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doublebuck

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Everything posted by doublebuck

  1. It's hard to say if it is a bug or not. Generally you have to have the required amount of guns the ship needs in order to apply them to the ship. Now, if you are saying you bought them from the shop and they do not show up in your armory then that would be a bug so F11 and send report. If you save your game or when the game saves, for start of battle and end of battle, then reload, the victory save, and look at your results, redo what you want to do and see if the same thing happens and if it does then send another F11 report which helps the DEV to solve the issue. I would quit game, load that Victory save and try it again because if you have the required amount of guns for a ship and within the weight limits of the ship then they should show up in your armory or in the shop to buy and if there are none and you bought them then something is wrong so the best way is to F11 report it.
  2. I'll just say, I forgot what battle I was in when this happened, but the enemy had a Dragoon unit, and so did I. The enemy Dragoon unit attacked and charged one of my infantry units of 150, and I used two other units of 150 each. to join the melee and also with one volley from my Artillery unit as it tried to retreat, helped to kill that Dragoon, but my main infantry unit that took the brunt of that attack had severe casualties. The Dragoon unit I was given in this battle was for me, the first time trying it out. My infantry unit would shoot one volley at a skirmisher unit then I used the Dragoon to chase that unit and my Dragoon killed that unit, so I repeated that tactic on two other units and it worked. I even wiped out two enemy artillery units with that Dragoon by attacking them from behind. I was able to keep that Dragoon alive throughout that entire battle I mean he lost more than half of what he was but he survived. My thought is, the infantry units in UGCW sometimes is faster than the Cav units but in UAAOS, I seem to like the way the Dragoon is in this game better than what they were in UGCW. I know until the game is finalized all things are subject to change.
  3. Thanks for your information. I guess we could agree that each of those two upgrades may have a % of risk considering the gun wasn't made for that procedure when the gun was first created. Of course, I think of that only in terms of common sense, not, true factual information. Even without using any of those upgrades on our ship sometimes a ship just blows up anyway so for me, why take a risk like that into a sea battle. I rather use other safe upgrades for my ships but each of us play differently and that's fine. It's a small part of the many things that helps to make this game fun.
  4. I have a question? A short gun shot is not affective at long distant as a musket could shoot at a longer distance. My question is if you put double the black powder into a gun shouldn't that be what could exploded the gun not that you put two round balls in it? If for an example you have a musket and you put two round balls into it with a regular load of black powder wouldn't that be as if it were a short gun load which is not accurate at long range however I would think if you put double the black powder into what normally just requires a single black powder load wouldn't that be what gives it a chance to blow up? I guess, I am confused about Double shot risked blowing gun but to me I think doubling black powder load should be the reason for a possible explosion not putting double round ball into a gun with a regular load would do that but if you do put double black powder into any gun then yeah it could explode?
  5. I watched a few of my videos and I guess I could say my larger cannon unit does kill more than my smaller cannon unit. Only a DEV could gives us the best details. I have a 7 gun 8LB 140 men and a 6LB 5 gun 100 men and it appears the larger unit gets more kills but I don't know the % per gun. This game is a NOT an exact copy of UGCW so what applies in that game might not apply in this game.
  6. Yes, in UGCW that is mostly true. This is a different game so they may have fixed that or it might not apply to this game for I don't notice anything odd about a small unit to a large unit other than staying power or lasting longer when it gets attacked. A small unit could get destroyed where a larger unit could take some losses and keep on fighting. Maybe a DEV could make a true comment about if it applies to this game?
  7. UGCW is a finished game that has that feature however this game is not finished so as much as I would like to have that feature I would rather have them focus on making sure all the battles in all of the campaigns work correctly even with all the most recent updates so currently I cannot complete Mare Magnum for days now and even at this very moment in time it prevents from enjoying this new battle. What happens is at the moment I decide to pause or pause a few times suddenly the battle won't come back from a pause so basically the game still plays the music and I can even give orders to my ships but nothing happens. I can F11, I can go to the menu or restart battle but if I do it happens again. The main problem for me is in the Barbary War DLC so even starting the whole campaign again which is two battles before this one that stops my campaign so all I am just saying is imagine all the glitches and bugs that would populate if that feature was activated now.
