mikekervin
Members2-
Posts
85 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Gallery
Downloads
Events
Everything posted by mikekervin
-
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Nations that you are not at war with can blockade you. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Guns that have very large degrees of rotation can get "stuck" trying to rotate the wrong way through a solid object when manuevers make the angle on the enemy ship very close to the maximum rotation on the other side. It is then necesarry to turn the ship 180 degrees for the affected turrets to begin moving again. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
We need to be able to chamge recruiting without affecting the training level. My crew pool is like 50,000 above what I realistically need, but just by reducing my new recruits to 1000 per month all my ships went back down to cadets. In other cases when countries have mothballed ships it doesn't make sense not to throw in barely trained sailors in to learn on the job instead of waiting many months when the nation is under threat. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
When a ship is damaged in battle it heads back to the last port it left from, but if the port is too small for it's tonnage it appears not able to repair it and it is not possible to send to another port for repairs. Instead it should return to the closest port that can handle it or we should at least be able to tow it somewhere else. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
When the lead ship takes heavy damage and drops to the back of the division it usually does so by turning toward the enemy. This is suicidal behaviour especially at medium and close ranges, it should turn away or simply reduce speed. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
When a nation I am at war with accepts peace, the pending battles against another coutnry I remain at war with are cancelled. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
One positive - ship logic for avoiding torpedoes is much improved. So it appears that the default behaviour now is to balance between remaining in formation and avoiding threats where possible, whereas the "avoid torpedos" order will do everything possible to avoid damage at the cost of losing unit cohesion. I think this is a good approach. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
It's odd that we are forced to fight the "meeting" encounters before having access to the main campaign screen. It takes away from the strategic impact of the battles when we can't see things like the number of ships the enemy has before and after. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Power projection and relationship effects are not counting correctly in Eastern Mediterranean. This causes Austria-Hungary for example, to be blockaded even when it has superior tonnage. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
I am consistently having issue where BBs alternate firing a single turret and a full salvo. This is even when they have target lock, 100% chance to hit, sailing in a straight line, cruising speed, enemy exactly at 90 degrees and not maneuvering, maximum stability hull, and veteran crews. Both for gameplay and also giving more accurate feedback it would be helpful if there was some kind of status indicator on the guns. ie firing / moving / unstable. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Nations still receive relationship penalty for ships in an area even after they lost their colonies and don't have any provinces in the region. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Relationship status is affected by relationships between unrelated nations. For this reason it seems impossible to start war between Germany and Italy, for example. Above some value (I think 50) you cannot create relationship penalties with tonnage. But even if you can get below 50 with events and start affecting the relationship by -3 per turn (what I was able to get with 30 battleships in the meditteranean) the relationship goes back to 90 as soon as france declares war on italy, although I am neither enemy or ally to france. Together with the inability of AI to strengthen it's fleet this ultimately means that any challenge is over after the first 2 or 3 large fleet battles. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Events seem to be pegged to percentages of naval budgets, which leads to some unusual results. For example - $550 billion million dollars to break up a protest in 1925. If my math is right that would be about a trillion dollars in todays currency! -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Relationship penalties seem not to be applied from either fleets or events when the relationship value is above a certain level. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Ships in the ionian sea are still not counted for tension or power projection -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
When you have an encounter between large fleets the spotting mechanism doesn't provide enough information. For example saying "smoke spotted to the south". South of which ship? I assume the flagship, but it's not always in the position where it would have been the one to spot it. The spotters will also keep reporting the position of sinking ships instead of the fleeing ones. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
I played with it some more, it looks like the second ship will lose distance from the first when making sharp manuevars. Then it increases it's speed to catch up to the formation, but doesn't cut the engines in time for how long it takes to decelerate. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
I observe frequently the second ship in a formation is unable to reduce speed to match the lead ship, leading to the formation becoming uncontrollable - I see both ramming and wild oscillations occur. I think this is related to how the speed penalty for turning is applied. I notice this frequently with fast ships using unbalanced rudder. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
After 9 years (7 of them at war) I'm not getting any events: no decisions, no tension with other countries, and no battles except 1 DD vs my entire fleet. Somehow the enemy managers to continue destroying my transports though, despite not really having any ships and being blockaded. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Ship formation logic seems to be built around steering to where the next ship "is" rather than to where it "will be". This leads to oscillating course corrections when rearranging a division that increases to many kilometers by the rear ship rather than efficiently steering towards their place in the column. I think this is also what causes ships to be uncontrollable when the avoid collision logic is enabled. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Ship classes seem to be overweighted in calculating victory points. For example, losing an expensive modern high tonnage CA seems to hurt much less than losing an obselete, cheap, low tonnage BB. -
>>> v1.06-1.08+ Feedback<<<(17/8/2022)
mikekervin replied to Nick Thomadis's topic in General Discussions
Something weird going on with GDP growth. France had 1% growth prior to blockading them, but after 1 year blockaded their GDP growth increased to 9%. -
When a division becomes seperated and you reduce speed to allow it to reform the last ship in the formation will reduce it's speed to the target speed first (or even some arbitrary lower speed), then accelerate to rejoin the formation after. Instead it should maintain it's speed until it is closer to the main formation before decelerating. Ships can become seperated by 10s of kilometres when dodging torpedos, and then essentially never be able to catch up because of this.
-
Also if there are multiple wars where some of the participants on a side are not in an alliance the war state will keep getting reset. For example, wars restart after peace is already accepted implemented (not just failed negotiation) if someone who is at war with someone you are also at with also proclaims war on the country you are no longer at war with. I have also noticed similar behaviours with wars ending without any peace negotiation when another non alliance country makes peace with the country you are at war with.
-
I think transport losses are not accurate to the war situation. For example - when playing as Italy in 1930 Britain has only 1 CL and 1 DD in the entire Mediterranean, with multiple Italian fleets lurking outside their port with "Protect" duty but I lose up to 8 transports per turn, but with multiple Italian battlecruiser task groups in the north sea and english channel Britain only loses 2 transports per turn.