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Skeksis

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Everything posted by Skeksis

  1. Includes after changing command to 'following' too, it got broken in hotfix 13, here's the changelog... But - "Still needs work". Though it would seem sometimes, "changelog" and "hotfix" are the one and the same, but a changelog can still be a WIP (todo's). But as @Plazma said, toggle 'Auto-Avoid' to clear bug.
  2. Berring Sea not showing area fleets, maybe not implemented yet but just in case it could have been missed... The whole Russian fleet is running... Maybe they have one of these...
  3. Sneaky Russians cheating global warming by about 100 years! Polar icecap would be a good idea - to stop game from avoiding Panama Canal or Cape Horn.
  4. I wanted to operate subs in Oceania but out of Dutch Harbour (or Pearl Harbour), but the singular atlas concept isn't capable. The flat world society would be pleased. But instead of going to all the trouble of programming split circular boundaries just go straight into programming a wraparound map.
  5. To re-iterate, manual target selection doesn't hold. Game will auto-switch targets. This is a serious issue.
  6. But generally it's working, you have to exercise diplomacy influence early otherwise it's too late. That seems like fair gameplay. ---------------------------------------------------------------------------- But for QOL or intuitive or just to be UI friendly, I'll suggest a 'diplomacy point' display, to be used up for each choice. Even though if there's only one point per turn, it should be displayed. Later this diplomacy point could tie in with player naval prestige, where good prestige might net player 2 points and bad prestige might mean player losses their point per turn.
  7. If you're referring to left-top box... I thought it's a carryover from the very first campaign map where there were only two nations and two sides, then later the 'second map iteration' with five nations but still only two sides. Now there're 10 nations and multiple wars (multiple sides). The code is so robust that no bugs manifested, so it remains, un-updated, and still representing one of the second iteration nations and displaying a two-sided war (nuts). If you're lucky and playing one of the second iteration nations, it might represent you, but if you're one of the final nations or it doesn't pick your nation, then it's useless. But again, I think it's the robust code keeping it active but still meaningless (to the player).
  8. If you detach and set a DD to AI, at max speed, to chased down enemy, the DD slows down, it speeds up, slows down, speeds up.... Detaching ships from a division or detach all (actually detaching one ships at a time), it seems that the speed for each detached ship is still govern by the previous division leader. Like the behavior is the same as if a ship is following while in a division and trying to decelerate. I.e. drunken sailors. The DD shown was detached some time ago, but its speed has drop to even 17.6kts, for no reason at all, you can't chase anything anymore... PS, version number not updated with each update.
  9. 3" gun armor is not adjustable... It's getting very tiring reporting the same old things over and over again.
  10. Is the manual key blinding for targeting 'Alternate Side Target' working? All Weapons Select Target: Right Mouse Click. All Mains Target: Shift+Alt+Right Click. All Secondaries Target: Alt+Right Click. All Torpedo Target: Shift+Right Click. Alternate Side Mains Target: CTRL+Shift+Alt Right Click. Working. Alternate Side Secondaries Target: CTRL+Alt+Right Click. Doesn't seem to be working. Alternate Side Torpedo Target: CTRL+Shift+Right Click. Doesn't seem to be working, though maybe not implemented. Is auto selection is overriding manual input? And ship weapons display is all over the place...
  11. I wouldn't call it a fix. Using the menu to exit the turn while it has not completed, well that must corrupt the game in some way. It's a serious issue.
  12. So many players get fooled by this feature. It’s too hard to learn this from the game or read it on the forum or find this info in the help section. From all the posts on this subject, including steam, players will/have just blamed the game. So, I would suggest a ‘Saving Ammo Icon' (or new color) displaying when guns are in this mode. This would help all players tremendously and be rather intuitive.
  13. Yeah, spotting overall is pretty much balanced. If you start at the base, 1890, torp range is about 3.1km and min detectability for TBs is 1.6+ if opponent tower is disabled, so torps can be launch blind, these cases are very rare. But with undamaged towers, spotting max ranges are TBs 3.1, CL 4.8, CA 6.1, BB 7.1km. So, if you build escorts with torpedo carrying TBs countermeasures in mind and apply appropriate tactics, torpedo's aren't that effective. IMO, this is demonstrative throughout all timeframes. Stealth and torpedo detection levels have been rebalanced in or about Alpha-7.
