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Posts posted by Afghanicus
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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.
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1 hour ago, baatsman said:
Just noticed, convoy defence mission reward you with a loss, when driving off the attackers, all TRs 100%, 815dmg vs 846dmg no losses on any side. Somth wierd going on, when results are evaluated?
I just experienced this as well, submitted a bug report
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17 minutes ago, PainGod said:
Bug with casemate guns: their weight is counted twice:
The estimate you see is gun only, without armor, ammo etc... I believe
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3 hours ago, TAKTCOM said:
Finally launched the battles on a tactical level. The first battle was port defense, I could not find the enemy. Second battle, protection of the convoy, the enemy could not find the convoy. Third battle - Battle, could not find the enemy.
For me, this is one of the most frustrating experiences for last thirty years in PC games. I have no censorship word for your work.
I had this problem, easy way is turn on AI captain, they will proceed directly to enemy, take control when enemy spotted.
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Dev states: I will be releasing a limited campaign.
People who don't bother to read: Ackshully!
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11 minutes ago, Ehrler said:
...Is the turn-based gameplay only for the test or will the campaign actually work like that in the future?
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.
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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.
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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
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3 minutes ago, Commander Reed said:
Not everybody. Some people buy a game regardless because they like the game, some don't care about looking for bugs and reporting. I am somewhat guilty of this, I can't be bothered half the time. I just wish to play the game, as it is fun.
I guess as long as your expectations are set accordingly
3 minutes ago, Nick Thomadis said:Patch is going to be released tomorrow guys. We fixed a lot today, needs more testing.
Thank you for the update, feel less bad about agreeing to dinner with in-laws now 😁
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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.
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On 11/18/2021 at 8:31 PM, AdmER said:
"... I am convince all of us understand you are very busy and none of us will take offense if you do not answer all questions"
Location: Canada
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.
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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.
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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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When the last patch dropped did anyone else get the impression the campaign would be launched in a couple days? I thought there were a few small things to fix before the early campaign would be launched.
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2 hours ago, BattleshipOfDestruction said:
You're aware of roll/pitch throwing off aiming right? When I took this into consideration it really changed my builds and increased my hit rate drastically
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Wait for RTW2? or UA:D? I got UA:D way back when we were starting AoS in early beta.
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Welp you all convinced me to dive into this RTW2 game
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Love the implementation of the crew/battlestations!
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Really liked that design, hope they use something similar here.
58 minutes ago, Commander-Alexander-Reed said:So, I'd imagine the whole crew aspect will be similar to that of Ultimate Admiral: Age of Sail, where you assign your own commanders to your ship and the rest of the crew is just auto generated.
Or will it be much different to this? What do you guys think?- 1
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Excellent, no need to check every hour, thank you for the clarification it's appreciated.
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Hey Team, it's been over two weeks since last contact, maybe a little "hey we're still alive" or other update would be appreciated.
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I'm in the same boat.
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I think you lack the reputation so you're not seeing the option?🤔
Take my money !!!
in General Discussions
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Again we are gathered together gentlemen to await another fine GL production!