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Afghanicus

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  1. Again we are gathered together gentlemen to await another fine GL production!
  2. When the enemy is fleeing and you destroy their rudder they shouldn't be able to keep turning unless they're locked in a turn, it seems they still have full control.
  3. I just experienced this as well, submitted a bug report
  4. The estimate you see is gun only, without armor, ammo etc... I believe
  5. I had this problem, easy way is turn on AI captain, they will proceed directly to enemy, take control when enemy spotted.
  6. Dev states: I will be releasing a limited campaign. People who don't bother to read: Ackshully!
  7. It seems they're going with a Rule the Waves style game which makes sense. I do want to add that having seen the framework of the campaign I think they're really onto something and I am very optimistic about the future of this game well beyond release, there's just a ton of potential. I just wish it was easier to mod unity, or I should say I have no experience. Is there a suite of tools, or perhaps we should make a sub heading for mod discussion.
  8. I agree with the guys above, at close range all penalties should diminish, maneuvers, cloudy weather, all those things mean nothing when the shell travel time is <1sec and you could aim over open sights. For secondary guns <600m, it should be around 70% to hit, not 20%(at best). Torpedo boats are literally unstoppable in 1890, both my own and my enemy are always able to deliver their torpedoes, reload and come back again. I had a situation where a torpedo boat had 3x engine damage, rudder, etc... essentially dead in the water but was generating a -70% to hit (enemy maneuvers). Sinking it took twice as long as it did 2x enemy CA.
  9. Small bug, when you copy a design, rename and update it like 1890 CA 3500 to 1900 CA 4000, the design year remains the same as previous i.e. 1890
  10. I guess as long as your expectations are set accordingly Thank you for the update, feel less bad about agreeing to dinner with in-laws now 😁
  11. I mean I assume that's why a lot of us are in EA, to find and report bugs. Otherwise they could have said see you when 1.0 releases.
  12. Checks out. As a former Canadian now living in NYC I can assure you many people do mind. Look at the 20+ pages of 0.5 patchlog, they're not okay with them not answering questions. I am more on the side of, I'm just glad nothing serious happened to the team, and I don't necessarily care if they're quiet, but if they miss targets and they're quiet it definitely gets concerning.
  13. I'm pretty sure the publisher's and dev's are different teams. As I understood it AoS was completely separate of UA:D. I know Nick added a mod for AoS but I don't think he's a dev member could be wrong though. I just think all the years of free work he's given in mods, the guy delivers so I have faith, but he delivers at his pace. I'm just glad there's no legal/financial/personal issues stopping them from completing the game.
  14. There might be serious legal or personal issues that they cannot, or do not wish to discuss, that's the only logic I can see behind what's happened this year.
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