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Suts

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About Suts

  • Birthday February 22

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  • Gender
    Male
  • Location
    England
  • Interests
    Military History, Engineering and High Fantasy.

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Landsmen

Landsmen (1/13)

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  1. Interesting bug I've come across in my 1900 start German campaign with your excellent mod. I've unlocked the Mk 4 8-inch guns and the base barrel length is 6 calibres long, and the performance is proportionally lacking as well.
  2. Can we the player have more control over our nation's diplomacy? I've had two campaigns in a row suddenly declare peace as I'm a turn or two away from annexing a major region from an enemy, despite all my best efforts to decline any peace treaties ! The first being Manchuria playing as Japan and just now Hungary and Croatia playing as Italy, both with 1900 starts. The game is at it's most frustrating when crucial information is not relayed to the player and player choice is completely neglected.
  3. Having the exact same issues, I've given up on actually trying to play and enjoy the game until this gets resolved, anything larger than a small skirmish is just impossible to play without it devolving into a hopeless, un controllable blender of ships.
  4. Tension mechanics working as intended I suppose ))) No but seriously we need to have more direct control over Diplomacy, targeting certain nations we want to go to war with as well as being able to force negotiations after a hilariously one sided but never ending war.
  5. Park a task force in the South China Sea, it should build tension against the Japanese and Russians and you'll be at war in a matter of turns, this is how I've instigated wars as the Japanese.
  6. Im having issues with CA hulls not firing their main armament at all. I have a Myoko style Heavy Cruiser in my 1920s Japan campaign with 5x2 8.2-inch/50 mk.IV guns and when providing full broadside to an enemy only one turret forward and occasionally one aft would engage, the rest would aim, track but never fire despite being loaded. https://www.youtube.com/watch?v=Y2P3X5boKi4 As you can see the Secondaries have no problem lighting up the target but the main guns just refuse to fire at all, and when they do they never do so in salvos.
  7. One of the main reasons I much prefer playing Japan and Italy over anyone else at the moment in the campaign is precisely because of their decent variety of unique cruiser hulls and structures. I'd like to see a proper Leander, Town/Crown Colony and County class Hulls, super structures and Turrets for the RN, Omaha, Brooklyn and Northampton types for the US, as well as more varied destroyer hull and turret types. Cruisers also need a lot of rebalancing especially when it comes to speed and armour, you can easily make 35+ kn light cruisers with near enough 6 inches of armour all over the hull on ~8,000 tonnes displacement going from around the mid 1920s onwards, which is completely ludicrous. This obviously takes back seat to making the campaign work and getting a solid interactable diplomacy system in place (please let me take the enemy to the negotiating table if i've crushed their entire fleet and blockaded them for 3 years.)
  8. For the love of all that is good stop with the bloated feature creep. Fix and refine what you currently have and then drip-feed in new features that are actually meaningful and engaging. There are still plenty of issues with balancing of certain hull types, gun calibres etc in the ship designer that have been around for ages and don't seem to being addressed. Why are the Refitted Dreadnought hulls so ridiculously heavy? Why am I able to have 5,000 tonne light cruisers with good speed, heavy torpedo armament, guns and covered all over in 6 inches of armour plate? Why do ships magically teleport to random ports? Why are 12" guns laser accurate and why are guns in excess of 16" completely useless? Why are guns just not to scale between different turret models? Seriously look at the insane size of French guns compared to say German styled turrets, it's absurd. These are issues that have been present in previous versions and haven't been addressed and I doubt they will at the current rate. Now we have to worry about the asinine """realistic""" fuel system, flaws in construction that are so hilariously disparaging I'm surprised all big gun battleships were able to set to sea in the first place, AI that doesn't want to engage at all. There are still plenty of systems in the campaign that need fixing and refining from 1.08 such as the questionable Fleet Tension mechanics, Diplomacy feeling absolutely useless, the AI just being braindead. The UK has this nasty habit of putting it's entire fleet in Cyprus for no good reason in 1.08, I shudder to imagine what ridiculous fleet manoeuvres the AI will pull with the entire Globe at it's disposal. Please stop slapping on more features that inevitably cause more issues and make previous flaws even worse and work with what you have first.
  9. It's about as reasonable as running around with 38kn+ destroyers in 1910. The 8" was a testbed from the late 1970s, far from the scope of the game. The DD hulls we have in game struggled to handle guns in the 6-inch range, I'm all for more freedom in design but it is best to temper the more outlandish modifications for regular play. Tweaking other adjustments such as crew surrender seems questionable as well, I doubt warships from the period could be combat effective with less than half the crew available and I'm curious as to your reasoning for up to 5 inches of armour on transports and the hilarious number of guns. The changes to the shipyard and research tree however are much appreciated and definitive improvements over vanilla.
  10. Interesting bug, what was a perfectly fine Destroyer starting the battle with 0% structural integrity. I guess what people say about the structural integrity of post WW1 German Destroyers is true.
  11. Spent my day honestly frustrated with the campaign, funding is ass-backwards and completely random, some games will start off balanced, others the AI will have in excess of 20 or even 30 battleships or over 50 CAs, combined with the still appalling AI designer that puts a huge emphasis on torpedoes and giving their capital ships next to no armour, I'm feeling pretty burned out on the campaign right now.
  12. This, I hate doing 1930+1940s campaigns just because the AI will deadass slap on 8x quintuple launchers per side on cruisers and they suffer next to nothing for it, there needs to be a hard limit imposed on the AI designer for torpedoes on cruisers, as well as taking so many an actual liability as it was historically.
  13. same campaign, battleship with single bottom and anti-torp II, it took one hit to make it go the way of the HMS Queen Mary.
  14. Destroyer hulls seem excessively tanky once again, this hull is crippled sure but it took 3x 19-inch mark 2 torpedoes in quick succession and is still in remarkable condition all things considered, that is enough to outright sink a cruiser in my experience, or cripple battleships with strong anti-torpedo protection.
  15. A well co-ordinated mass torpedo strike works wonders, the AI is very efficient at dodging in skirmishes, but in large engagements they are pretty poor. I find 1920 and 1940 campaigns to be dominated by effective use of torpedoes, which is a testament to just how absolutely bonkers they are right now, with how easy it is to just cover hulls in torpedoes for relatively little cost.
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