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mikekervin

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Posts posted by mikekervin

  1. 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.

  2. 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.

  3. 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.

    • Like 1
  4. 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.

  5. 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. 

    • Like 1
  6. 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.

  7. 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.

  8. 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.

    • Like 2
  9. 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.

    • Like 2
  10. 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.

    • Like 3
  11. 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.

    • Like 1
  12. 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.

    • Like 2
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