  8. I just tried this battle again. F11 too. When we are in a battle, it is RTS and the AI has an advantage over the human player for it runs it's routines automatically so we need to be able to pause so we can give our ships orders. I don't want to pause a lot and I been playing this game often since December so I know a lot about this game and normally don't have this problem so why is this battle freezing? You can see in this picture it is paused so I can assign orders to my ships but I can't get out of pause and when a person is playing RTS we must be able to pause and not worry about the battle freezing. It still plays the music and I can actually give an order to me ships but nothing happens for it's stuck in time at that very moment. Yesterday, it froze way after this point so I don't know why it froze this early in the battle? What do you think the problem is?
  9. Another point. Barbary War DLC, 1st battle Ransom ok, second battle Pillars of Hercules two crashes to desktop, 3rd try playing it I got through it with a victory but noticed the game did not deploy two of my ships that were assigned to deploy from the two limit deploy slots so I had to fight it with the 1st four that deployed only. 3rd battle Mare Magnum above problem no ability to make a fire ship, and it froze deep into the battle so I don't know how that battle will end but I thought that I would need a fire ship and can't make one. Yes you gave us a couple of 4th rates to do this battle but I don't understand why you don't have fleet retreat or why it appears to be a fight to the death which might not be well balanced. I will list what I faced in that battle that froze: You gave us two ally ships Connecticut 260 and Maryland 260 these two ships get creamed by the 1st 6 enemy 4th rates. Enemy ships: 1. KAID-I ZAFER *** 120, 2. AYET-I HAYR ** 120, 3. FATIH-I BAHRI *** 120, 4. IKBAL-BAR ** 120, 5. HEYBETENDAZ ** 120, 6. BODRUM *** 120. End of 1st wave. 7. PELENG-I BAHRI ** 120, 8. SAHIN-I DERYA ** 120, 9. MEMIS REIS ** 120, End of 2nd wave. 10. NEHENG-I ** 120, 11. CEDID-I GUMRU ** 500, 12. NUSRETNUMA ** 280, 13. KILDULBAHIR ** 260, 14. ALI KAPUDAN ** 180, 15. PEYK-ZAFER ** 260, 16. MESKEN-I GAZI ** 700. End of last wave before froze state so I don't know if any more ships come into this battle. As you may know this is only the 3rd battle into the DLC and I only have 4th rates or worst. Now, I could redo resources and might be able to build one 3rd rate but there are none in the shop so why am I facing an enemy that has a 3rd rate and 2nd rate and even if I had one it would be a mismatch. I might, or would rather have a fire ship which is not in this DLC? If you look above you will see on hard I have to faceoff against 16 enemy ships and if I count the two ally ships and I put in 6 of my own that makes 8 ships but they are all 4th rates or worst for the two allies get creamed at the start of the battle and are not really any help in this one and we have to fight 16 enemy ships and we have to eliminate the enemy fleet and I wouldn't mind that if I could make a fire ship to over come this battle if that is the way I had to go to solve this problem. So I don't know the intent of this battle? I may play it again and hope it won't freeze so I can trouble shoot on how to beat this one without having a fire ship that could even some of the odds. The game is fantastic so don't get me wrong I am just questioning about this battle so I can play it and understand it.
  10. Battle Mare Magnum, this battle froze and just played the music I could click onto a ship give it orders but nothing happens for it to not to release from a pause. Also have you removed the tech fire module from the Barbary War DLC? I realize I play on hard difficulty but I think you expect too much from us on this battle and you took away the option for me to make a fire ship. In the American campaign in the early battles I might have used one or 2 two of them for I didn't need them later on but in the British campaign I had to use a lot of them but my problem is in Barbary Wars this battle Mare Magnum yes if froze but I got to play it for a while and seen what I am facing and I think it is beyond what I should have to face even on hard. You only let us bring six ships, and you give us two ally ships that suck. We face 6, 4th rates first which those enemy ships nearly destroy the two ally ships by the time my six ships gets near there, then 3 more 4th rates, then 1 more 4th rate along with 1, 3rd rate, and 1, 2nd rate, with also 4 or 5, 5th rates too. The only objective is to eliminate the fleet and if I can't make a fire ship to help out that becomes a hardship for me? F11 for froze and plays music.
