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BuckleUpBones

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BuckleUpBones last won the day on May 30 2022

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  1. I'm getting figures upwards of 5.5% 1910 BB increases in armor weights. See on my previous post Schwaben design, it's has gone from 32000 tons to 33761 tons. Which means I or we have to reduce armor for successful designs, that then means all AI armor will reduce too. I guess that all ships have become weaker because of this, they are now more vulnerable. So with reduced armor the game is changing to a shoot-'em-up meta? Is it becoming more arcady?
  2. Custom Battles Invalid Design Bug. This one gets pretty nasty if you have a lot of designs per year. You have to go through all of your designs to find those invalid ones but even then if they're all good custom battles won't launch.
  3. Secondaries Trigger Jammed Bug. It's all in the video.
  4. Secondaries jamming. I don't think this is the classic target lock bug but something new. Secondaries won't firer against the DD but straightaway firer on the CL. Take note at 0.31, 5.9" guns are still loading but stop at the trigger point and note all the penalties targeting the DD. Campaign game.
  5. Did you send a bug report? Sending the game files is the best way for developers to track and identify bugs. Send previous turn as part 1 and send corruption as part 2. Sometimes notifications here is useless to solve major bugs. PS, watching with interest, waiting for the game to go live.
  6. Your shipyard size is 141,150 tons, the only way I can see that happening is that you have modified the save file. Is this a fake?
  7. @o Barão If the pitfalls of modding exists now, wouldn’t it be better to fix them now, as they crop up, to avoid the risk of them getting too hard to fix later. You’re proposing a path to go down that no one will be able to come back from. E.g. Naval Action, you used to be able to assemble components of ships to build the final product. Sad sad day when that was removed, NA can never bring it back. No, speak now or forever hold your peace.
  8. This game is perfectly suited for modding. As with other games who allow extensive modding. Developers should bite the f💪n bullet and get in and do the hard yards, like everyone else. Btw, what is professionalism? you could say it's sacrifice, sacrifice for the player needs. Posts are popping up all over the place, a lot of people edit the save file. That should be telling the developers 2 things, 1) people want to play the campaign differently to what’s intended. 2) developers are underestimating how many players actually edit the save files. Satisfy the need, sacrifice yours. Come-on Game Labs.
  9. I believe that is the excuse Game Labs prefer. But every game I've played with modding in EA has just been fine, where is the warrant then? Given Game Labs track record, if they say they are going to do something, they will, and do, and never look back. Referencing Naval Action. If developers don't reverse soon, I'm afraid modding is gone for good. And along with that steam workshop, file sharing and a shit load of customers who just have to lump it.
  10. This is purely from the developers end because no one has complain about being able to mod. And yes, not unexpected because developers have indicated such direction before but people were hoping they wouldn't. Frankly, I do not understand why developers want to cut modding from this market, it makes no sense at all. Who cares if owners of this game mod? Yes, it is criticism.
  11. I know of that what you know. Including the fact that the battle generator decides the battles and there makeup. Decides the chance of encounter over open ocean (sea area) at the end of every month. Decides the number of ships in those encounters, including reduced numbers, and not by taskforce groupings. Taskforce groupings wouldn't have any function.
  12. Already done by deploying ships to sea area's. If needed the battle generator will pulls ships from neighboring sea area's or ports too, as you would expect while building up a group for battle.
  13. My best interpretation. In Being: Low operational costs. Low combat chance. Low transport protection. Worst case scenario if coupled with very low fuel ranged ship's - you lose many transports. Set this for all ships you least want in combat i.e. repairing/damaged ships, low crewed, rookie crews, old and obsolete ships (coast guard). If no or not enough ships set to "Sea Control" the battle generator will draw from "In Being", including damaged ships. This is why it still works for players who don't set ships to "Sea Control" or not enough of them. They are not using these modes to their full potential, it's not recommended practices. Sea Control: High operational costs. High combat chance. High transport protection. Though probably also dependent on ship's fuel range. High raiding chance. Probably fuel range dependent too or some aspect of it. Don't know for sure but long range and Sea Control together might give a chance to attack behind enemy lines? Set this for all ships you want in combat i.e. on the front lines, your combat battlefleet, most aggressive attackers. In general these modes are your best options to manage which ships are preferred for battle (sea control) and which ships stay safe in port (in being). But it's not absolute, as in RL, ships can get into trouble at anytime and be thrusted into combat (from in being). And setting modes are very important for transport protection, long range and short range protection (ship's fuel range dependencies too), important economy-wise. It can be confusing because you can actually have all your ships in either mode and the battles won't be very different but it will effect your overall campaign in some way, usually negatively. I suspect these modes will become more apparent with full length campaigns in peacetime and/or warring against multiple nations. Then requiring positive effects (a balance of the two) to win. E.g. If a ship is damaged I set it to "In Being" to stay safe in port for repairs and then pull another ship out of "in being" and into "Sea Control" as a battlefleet replacement.
  14. The same for all games, if you want the good stuff you have to go through the grind! It's a learning experience.
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