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jw62

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Everything posted by jw62

  1. I like it, I like playing with the proportions to max possible hull speed, etc. Also have gotten closer to fletcher hull by minimizing beam and then increasing displacement. And yeah, Germany hit my lone destroyer with four 44kt BC's, and it sank one and messed the others up pretty good, and got away with enough hit-points to call it a win. side armor was 0.4inch, 5" guns had no problem penetrating, so that's about right
  2. 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.
  3. 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.
  4. just opened each in shipyard, hit refit then save, all good, just have to try and not refit ships already done.
  5. Just tried to use a refit from a few hours ago. all refits show red, going to try a work around
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. It could use a search function; type in the first few letters. Or let us go regional OR alphabetical
  13. Suddenly I can't pop an invasion every other turn. Working on third turn now, did something change?
  14. 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
  15. Just rename the copy to the same exact name and then delete the original. don't worry about the refits
  16. put your research points into Hull construction, Armor forging, and also Boilers. They automatically lighten the ship. Also, you can later reduce anti-flash barbette and torpedo belt
  17. I've gotten a number of Conquest missions that don't actually show up. I also get some that work. Just something to tweak
  18. We need a Task Force rework so that TF's don't combine unless you want them to. On the other hand, TF behavior in Ports is back to working great. Ships now stay where I put them, so far.
  19. I won Gibraltar, had plenty of shipping, 20x. And it said I won Gibraltar, , , ,It's still British I'm re-assaulting
  20. Yep, My bad. I did get the 70 year old wooden boat's diesel running IRL today, so i can't be all bad She did hang up on Prepare for Battle, but she saved so no problem jumping right back after restarting game. much smoother all round, better text box placement, Log still needs a total redo, all the prior lists of changes especially the map, etc, etc. But coming along very nicely. Really a great concept, nothing wrong with dreaming big and stretching your legs. I think you should clean up what you have, really polish it and add some more hulls, houses, photos, and then I think you should start laying out the Grand Concept for Dreadnoughts II, which could go 1905ish to Vietnam? Falklands? Carriers and Flight should get its own set up, although it would be a blast to play early with scout planes on cruisers. If you started from scratch with what you've learned to rebuild and add on to it, I'd pay money for that.
  21. "Ships overrunning each other, then getting into a pig pile alongside each other. Mostly it's my destroyers" Or, and I havnt tried this yet, it could be that I missed the steering section and Steam Steering cannot control much past 18kts-ish. Let me refit all the ships not at sea and see what pops up in a convoy PS, assaulting Gibraltar now. If that was a fix for blocking missions it's great so far
  22. Some really erratic formation stuff going on. Ships overrunning each other, then getting into a pig pile alongside each other. Mostly it's my destroyers, they are 37 knotters, but the catch up boats are going as high as 68kts, and then they can't slow down because they don't anticipate it. It might be more realistic for the lead ship to slow down a bit, but how that plays out in shortened "game time" I don't know. Just in the last two patches or so, a little worse now. also noticing while you (game programming) sometimes try to put all ships in Battle line formation, you don't always, and I would really just like all my ships placed in Battle Line Ahead formation if we can't choose our own. Screen just sucks, maybe it's ok in the super early game pre RDF, but after that I just hate it. I can put my ships into Screen from a starting Line, but not so much vice-versa without it getting messy. you really need to take a look at blocking actions. If you want to stop me, you have to actually fight it out. All that being said, Britain went from being 88% in my favor but it's allies are at war with me, to War in a single turn, which is fine I've been looking at all that prime real estate in the Caribbean, and I put more than one-hundred K tons of BC into the med a few years back because the Austrians are jerks, in any case, I have a fleet of modern BC's heading for Gibraltar and so far blowing up things in their way, which is key to triggering the invasion, which can be supported by fleets coming up from New York on the Atlantic side because 120K is not enough. Also in this Playthrough so far barely 1910, Spain died after I took their overseas possessions, but really fast and early, and then France died after pissing off everyone but me. so national stability still might need a tweak or two You know I found the Map Color Overlay button (little scroll upper right) after seeing someone show it and I Love it, really makes the map more readable for political stuff. How come I didn't know about it earlier? For anyone wondering when to use the Research Jam buttons (besides early game to get real engines and fuel), it's Late Game when everyone usually complains about weight additions, jam two of them on Hull Construction and Armor Forging and leave them there and your boats will get lighter. Sometimes I go back and forth if I'm still researching other needs or if I'm not at the point where my economy is dumping 5 billion a turn into research. The other time to use the Jam Buttons is when your ships get heavy, then Hull-Armor-Fuel-Engines are always where you put your efforts, Hull is particularly effective because you get rid of flaws and speed up build times as well.
  23. Way smoother! Just a quick couple of peacetime turns on lunch break and it's working much better, thanks
  24. Many things run smoother, However; When Task force moves from Honiera in Solomon islands with full tanks to Kwajalien Marshall Islands one turn with low fuel, all ships 30000km range. Please fix the Map, cylinder or sphere, and range Why do I have to manually add crew to the subs, gets a bit unwieldy late-game(because that's when I noticed it) That's it for this morning, Happy Independence Day to those who have it, those who want to keep it, and those who want to achieve it, Everyone should be Free to follow their Dreams and achieve Happiness, Mind Your Wake!
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