  11. I just discovered a problem I have not had with this game before this. In Ver 9.24 REV 36119 UAAOS-8133 report On hard difficulty Barbary War DLC 2nd battle, Pillars of Hercules. 1st enemy ship comes out from middle border I capture it, 2nd enemy ship comes out left end of that same border I capture it no problem but when 3rd enemy ship comes out from the same border far right I got suddenly a crash to desktop like as if I wasn't playing the game or like I was getting ready to click onto it to start to play. So I tried it again, this time when the enemy group of ships deploys a few moments after that another crash suddenly to desktop which does not allow me to F11. I have recently played nearly 2 full campaigns and wanted to try this DLC and this second battle crash twice now is so weird. I can play this game for hours every day with no problems so I will ask what could be the problem that I am having with this battle? I listed the report above. Just a note, my steam doe not crash in this case just the game crash to desktop.
  12. Interesting. The thing I don't like is say all the ships are in a fight of their own so I click onto a ship that I want it to board a ship and what happens all my ships connect up to it so I can't give the ship I selected to board because they are in a line connected also meaning all my ships are now turning out of what I originally wanted them to do so I have to go down to the scroll bar and x out the line of connected ships just so I can go back to my ship and give it the order to board and also have to give each ship the original orders. What ever allows that to happen I wish it could be changed to say we have to hold down a certain key on the keyboard for that kind of thing to happen to connect ships. When we are in the heat of a battle we don't need ships always trying to connect to each other and by that happening a lot it throws our plans away.
  13. I F11 but I just want to make sure you are aware that all the things I listed in the Title reappear every time when getting into harbor even when I delete them I play a battle get to harbor and they all come back and I have to look at them again and delete them, they even come back with results from previous battles info too and I then have to look at them again and delete them. If a stage has 3 battles when I always delete all the info stuff do another battle get to harbor all the new info stuff is there fine but last battle stuff is there again and if I do look at them all and delete them I do the 3rd battle and guess what all 3 battles info stuff show up and I have to look at all of them again and delete 3x of them so I would like to know has anybody had to do this and I am sure this was not the intent of the game. I know if we quit game then go back to continue game so the chapter might show some of the things but when I am playing the game and I do a battle I should only get info from that and what the chapter or stage would give me after a battle but all the stuff from previous battles reappear and I don't want to have to see them all again so I am just pointing this out?
  14. Thank you, but I do send a report, and it still happens and if you are not careful or should I say if you don't notice the prisoners that vanished and start that battle and finish it then you lose them forever but the main problem is after Valcour there seems to be no selling of any prisoners and I am up to actually 1814, of them and all through Man O War too no selling of them either. I think does (Seleukos) enjoy spending 8K in maintenance cost or I with 1814 cost? No, so is there a way for you to make the selling of prisoners more often like during a turn? Like I said earlier, if you don't want the prisoners it's either a glitch or bug but when you are in battle and for any reason you want to restart that battle which means you quit it and you get to the menu where you can restart it or go back to harbor and either choice you make the prisoners vanish. My example is this, I had prisoners in my harbor that the game does not let me sell them so I start a battle and find out there is several 3rd rates in battle so I quit it and go back to harbor to make a fire ship to help me out but I find that my prisoners are gone and the only way to get them back is to load a save that was before when I went into that battle. The nice feature the DEV added to the game is giving us a before battle and and after battle victory save which is a nice thing and helps out. Now in my example, if you don't want them well I know that glitch works and they will be gone. I done what I had to do to keep them but if you are up to 8k that is a steep cost and I think no one should have that cost for many turns the game needs to allow us to sell them just like we do with trophy's. Think about it, when we are after a battle and we have trophy's we need to do something with them right away for if we run a turn we pay a cost for them so I sell them or buy one right away so why can't we do that with prisoners too? That way we don't have to pay a maintenance cost forever if the game don't let us sell them.
  15. Yeah I agree with you and I always wish a DEV would give us some type of answer. I now have 1811 prisoners and if I start a battle but for any reason to restart the battle or go back to the harbor the 1811 prisoners vanish. Like you said we also have to pay a maintenance cost too so please fix it so each time we go to harbor let us sell them without you stealing them from us. I guess if I don't want to pay that cost just load battle quit it and they vanish but in almost every battle you will get some and if the game is not giving us a chance to sell them then that is not the way it should work.
