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mikekervin

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Posts posted by mikekervin

  1. I think there is an error in transport shipping calculation.

    Playing as Germany in 1940, when I lose 4 transports my shipping goes down 1%, but I am only able to build 0.11% of my shipping percentage each month. Are we to believe that a industrialized nation of 100 million people can only build 0.44 ships in a month?

    I am currently building 100 light cruisers, with a construction time of 11 months, or an average of 9.1 per month. Surely it is not 20 times faster to build a warship than a transport ship of similar tonnage?

  2. I think there's a couple errors with GDP and transports which is making the game unplayable as you get deeper into a war.

    1. There seems to be a fixed percentage of total needed shipping that you can build per turn, this doesn't change at all depending on the economy or dock capacity.

    2. Shipping is lost at a very high rate, sometimes even if the enemy is completely blockaded.

    3. Shipping percentage sometimes goes down even when no ships are lost.

    4. Shipping percentage sometimes doesn't increase even after enough turns without any shiping losses.

    5. The amount if shipping needed doesn't decrease when the economy declines.

    6. The shipping penalty seems to be over-applied, because it applies a negative GDP percentage that increases per turn, as well as a fixed expense penalty that doesn't decrease as the economy shrinks - essentially amounting to a larger and larger percentage of the economy over time. Taken together this essentailly means that if you lose a few ships per month for about a year you can never, ever stabilize your economy if you are at war. Even if you reduce your spending and scrap ships it can never be enough. I believe this is a cause of the AI never being able to field a fleet in the late game.

    For example with a 1890 start as UK:

    Get into a series of consecutive wars, because each time my ships blockade one country in the meditteranean they increase tension with the other ones as well. Despite winning every battle I lose shipping to ghost ships. Soon the AI doesn't generate any battles, so I can't generate victory points, and it takes 3 years to win all the wars despite not taking any losses, and in that time my shipping percentage goes down to 60%. 

    At the start of the war my GDP was $14 billion, when the wars ended it was down to $10 billion. I had to scrap every warship in order to not go bankrupt, and kept shipping slider on maximum. By the time I built enough shipping to get to 0 GDP growth my total GDP was 5 bllion but I was still paying the fixed transport penalty every turn, so for the 8ish years this took I had to have zero research and zero training. Once I went from 99% to 100% my GDP magically flipped to 15 billion with huge monthly growth and budget surpluses.

    It seems to me that there is a formula error in here creating some wrong economic results, and this is contributing to some of the strange behaviour players have observed in mid-late game.

    • Like 1
  3. Some bugs I still see of update 15:

    - AI wars never end

    - AI still eventually stops building new ships

    - It's impossible to lose an alliance once you have formed one

    - Even if I demand a teritory I will never receive it

    - 2" gun is too powerful 

    - Crew death is too easy

    - Training and recruitment both seem to be using the same slider - this doesn't work once you hit midgame

    - Although there are some changes in GDP now the total GDP still doesn't increase with at the rate of growth displayed over time

    - Sometimes (such as during war) GDP growth will appear positive, but GDP will be shrinking

    - The changes in tension between turns doesn't match what is displayed in game

     

    What is better:

    - Ship paths and formations are much improved.

    - Aiming is much improved, perhaps still slightly too bad early game and slightly too good late game. But much better.

    - Research progresses at an acceptable rate now

    - Battles are generating at an acceptable rate, until the AI runs out

     

    Wishlist:

    - Formations should ideally could be set up before battle. After all, admirals would choose how to deploy their fleet according to doctrine.

    - Some form of intelligence should give information about enemy fleets and ships outside of wartime

     

    Thank you devs! You have made some great progress this month and I'm excited to see every new update.

     

    • Like 1
  4. I want to say thanks for the latest patch to the beta, a couple of my big pet peeves have been fixed - now that ships in a formation are managing their speed better and auto-targeting is switching to close torpedo threats more aggressively battlecruisers have finally become viable. Nice job devs!

    There's still a weird issue with dispersion where under certain conditions all of the shells will land in a specific spot about 1 shiplength away from the enemy no matter what the angle, speed or distance is. It seems like shells are calculated as hits or misses when they are fired and not depending on where they land, and this is leading to some weird animations like shells travelling at 45 degree angle away from the turret angle.

    • Like 1
  5. In the first battle as Italy in 1915 campaign all my victory points went to Austria-Hungary

    Re: ghost ships it seems like task forces have something to do with this. The game seems to change the status of a ship (sunk, scrapped, repairing, etc.) while it's still at sea after the battle, but if it gets intercepted by an enemy force before it can return to port in the end turn calculation it reverts back to active fleet. In this way it can actually be impossible to get rid of an obselete ship, so you get forced into battle with it over and over.

  6. There seems to be a magnet 200m away from each enemy ship that magically draws all the shells into it, except the one shell that the RNG decides is a hit goes directly to the ship leading to this strange result.

    It's even more galling in some edge cases like shooting at a ship dead in the water parallel to you 0.5km away. Then somehow all your shells will shoot away exactly 45 degrees away from the direction the turret is pointing except fot the 1 hit.

    Once you see it you can't unsee it. Every single miss hits the same point in the water relative to the enemy, and every hit magically veers away from the main shot grouping.

    • Like 2
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