks like armor will too...
    1 point
  18. So, no plans on improving the actual design mechanic - confirmed. Now this must be really good in other parts to end well, but I still would like a refund.
    1 point
  19. Overglorified hull update
    0 points
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