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Cpt.Hissy

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Everything posted by Cpt.Hissy

  1. Yep it downloaded a lot of something. Will see of the problem occurs again. upd. Problem's still there
  2. So couple days ago i've received my Standard edition, and now can poke all the bugs. I persistently encounter this one in several missions. Starting from "Meet the US Battleships", then i think in "Defend your Convoy", now in "Hurry Up". Happens every time in these and never in others so far. On battle start, still during loading, following entry appears on Unity error log (sorry didn't found how to hide it). It mentions different nations in there, depending on what's in the battle, but it's always about mounting points of funnels. Besides that battle starts normally, all ships seemed to be "normal" (weird design choices by AI leaving aside). Except now in "Hurry Up" i've noticed that none of my transports have any funnels, as well as no guns or whatever, just bare hulls. They also seem to be incredibly slow, but it's hard to judge in sea. to battle Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 5.099900 ms System memory in use before: 0.81 GB. System memory in use after: 0.79 GB. Unloading 308 unused Assets to reduce memory usage. Loaded Objects now: 97739. Total: 76.149498 ms (FindLiveObjects: 4.274400 ms CreateObjectMapping: 2.910500 ms MarkObjects: 67.161903 ms DeleteObjects: 1.801900 ms) spawn britain: ... cl: CL Brilliant, CL Birkenhead tr: TR Setter, TR Argonaut, TR Bullfinch, TR Dee, TR Erin, TR Formidable, TR Violet, TR Magicienne, TR Mameluke, TR Legion bc^away: BC Zealous missing required mount: Hood_funnel_1, bc_3_britain UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Part:TryFindMount(Boolean) (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Part.cs:1480) Part:ModelLoadedOrReused() (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Part.cs:716) Part:LoadModel(Ship) (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Part.cs:669) Ship:<LoadUnloadModel>m__100(Part) (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Ship.cs:9524) System.Collections.Generic.List`1:ForEach(Action`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:361) Ship:LoadUnloadModel(Boolean) (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Ship.cs:9524) Ship:EnterBattle() (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Ship.cs:9476) <UpdateLoadingBattle>c__Iterator7:MoveNext() (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Game.cs:1743) Game:Update() (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Game.cs:1997) (Filename: /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs Line: 361) missing required mount: Hood_funnel_1, bc_3_britain UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Part:TryFindMount(Boolean) (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Part.cs:1480) Part:ModelLoadedOrReused() (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Part.cs:716) Part:LoadModel(Ship) (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Part.cs:669) Ship:<LoadUnloadModel>m__100(Part) (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Ship.cs:9524) System.Collections.Generic.List`1:ForEach(Action`1) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:361) Ship:LoadUnloadModel(Boolean) (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Ship.cs:9524) Ship:EnterBattle() (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Ship.cs:9476) <UpdateLoadingBattle>c__Iterator7:MoveNext() (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Game.cs:1743) Game:Update() (at F:\UGG\UA_Dreadnoughts_Stable\Assets\Scripts\Game.cs:1997) (Filename: /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs Line: 361)
  3. This does the trick with ease, if you don't catch a torpedo. Torpedo hurts... 12" and 9" are "main guns". In my case biggest guns on enemy were 9" (and LOTS of them, damned gunbarges) and thickest armour around 8" Surprisingly, this is a realistic semi-dreadnought and this concept really works well oO They focus on transports when you have cruisers because they don't see you, apparently. But you probably not gonna win this with anything but a battleship anyway, and same goes for many other missions with multiple ship class choices. As if devs try to teach you the hard way how one ship class counters other and is countered by third.
