Jump to content
Game-Labs Forum

Anthropoid

Members2
  • Posts

    62
  • Joined

  • Last visited

Posts posted by Anthropoid

  1. On 11/1/2023 at 11:39 AM, o Barão said:

    Already in game.

     

    When you start the game click on "News" and you will read the mod title above.

    Also in the dockyard you will see the "scout plane" add on and the changes to the armor descriptions that are unique from this mod.

     

    Have fun! :)

    So it seems, that the mod has somehow become "uninstalled" on my rig.

    image.thumb.png.00810fc361c8f6746910f55b6f669f0b.png

    I noticed this because: I had a 275t TB model that I had refitted to carry 25 mines. Got the new tech for 50 mines and went to upgrade it and found that there were no longer any mines in my 275t minelayer TB.

    I'm guessing that this was just a result of the game auto-updating?

    ADDIT: Thankfully, just downloading and re-overwriting the two files (English and Resource) seems to have fixed.

    I did briefly install the "New Horizons" package but decided to delete it. Maybe I deleted the mod too?

  2. 4 hours ago, brothermunro said:

    If that’s the reason that’s extra annoying as I’m running an ‘always’ shared design campaign with a bunch of designs loaded ☹️ I will investigate this ‘submarines’ file 😄 I assume though I can’t remove them from an existing game, or is it the save file I need to be tinkering with?

    I know in the past the auto designs were quite terrible, but having observed issues with the shared designs, I play almost exclusively with Shared Designs OFF. It is a real bummer, but it seems the Shared Designs feature just isn't finished.

    I would say the auto designs for the Bot nations are consistently reasonable now. I've even seen some instances where they were actually "good" designs.

    ADDIT: course . . . it has to be noted that, that was probably a month ago. They make so many changes to the game, on an almost daily basis, it is hard to know what state it is actually in from day to day . . .

  3. I built an 1890 Japan CA using the Hybrid Light Cruiser hull. Initial displacment was 3699/4100. I then made some refits and all 13 or 14 of them have been refitted a couple times, and those refits were probably in the 4099/4100 when they were saved. However, now when I open the most recent refit model it looks like this:

    image.thumb.png.cfbd8370261d1eba2270c87bd63a4ddc.png

    So I guess some techs have increased the mass of components on the thing? Other than just NOT refitting them anymore, and/or waiting for additional techs to bring the displacement back below 4100, any methods for dealing with this?

    Any easy way to figure out what changed that added ~235 tons to it?

  4. 14 minutes ago, MDHansen said:

    Not gonna answer for o Barão here but proper minors usually is no problem. But the mediums, aka the ones you can ally with and sell to, are abit worse. Especially if they are allied to a major you are not at war with.

    Speaking frommy experience not taking in to consideration what o Barão has done in his mod

    Do I have the mechanism correct for the Minors? Build a bunch of tonnage and park it next to their ports/sea regions?

    Cannot wait to have an endless supply of Kimchi and Kpop girl bands . . .

  5. So I understand this mod sort of "fixes" the way in which the player can provoke opportunities to take over Minor powers? Having played exclusively Japan 1890 campaign starts, I can say with certainty that it is damn near impossible for a Japan player to achieve anything like the historical 1894 "takeover" (basically annexation by virtue of vassalization) of the Korean Peninsula.

    Does the mod make this a possibility?

    If so, I'd assume the "trick" is to just: build as much tonnage as possible and then park it next to Korean ports (or at least in the adjoining sea regions)?

  6. I have heard so much good about this mod. Excited to see that it seems to be up-to-date with latest game version! Just downloaded and looking forward to getting into it. Thanks for all your work o Barão!

    ADDIT: one small suggestion I'd offer for the mod. Having launched and started a new campaign, everything seems to be working fine. If I'm not mistaken, some of the UI elements in the initial screens are slightly different than in vanilla? Maybe it is just my imagination?

    In any event, if a graphics person can be "recruited" to do 15 to 30 minutes of work, and assuming it is possible to overlay a new image into some of the initial screens, presenting a clear sign to the user that the mod is active is always a good idea. For example, the ship icon that appears in the upper left in some screens could have "Naval Arms Race" added to the image.

    -=-=-=-

    ADDIT2: and yeah, once I get into the campaign I can DEFINITELY see a lot of visual changes to the UI, camera positioning (even on the campaign map), etc. So . . .my immediate puzzlement "is the mod running?" As I was launching and getting a new campaign spun up was completely dispelled. As such, the suggstion is not nearly as practical as I thought.

