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Rygoat

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Everything posted by Rygoat

  1. The text said you were being escorted under a false flag.
  2. There is a flooding symbol above the ship. It looks like waves. You need a crew large enough to do damage control. If all your crew is on damage control, you need more. In the bottom left, it should be 2nd to the bottom, right above the idle crew. Iirc, from the top it is sailing, cannon, damage control, and idle.
  3. The difference should not be linear. People have a tendency to think that the increase in lbs of shot should be proportionate, but naval guns still have different calibers (barrel length proportinate to diameter of barrel). Barrel diameter is a cubic function. 4/3 pi r^3 for volume. Density of lead is constant among different shot. Density = mass (lbs) / volume. We also don't know the muzzle velocity of shot. The game oversimplifies this by having short, standard, and long barrels. But even in a given family of weapons, gun caliber, and even barrel thickness all vary from different lbs of shot.
  4. Marines condition seem to be 10% greater than fusilier. Equal ranked and similar officers used. Selected both units and run across the map until fusilier condition goes to 0, marine unit has about 10% condition remaining.
  5. I ram it with another ship. YMMV as I've also gotten the second ship stuck. But there is no ramming damage ATM.
  6. Oh yes, no doubt. Love the changes. I was trying to find the upgrades based on the csv file of text that William and panda were working on. Some of the items I couldn't get in game (just by saving before a new stage to trigger new tech). So this way definitely makes our life easier with respect to helping the dev debug. The tech should character skill should probably be changed to a flat decrease of 1 per rank instead of 10% per rank. When looking at it, I didn't think it would be worthwhile if I reduced it by 10%, as for the next tier 10% of 5 is 0.5, so it wouldn't do anything until 20%. Posted this in the discord as well, but I would like to see that tier 1 permanent upgrades be able to be upgraded to tier 2 or 3 of the same type. I also think sails and rigging should not be permanent upgrades. Rudder, while the easiest of the permanent upgrades to work on, probably required a drydock, so if we had a POI drydock that held the ships for a stage to do upgrades, that would be the easiest way to work with in with the existing game mechanics. Also, anyone know if admiralty assortment means different ships to buy? Or does it increase the pool of resources (e.g. if RNG of muskets replenish to shop pool is set for 100 to 200, a 10% upgrade would be 110 to 220 replenish to the pool)
  7. Offhand, this is what I've noticed: Starting weapon for British (Sea Service 38) not available (since Dec/Jan) Starting weapon for US (Kentucky Rifle) not available (new this patch) Bayonet for British unlocks Land Pattern 78 w/ Bayonet even without Land Pattern 78 researched (since Dec/Jan) Structure Repair Kit II (and I presume III) does not reduce weight Sail Repair Kit II (and I presume III) does not reduce weight Gun Carriage II (and I presume III) does not reduce weight in UI before equipping, but correctly does after Gun Carriage II (and I presume III) does not allow you to go +2(+4) to cannon weight on deck (e.g. if 7 was the max weight - 6PDR Armstrong on the deck, I should be able to go to a 9PDR Brogard with a weight of 9) (since Jan) Tier II ship crew perk does not increase reload time and increase accuracy (i.e. decrease spread) (since Jan) Wadding I, II, (and I presume III) does not increase damage and increase reload times Precision Gun Tackle I, II (and I presume III) does not decrease spread Gun Block and Tackle I, II (and I presume III) does not decrease reload time There is no 9PDR Woolwich Gun, but there is every other weight (since Dec) British Sea Service 78 is on intermediate tech, but requires Land Pattern 78 advanced tech before unlocking (only tech I saw that required advanced tech to unlock intermediate) There is no more Borgard Long Barrel tech Optimised Rig I, II, (and I presume III) tooltip does not display values Cutting Sails I, II, (and I presume III) tooltip does not display values Double Charge and Double Shot modules seem to have the tooltip descriptions reversed F11 submitted for all the old things, but with the new stuff, I've just been picking tech, equipping to see if it works, then reverting to an old save and testing a different tech. Since I did this earlier in the campaign, I couldn't test the tier III tech items. I took screenshots of most of these, but realized that to show before and after, I'd need to attach probably 40 pictures.
  8. I've seen this happen a few times about a week and a half to two weeks ago. But it only happened after a ship surrendered after boarding. The surrendered ai ship would just break off boarding before I could transfer prize crew and continue to drift forward, probably on 25% sails. I haven't had this happen after boarding tweaks.
  9. Sometimes happens when alt tabbing. If you look at the menu options when this occurs, it turns blank as well (no text visible). Haven't been able to discern why, but alt tabbing again seems to resolve it.
  10. American naval cannons require industry 1 tech unlock. This unlocks small caliber guns of 4lb and 6lb.
  11. You can crew enemy ships with multiple officers. But the limit is more on the crew (weight) available. If I recall, you have a hard limit on enemy troop transports, where the land unit slots max out the amount of officer that ship can hold, plus the one officer to captain the ship (in addition to the weight limit). Some nice to have things would be a prize crew officer. Basically how I see this working is a jr officer, ensign or below, as an additional officer slot on the ship. If a officer is killed or wounded, the jr officer can fill in. Otherwise this officer can be used for a prize crew. This way, you can get a stat boost so that your prize ship can retreat effectively. When the jr officer is in the reserve slot, it should get an exp modifier so that you can't level as fast. Perhaps a 50% exp reduction. Also would be nice to bring back the transfer crew slider in the tutorial. For instances in which I want more crew than the minimum, but do not want to sacrifice an officer to the prize ship.
  12. For me, that's all the weapons you get in the intro mission as recovered weapons. If you sell them back, they don't despawn from shop inventory.
  13. It provides different rifle options. There is a spike bayonet and sword bayonet upgrade. Though atm, it's bugged for me. Sea service 38 spike bayonet unlocks the land pattern 78 spike bayonet. Sea service 38 sword unlocks the land pattern 78 sword. Ironically, the land pattern 78 unlock, no bayonet, unlocks all land pattern 78 variants. Have yet to see a sea service 78 unlocked.
  14. Right click the non hammer upgrade to demount. It should give you a partial credit for demount (- $$$ as an upgrade "cost"). Though some permanent upgrades don't make sense, such as sails and rudder upgrades.
  15. Now after the condition rebalance, I find it better to just hold position against skirmishes and have them throw themselves at you until they shatter. A bit gamey, but the AI doesn't attack if you have significant local superiority, so just sending 1 or 2 units against the skirmishes is best. If you send the whole army, they tend not to attack. Don't know if you noticed, but hold position gives you +15 cover.
  16. Seems to have been a bug or ghost change not in patch notes. But yes I can also confirm that in prior patches, you used to be able to capture cannon as inventory. However after this patch, this is no longer the case. This impacts both saves and new campaigns.
  17. With ships in general, I would think that any crew past the optimum should fall under a marine detachment. This would alleviate the bloated transport issue.
  18. Right now, the tech seems bad due to lack of levels. I think if you want replayability, you can't unlock all tech by the end of the game, but with end of chapter rerolls, you can get a max of 12 tech for 3 chapters. There seems to be probably close to 30 different options (though british automatically has like 12 unlocked at the start) Although I too dislike the current system, and propose a few options. With status quo RNG, forfeited tech should never return unless there is no other options. Otherwise, use tech pools. That is, come up with 4 or 5 categories for research, and have the user prioritize 2. The priority 1 can get up to 2 tech, and priority 2 can get 1 tech. The tech randomization would then come from that chosen pool unless exhausted. Example, some categories I think are good are: Units Defensive tech (armor, speed, sails, rudder) Offensive tech (boarding, special shots) Land weapons (all muskets and land cannons) Naval weapons
  19. I would think that it would be a better decision at the start of the campaign rather than the stage. Perhaps you could just make the land combat as a auto resolve based game. For example, you still control the land unit composition. You still maintain troopships. But you just auto resolve the battles. Battles would use the percentage success based on your land composition like the POI with your ships. This way keeps the rewards the same and doesn't break gameplay, as like ramjb pointed out, less rewards but less upkeep. Battles with landings would just end after you land your units based on the selection chosen. Like have the red retreat box on the beach, and make 50% of your amphibious units there.
  20. Rygoat

