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mikekervin

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Posts posted by mikekervin

  1. 8 hours ago, Knobby said:

    So after sinking 95% of the enemy fleet, I'm having trouble getting victory points.

    IMO if the enemy is leaving ports undefended, either because they have no fleet or that fleet is fighting on the other side of the globe, I should be able to punish them for it.

    IMO there should be a VP penalty for insufficient warship tonnage

  2. 6 hours ago, Kane said:

    Well tension is building now....but no war.
    I seem to be stuck at -94 relations with both Britain and France, despite getting a good -30, -40 per turn.  Despite this tension won't go below -94.  So Britain and France really don't like me, yet I still can't start a war with them.

     

    I've noticed on previous patches that the tension changes sometimes didn't add up properly, haven't seen it yet on this version but sounds like something weird is still going on.

  3. 5 hours ago, kjg000 said:

    Unfortunately not. I had it happen less often, but it still happens. Also still getting ships 2 and 3 trying to turn into each other, presumably to regain position, resulting in them either sailing off into the never never or doing a suicide run into the enemy fleet.

    I mean they are reacting appropriately when on a collision course by changing their speed - previously they only adjusted course. However they still aren't able to follow divisional orders to maintain a course and speed.

  4. I'm getting a lot more freezing on "update missions" recently, not sure if it started on hotfix 5 or 4.

    It seems to get worse over time: from turn 10 - 20 it can eventually recover or I can quit to main screen, but by turn 20 - 30 I have to force quit the program.

     

    edit: I should add that previously I would get freezing on the "building ships" stage but I'm not seeing that any more.

    • Like 2
  5. 6 hours ago, kjg000 said:

    The entire post is worth reading but this point in particular is important.

    Some have argued that this is Ultimate Admiral not Ultimate Government or whatever and so the player should not have the final word on a nations diplomacy. Fair enough, then we need to delete the research options, delete the ability to design ships, limit the ability to build ships to only those with government approval, stop players from directly controlling ships and so on as these are not the usual duties of an Admiral. We also need to give players the ability to designate patrol routs, choose which ships to detach for specific missions, approve supply expenses etcetera, which are some of the usual duties of an Admiral and their staff. Sounds like a boooooring game to me. Ultimate Accountant anyone?

    Obviously the above is nonsense, UA:Dreadnoughts is a game, not a true historical simulation. As such we take on many roles Admirals (more like Commodores), politicians, naval architects etc. Realism in this context is a vague term, certainly relevant, but not as important as game play. Even the Dev's acknowledge this through their design choices.

    So yes, we need more agency over the political domain and less inconsistent focus on questionable realism.

     

    I've always thought of it as "Ultimate Chief of Naval Operations" but it doesn't quite roll off the tongue the same

     

  6. 2 hours ago, ZorinW said:

    Devs, do you not run a few turns on a test campaign before releasing a fix? 🤷‍♂️

    How do you acrually establish that you fixed something? I mean yes, ships are not caught in an indefinitve repair cycle now, but they flat out disappear.

    Your methods baffle me.

    In fact, they are running a test, in which we choose to participate. 

    Devs have been able to deploy bugfixes very quickly in part due to feedback from the community. But if anyone doesn't enjoy finding bugs in an incomplete game it would be a good idea to wait for the stable release.

  7. It looks like fuel availability is calculated by distance to home port, rather than distance to nearest friendly port, causing ships to have "low fuel" with more than half of their fuel reserve remaining.

    Also I have to believe in a naval battle captains would be using whatever fuel is needed to survive the attack and/or kill the enemy, rather than reducing speed to 5km to have an easier ride home.

     

    • Like 3
  8. Starting a battle with 1 battle division and 1 screening division.

    CLs in the screening division start with speed of 20, 13, and 0 knots. After ordering them to move they all instantly teleport to 20.

    Also I am begging you. Please let us set up our fleet dispositions before battle! At least by assigning the ships to their division and duty, more than half of every battle is spent just trying to sort out the formation.

     

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