    Still, if it is not difficult, always good to promote your "brand!" 

  7.  
    16 hours ago, anonusername said:

    Why is it even desirable for HE shells to be able to sink battleships? I think that HE shells should have a dramatically lower chance to spread fires below decks without a penetration. This will allow them to continue functioning as a means for weaker ships to destroy superstructures, or for large ships to deal more damage to smaller ones, without allowing the current silliness.

    I'm not a naval historian. But my understanding is that a "high-capacity" or "high-explosive" (HE) shell is not a "non-penetrating" shell per se. Penetration can, and will occur even with shells that are not-designed specifically to penetrate armor.

    To be honest I'm not familiar with the intricacies of how the app handles "fires" and in particular how fires which are started above decks as a result of non-penetrating hits with HE shells do or do not spread to other parts of the ship.

    I will acknowledge that: peltering an enemy with HE in order to set as many fires as possible DOES seem to be a bit "over-powered." But I'm concerned that the quoted question swings the discussion way too far into the other direction, by suggesting that it "should not be possible to sink a battleship" by raining down hell fire on it . . . fires spread; fires cause shit to blow up; big explosions can blow holes in hulls leading to flooding and sinking, etc. . . .

    Agree that: the results of the "Battlecruiser tournament currently ongoing" on Stealth's channel do suggest there is a need for rebalancing of some sort. But it may need to be EVERY circcumspect and trivial balancing to achieve the desired effects, and come far short of anything that would make it "impossible" to "sink a battleship" with HE shells by causing fires.

  8. 20 minutes ago, pandakraut said:

    You should have an email from xsolla that provides a steam key.

    I have a couple emails from xsolla from Jan 2020, one of which includes a "Bonus DRM Free Key . . ." and  hyperlink to Download the Game, but it seems to be the xsolla verison.

  9. I have played Ultimate Admiral Age of Sail a good bit in its early version, beta or whatever you call it--the one that is distributed with xsolla (also Dreadnought, which I see is still listed with a release on Steam store of "TBA 2021." I also own UGCW and that one is fully installed in my Steam library.

    So with respect to UAAS I have a directory in my Steam parent directory:

    H:\\Steam\steamapps\common\Ultimate Admiral Age of Sail\Ultimate AdmiralAge of Sail

    But the game does not show up in my Steam library page. Seems pretty obvious I have the pre-Steam version. What is not obvious is: how do I got about redeeming my "beta" version purchase into the Steam version?

    I tried running the launcher to see if I could get to an options tab that had this automated, but the launcher spent literally an hour updating and patching and I turned it off.

     

  10. Just had a little experience with skirmishers in Snakes and Powder. Had two brand new 150 trooper Grenadier companies. Broke off some skirmishers to guard flanks, I guess about 35 troopers? Moved cautiously up road. Spotted an enemy unit in the 40 ballpark. Lead Grenadier formation engaged it might have done a casualty or two, but they definitely killed one or two of my guys. Sent the right flank skirmisher to flank the enemy, and also the left flank, and brought the rear Grenadier company up on the left. Instantly spot another Spaniard on the right coming up the road, and then another up the road down the middle. My right flank skirmisher gets engaged, I tell it to withdraw, it doesn't do it, Men are dropping like flies for a couple seconds. *Poof* Shattered.

    This kind of thing makes the game "not fun," and turns it into an exercise in: play the battle sea what nonsense scripted ambush is waiting, to kick the user in the nuts, restart and take action appropriately.

    Great game. Glad I bought it. Looks promising, cannot wait for it to finish up. Needs a LOT of balance work.

  11. 'Blast the armor to zero before using cannister' . . . what about the crew men on deck, or in the rigging? Gun wales only extend up to about waist height right? Am I supposed to believe that the crewman on deck are consistently going around in a stooping posture and keeping their heads below the level of the gun wales most of the time?

    I am no expert in the naval combat of the era but it does not make sense to me that it is impossible to cause substantial casualties with canister or grape shot at point blank range simply because the ships "armor" is still largely intact. For that matter, my observation is that even with armor on a side to zero, the anti-personnel ammo is shockingly ineffective. I'm not the only one who has posted this observation on this board.

  12. 19 hours ago, JerryRocy said:

    current system of Side missions (POI) is not good. Should be button to autoresolve mission in 5 seconds.

    I disagree with that. It seems the point of the side missions is to offer "opportunities" at some risk in cost of probably damage or mission failure. This puts an incentive on having a larger fleet, and being able to do these side missions as much as possible. But they should always require one "turn" to complete, meaning: If you assign ships to a PoI, and then do a mission, there is a good chance the PoI will finish, you get the ships back in the harbor and can proceed.