    Bug Reports

    Does the notice for bug support confirmation only show up in battle? (not the one that you can submit) I've noted that this does not show up on the screen with worldmap, fleet, etc.
  21. There are 3 unlocks for the pattern 78. Stock, w/ bayonet, and w/ sword. Typically, I will only get the bayonet one through tech RNG. Merchant inventory seems RNG based, but with different min max values based on the stage. The merchant inventory seems to retain the sold items as well, and adding the new items to the existing availability. This was fairly evident with the sea services 38.
  22. So reading through the patch notes, it appears that the AI can now get boarding tools. In the mission that gets unlocked if you capture the 3rd rate Arrogante, I was trying to capture another 3rd rate. I had started with 2 6th rates with boarding tools, and eventually brought in a 5th rate with boarding tools. I started boarding around 1400 game time, and the boarding went on for quite some time (screenshots), even spanning to the next in game day. 12+ hours of in game time to board a ship seems excessive, even the max speed setting. Second, I am of the opinion that if I transfer men to capture a ship, that either I get the men back after the completion (as if transferring back after sailing to port and being sent to the manpower pool); OR the men remain with the captured ship. Right now it appears to do neither, which makes leveling the crew up irritating. The current workaround that I have for this is to board a ship, but not transfer manpower. This results in no lost men.
  23. Can someone explain how experience and officers work? There is 3 bars from what I can tell: 1. Gold line 2. Stat line with light blue shade 3. Other part of stat line with darker blue shade Then when I assign officers, there are gold icons for different stats. I would think that if the icon is gold, then the corresponding stat would increase, but it doesn't appear to be the case. Example: 7th rate brig. The first or top officer has efficiency, sailing and morale as yellow, but all stats increase with the first officer being assigned. The second officer has boarding, gunnery, and stamina, but when I assign the second officer, only sailing, gunnery, and stamina increase, despite sailing not being yellow. And it isn't due to the fact that the other stats are low. Example I used was a sub lt with 30 plus stats down the line.
  24. At a risk of beating a dead horse, I think we look at the barbettes wrong. People complain about the limited snap points and scaling based on different turret sizes. On the turret configuration, there should just be the barbette option added on by pre mating the pieces together. That way, since turrents aren't confined to snap points, problem solved. It would also be able to easily scale with caliber and number of guns per turret. Then the only other option would be for how high you want the turret superfiring. Similarly, I feel like a pre mating option for main plus secondary tower, as with the snap points, sometimes there's an unavoidable gap.
  25. Since land units are significantly smaller than in UGCW, detach skirmishers have such a small size. They frequently have been completely destroyed in 1 or 2 volleys. Perhaps a skirmish formation vs line for the whole regiment. Or perhaps like the ships, make a company officer for the light infantry company of the regiment (and being able to do assignments in the regiment as either light or line infantry). Assignment of an XO for the land battles would be nice as well, seeing as how the ship combat has multiple officers on the ship. in UGCW, nothing was more irritating in endgame than getting your MG/BG brigade officer killed/wounded, and the game putting the next officer as a free major that never could level up. For sea battles, the lack of an ability to manually aim at 1 target on each side of the ship is irritating. Also, not being able to manage the roles on the ship makes things difficult. There may be instances where I don't want damage control on my ship at the expense of gunners.
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