  16. Again I had 500 prisoners in the harbor I go to next battle fight it for awhile had to quit for I had company over so when I got to the harbor the prisoners that was 500 is gone. Can you inform us that you made a change in the game or not that takes them away from us?
  17. I will never play Bunker Hill ever again until they fix retreating ally units and stop them from retreating forward to the enemy ships. I lose many units that way when all they had to do was go backwards instead of retreating forward. In UGCW and in this UAAOS you never made a game mechanic action that allows us to control a retreating unit so we could direct that unit to a specific spot on the map. That would allow us to save a unit from doing something stupid. I am not asking for total access to the retreating unit all I am saying is at least give us a move order to point them in the correct direction where they can safely retreat to. In other land battles one unit might do something stupid but in this battle due to the hill shape and getting hit from three sides makes retreating units problematic in the direction that they seem to take most of the time.
  18. With the recent update when the British send me a letter so I can sell the prisoners that are in my harbor each time they only buy a small percentage of the amount that I have for example 176 of 459 or 440 out of 915 so you can see that they don't buy them all but they all disappear at once when I agree to sell what they are asking for. Bottom line I am getting ripped off each time I sell. Do you think this is a glitch or bug or is this intended to clean out the prisoners from the harbor?
  19. I just tested it and what I just noticed is if you send a captured ship to admiralty and gain REP, no cannons go into shop or armory which has been always the case but if you buy a captured ship with REP, I did, see it's guns went into my armory which then I could apply them to the ship that they came off of which makes it an extra task for me to do so if you are going to switch it back, great.
  20. In UGCW, I always use detached skirmishers for they are of good size but in UAAOS I hardly ever use them due to their small size but thanks for the good info.
  21. If, that is true, I second the dislike. I mean, if I, capture a ship, that has guns, then that trophy should have those guns. I don't mind ships that you buy from the shop don't have guns for that is the way it has always been in this game however suddenly taking away the guns on a captured ship, why? We captured the whole ship, and have to pay a high price on REP to get it, also there maybe a high price to repair that said ship as well as a maintenance cost too so why take that little benefit away from us? P.S. Update, Yeah, I finally bought a trophy and yes what a cheap trick it is to take the guns off the captured ship. There is no way you can convince me that a ship in the shop is equal to a captured ship (Trophy)? If they want to treat it as if they are equal then use the same reasoning of when we capture a land cannon unit, infantry unit or a supply wagon we get a percentage of them such as rifles, cannon guns, prisoners, and in the case of a supply wagon we get the money worth so to me them taking away the guns from the trophy's when we could have them since early backer access of day one when the game came out and now they take them away seems like a bad idea.
  22. Even on 2K resolution when you have a lot of units that happens all the time. I think it would be better to have a full scroll left to right of all units and make sure they don't get blocked out by any other info window or if we click onto a unit on the map, that unit, in the scroll bar should be moved to the center of the scroll bar so we would see it better and have access to it faster.
  23. The main problem I see with Bunker Hill recently is ally units that retreat go forward to enemy lines and ships. I seem to wonder why a unit can't go backwards but instead they go forward right to the shore where the ships blast them into nothing. Many units do that, when they waver they run into the mouth of the enemy. When I make a defensive line you would think most of the time a unit that wavers and wants to retreat you would think they would just drop backwards and be safe but instead they run forward to the ships or to the full line of the enemy and get destroyed. The path the units take for a retreat in this battle is broken in some way. We should mostly have our units retreat to our lines. I mean try to think of a checkers board, each of us start out with half of the board and we face off so what I mean is if the enemy is in front of us, it's makes no sense for a unit to retreat forward. Not all units do it but when 5 or more units do that and I lose the use of around 600 infantry because of that retreat mechanic it makes the battle impossible to win. You have British ships that pound you, cannons that pound you and large British units that are supermen. That would be all fine to me as long as most of my units could retreat backwards. You have no idea what it looks like to see a 200 strong infantry unit retreat forward to the main British fleet and get blown into nothing. Other land battles are so much fun but this one because of the way it is set up the path they take for retreat makes no sense. Great game but for me The Escape is the way to go, no Bunker Hill for me anymore.
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