    Either (a) making them take until the next stage or (b) having them resolve instantaneously would seem to miss the mark.

  13. On 12/18/2019 at 5:22 PM, WilliamTheIII said:

    Boarding is certainly the meta for winning the game. I typically try to capture every ship through fireworks then really only focus on taking the bigger ones such as the 3rd, 4th’s, and Endymion. I do this more for enjoyment of seeing things go boom more then it being optimal. Just remember not to use canister until right before you board (prevents fires) as round does significant morale damage and honestly chain kills more imo. 

    Good points, except: one would think that fires would actually kill crew and reduce morale, but I've never seen evidence of it.

  14. On 12/16/2019 at 8:17 PM, SweatyPenguin said:

    First of all what kind of mythical heroes am I playing against here? I have the enemy sloop to my leeward, he's stranded in the wind, armour stripped, I am raking him bow to stern, he lost his mizzenmast, most of his guns, is taking on water and yet he will not strike. While I certainly applaud his bravery, it just seems a little too much. Is this an intentional mechanic to force players into aggressive boarding actions rather than playing it safe with a ranged engagement as a tactic for capturing enemy ships? If so I am certainly no fan of it. If not, it needs significant adjustment. If a ship takes a broadside that shaves away over a quarter of her armour hitpoints, I certainly don't want to see her just sit there and take 8 more like it. More work on the morale meter perhaps, reflecting the overall state of the ship, her crew, her sails and her armamament, as well as the time period in which this damage was dealt to her. Perhaps not to make her outright strike, but to make her susceptible to do so, ie. half-hearted defence of a boarding action, striking after suffering another artillery shock, or striking when suffering further critical damage (losing a mast, taking on water, rudder etc.) In any case, I shouldn't feel like the more predictable result of a gunnery duel is blowing the enemy up rather then surrendering him.

    Which gets me to, i suppose hitboxes? Or more accurately on hit effects? Now the first hits simply stripping planking I understand, a game mechanic, a good one, it works, I like it. But when the armour chips away there follows a mess. The effect of round shot on ships components is somewhat satisfactory. The damage reflects the angles of impact well and I can say that when I did feel like I've managed a good broadside, I also felt like I was adequately rewarded with good damage. To the ship. The crews, on the other hand, appear to be bulletproof. I'm not expecting to be killing dozens here, but when I pull of a very steeply angled shot, all but raking the enemy ship, with the shot actually going out the other side, so clearly fully penetrating, well when such a broadside takes 5 guns and only 4 enemy crewmembers... something ain't right. When another broadside smashes into the enemy on his uproll, below the waterline, blows a water pump, hits ammo stores, hits a mast, takes out two guns and takes out one crewman, that's just plain wrong. I can take my ship yardarm to yardarm with the battered and now unarmoured AI, load canister, and blast it in from so close his men might as well lean over to try and snuff the fuse, and when that barrage kills a grand total of 0-3 men, something clearly needs to change. This was not a one off. I did this multiple times, tested out different ranges and angles too, different states of armour. The results were always identical. No more than 6 men killed, quite often none. Canister is in fact so ineffective, that the musket fire from the on-board marines does multiple times more damage to crews, and not just over time, but per volley. At point blank ranges, being blasted through with 12 pounders, I would expect the men on those sloops to drop in double digit numbers. Perhaps this is something you deem too extreme for the purpose of the game, in which case I would have to disaggree, perhaps this is something that plays out far smoother on larger ships I have yet to test. At any rate, during my tests in the first battle, these mechanics felt entirely out of tune.

    I agree wholeheartedly. I hope the devs are listening to this feedback because if the combat balance is in this state when it goes to Early Access on Steam it is likely to harm their Steam Rating quite badly.

    Challenging is good, as long as you give the player an option to play it on true "Easy Mode."


    My suggestion: change the values of whatever parameters are giving the computer opponent this ridiculous resiliency to about 2/3 or 5/8 of their present values: Make that "Easy Mode."

    Make "Normal Mode" at about 4/5 of current values.

    Make "Challenging Mode" at current values.

    And then whatever for the masochistic difficulties beyond that . . .

    The point you make about grape shot is abundantly clear to me: it is clearly LESS effective than musket fire and that doesn't jibe with my understanding of these weapon systems. I also think that the Computer Opponents musket fire is slightly more effective than players.

×
×
  • Create New...