  4. Hello. Last time i was somewhat convoluted, so I'm jumping here quickly to just say: Rule The Waves For this designer to justify it's existence, it needs to allow that level of freedom in design. AT MINIMUM. Smooth change in hull sizes and thus available deck space with displacement (!!!!!!!!), mostly unrestricted placement of guns (only limited by their physical size/firing arc, mount type and research), and superstructures never being in the way of important parts. Ideally it must allow that plus manually shifting things around to create uncommon and unique layouts. And feature of literally drawing superstructures over assembled functional part (guns + funnels + fire control spots) may be the best solution for combining properly compact gun placement with nice looksies. If it will be possible to place and resize some boxes with shippy textures and details on decks, it may work. Automagical placement of shippy textures already exists. In the last update some major issues were addressed, i see now a possibility to shift main tower backwards for Nelson type, but the biggest limitations are still there. Still restrictive snap points, still prefab towers and forecastles, still all turrets of same caliber are of same size, still separate barbettes, hull sizes changing in huge discrete steps, and so on. I really hope all of this will be fixed, as leaving the designer as it is today potentially may ruin the game for anyone who's actually into this theme.
  5. Greetings, a new person appears lurking here. Preordered this promissing game, but the standard edition, and play it on youtubes. That is enough though to see what is what for now. I have some thoughts about designer. Some for gameplay too, but these worth little without actual playing. First of all, ship designer clearly is key feature for this kind of game. It should at minimum allow the proper recreation of historical ships, at maximum be just as flexible as possible, and in this view, and with me being mostly interested in ship design, it's current version is... disappointing. It is so much limited, so much unnecessarily simplified in some quite important parts, as much as it's great in others. So, thoughts. Or complains. Or suggestions? I don't like how close this editor is to "slap together 2.5 parts in the only possible configuration, oh look, we already did this for you". If this is intended, the need of even adding ship editor seems unclear. What's needed to make it better - what makes any gamey builder better - is two things. More detailed breakdown. Split these boats into bigger count, of more specialized functional parts, and give us better control over them. And less obvious matching. Less embedded gun mounts, restricted hardpoints, predefined shapes. For first one: a Hull, Towers, Funnels, Guns.. and that's all. - Hull can greatly benefit from becoming more modular. Adjustable sizes for all axes already were proposed multiple times, and I'll add: make Engines adjustable entities, and allow us to move them inside the hull manually, or at least by presets. Engines aren't always in the dead center of the ship. Additionally, funnels may be locked to be placeable only above the engine rooms. And on the other side, turrets (mains, or any above 6") can not be placed above engines (means engines are automatically moved away from turrets until no more space left). - As proposed many times, turrets with different numbers of same gun should, as they were irl, have different diameters, and turrets of less, but bigger guns, should match sizes with turrets of more, but smaller guns. Barbette part must have matching variants for all possible turret diameters. - Also, the raised forecastle, which currently is copied from inspiration ship as is. That particular shape was created for that particular ship, and will not work well in any other config. I think, the forecastle should become separate adjustable component. For each hull, basic shape will be flat main deck, and we'll be able to choose length and shape (from several preset types) of the forecastle/casemate deck, or even remove it completely; for each hull what exactly is treated as forecastle is to be determined. - Towers can be separated into superstructure fore/aft and actual masts, with current Tower's functions split between them. Only one mast can be mandatory, with second giving some good bonuses. Superstructure mid may be added, to provide more design options and additional space for guns. And for second: there's too much parts that are clearly made to fit on some other parts, or to have something very particular fitted on them. After all, they are all ripped from real ships. Namely embedded gun mounts and empty places for funnels. This includes casemate insets on almost all hulls. - Good part set must be as neutral as possible. Hulls should not bear empty casemates, superstructures should not be covered in gun platforms or even maingun barbettes. Individual part's model must look like it's supposed to be mounted as is, with nothing more. And only if you mount something else on top of this model, said something else should bring necessary mounting point with it. So unarmed ship must look like it's not even supposed to have guns. - Guns, funnels and other parts that are supposed to be mounted in particular way, should have their own separate models of mounting points, in best case specific to the each hull's part set. Barbettes and casemates for guns, boats or whatever around funnels, all this stuff will come together with the part that needs it. So you can freely place a casemate gun somewhere on the edge of the deck, and this part of edge will be replaced by casemate, where the gun will happily sit; but without that gun it's just flush side. Or you can place a turret on the front edge of the Tower III and it will create a barbette underneath; but without that turret there's no barbette. Funnel will spawn set of boats around if there's enough space, but without that turret, there will be no empty space surrounded by boats. Small gun mounts will create gun platforms for themselves if placed somewhere on narrow edge, but without that gun there will nit be any platforms.
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