  14. Not rhetoric, actual. Why would you use that word anyway, are you trying to put a slight on the game, if personal attack then you should know by now it won't have any effect, even against the game. Then wouldn't you admit that allowing TBs to get so close or "slipping in between", is actually a serious tactical error on your part and OPs. Rather than a game flaw. Challanges the player. Gives dynamic tactical dimension to the player decision making. Challanges the player designs in creating multiple ships fit for specialized purpose which then leads into battlefield tactical prowess and experience. In short, battles are not boring (excluding AI designs - WIP).
  15. "Realistic Visibility Depending on battle conditions, fleets may start an engagement from beyond visible range. Spotting the enemy in Ultimate Admiral: Dreadnoughts will be a realistic procedure that succeeds in accordance with ship technology and tactical maneuvering. Screening with light ships ahead of battleships will ensure the enemy does not surprise you with a torpedo attack. Torpedoes will be visible according to their propulsion technology and your ship's own countermeasures. Early technology will allow hydrophone stations which will help detecting standard torpedoes at long ranges. Electric torpedoes though will be so stealthy that only sonar equipment will be capable of catching them." Deep Battle System | UA: Dreadnoughts (ultimateadmiral.com) Note: "engagement from beyond visible range", it's one of the game's design parameters and coming from the official web site, was/is a part of the original concept. Also note: "Screening with light ships...", this here gives away the exact countermeasure, i.e. for how to play the game.
  16. Why are you bothering with 1.09, there’s too many issues, players have accepted it. It would be better to move forwards with 1.10 beta. Where all issues can be fixed and/or given an answer for their purpose. And where 1.10 can be released live as stable and where it could offer some redemption. The last thing everyone wants is for reviews to continue spiraling downwards…
  17. Possibly related to too many and/or obscured secondaries. If you turn off secondaries all mains will work.
  18. Related to too many and/or obscured secondaries. If you turn off secondaries all mains will work just fine. A bug reported in 1.08 but Dev’s have shutdown on this, indicating it’s some kind of intentional mechanic.
  19. ‘Add Crew’ is used within two functions. Turned On: Automatically re-crews for damaged ships. Automatically re-commissions any ship that’s mothballed. Turned Off: Stops re-crewing for damaged ships. Stops automatically re-commissioning mothballed ships. If a player/nation has both mothballed ships and ships returning to port for repairs, then either state suits only one function and disables the other. If player wants to re-crew damaged ships automatically, all mothballed will start commissioning. But if turned off, player has to manually Set Crew for each damaged ship returning to port – nobody wants to do that. And how much trouble is this causing the AI. Suggestion, this checkbox to be split into two: ✔️ Re-Commission all ships. ✔️ Re-Crew all repairing ships. Also, there’s a third associated function, automatically commission newly constructed ships, though this is defaulted to automatic, regardless of Add Crew state. And this is still valid. Maybe submarines should have their own checkboxes too. In general, the two states for two functions, are incompatible.
  20. 2455) You can only mothball one ship at a time, after 150 that just sucks. Needed is multi-selecting 'Set Crew'. 2456) Each nation should have one sea area of its own, so player/nation can target a sole nation for raising tension. E.g. I want to start a war with France only, but all of its sea areas are bordering other nations. 2457) 'Add Crew' for automatically adding crew for crew loses doesn't work for submarines. Either have 'Add Crew' working for both fleet and submarines or submarines tab has its own 'Add Crew' checkbox. Submarines above didn't get crews added even though 'Add Crew' fleet tab was ticked.
  21. Nothing says so in the help, frustration remains! Assumption and initial purpose were 'Add Crew' automatically adds for crew loses.
  22. If you mothball a ship, the next turn the game starts immediately re-commissioning it. In my campaign 1910-1923 Nov, I've ended up with no wars. That means -250 million per turn because of a large and modern fleet. So, I need to mothball most of my fleet to get back into the black. But the game then re-commissions every single ship, putting costs back to -250 million. Obviously, the campaign is over, it can't sustain those losses. This bug was reported early beta 1.09, very very very disappointing to see such a simple fix not done. Hope you don't miss this report/feedback.
  23. Replace top-left tab with a taskforce list... Where double clicking on any one of them and the game will select and scroll to. Would be better use of that UI space.
  24. Yeah, that’s right, while features do need to go through the beta process, campaign damaging features needs to stop at beta. I’m of the view that the game has suffered some image damage through this live version. Dev’s really need to start thinking about proofing/polishing live versions.
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