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ozzy.88

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Posts posted by ozzy.88

  1. On 5/10/2023 at 7:32 AM, Panzergraf said:

    I converted my old campaign save (not even 8 hours old...), and I can see it saved as save_0.bin in the save folder, but when I try to load campaign it can't find the file.
    After trying to load, the save file is gone (I still have a backup though).
    I tried starting a new campaign, saved in slot 3 as save_2.bin, and it shows up in the save folder and can be loaded just fine.

    Similar issue here: the game automatically converts .json save file to .bin, but when i click on 'continue campaing' it just DELETES the save file (!) and shows me empty slots...

    And just like Panzergraf said, new saves are unaffected.

  2.  

    A lot of very good points!

    I have another one though: introduce sort of 'national flavours' that would depict different nation's approach to naval warfare and make gameplay unique for each of them.

    For example:

    France - early access to quad turrets

    Japan - early access to oxygen torpedoes of larger size

    UK - better coal quality: +1 knot of speed when using coal or coal+oil fired engines

    USA - better damage control

    On 3/13/2023 at 7:31 PM, halofanjames said:

    More freedom with barbette placement: somewhat annoying that only some ships allow side barbettes, it'll get weird but I'd love to make a Frankenstein ship of barbettes everywhere.

    I would suggest a different approach: get rid of the barbette placement altogether and add option to raise/lower each turret you place on a ship.

    • Like 2
  3. On 1/27/2023 at 10:42 PM, ozzy.88 said:

    Hello,

    I on the other hand would like to see some historical designs being used by the AI, so I started to recreate some of the IJN ships, You can download them from here: https://drive.google.com/drive/folders/1e3zjV1ASmHATWqF60_7jyff4fiHMSX-1

    I will continue to add more IJN ships, but creating historical (or close enough :P) designs for all nations is too much work for one man :)

    If there are people here with similar needs, maybe we could each take one nation and populate the game with real warships?

     

    Cheers! 

    UPDATE: I finished all the IJN designs I wanted/was able to make and packed them in one .rar file for easier download.

    If some ships didn't make it to the list, that's most likely because I wasn't able to create them with the existing hulls or they would be identical to an other design.

    Enjoy! :)

    • Like 2
    • Thanks 1
  4. Hello,

    I on the other hand would like to see some historical designs being used by the AI, so I started to recreate some of the IJN ships, You can download them from here: https://drive.google.com/drive/folders/1e3zjV1ASmHATWqF60_7jyff4fiHMSX-1

    I will continue to add more IJN ships, but creating historical (or close enough :P) designs for all nations is too much work for one man :)

    If there are people here with similar needs, maybe we could each take one nation and populate the game with real warships?

     

    Cheers! 

    • Like 2
    • Thanks 2
  5. On 6/22/2020 at 8:19 PM, HistoricalAccuracyMan said:

    Unless someone here has already figured out a different way to do it, the only way I can currently make something that resembles a Myoko class cruiser is by making a Japanese 1940s Battlecruiser with 9-inch guns. The gun calibers aren't so much the problem, but the gun layout is. On a heavy cruiser hull (as is currently in the game) it is impossible to make a Myoko class cruiser.

    Well, my attempt at Takao resulted in this hideuos abomination:  :D

    screen_1920x1080_2020-07-10_17-10-13_lt.thumb.jpg.16be3c2fcf64ea8c3940767eb583d46f.jpg

     

    But yeah, once the campaign is up and running  the game desperately needs more hulls and options for ship customization... Or maybe even few after steam launch... (hopefully)

  6. On 6/19/2020 at 12:41 AM, Hellstrike said:

    "Cruisers needed" is badly balanced and the heavy cruiser hulls are very restrictive due to the large towers and the boats in the middle. The battleship I'm supposed to save sinks before my cruisers can show up in 1/2 of the cases, turning away takes too long (the BB is sunk or badly mauled before it can even try to run towards the cruisers). Torpedo cruisers are even worse because by the time a torpedo makes it to the French BB (long range shot) or you can get point-blank, the Italian BB is scrap. And as stupid as it sounds, simply slapping a pair of triple 18"s worked way better than any even slightly realistic (large) cruiser I tried to build.

    I had a totally opposite situation today: the italian BB  I was supposed to protect sunk the french "largest-ever-seen Behemoth" with only few salvos before my CLs managed to even get there xD

    I guess this just shows how the random designs need more consistency, because as of now a succes in many scenarios depends purely on what the AI is going to build...

     

    Also, a new mission suggestion: one where you have to build cruiser/battleship according to the Washington/London Naval Treaty restrictions and fight against other treaty warships.

  7. Sorry, haven't noticed it; and it seems you made much more thorough work than I did :)

    I'm only going to add, that I'd like to see your idea of placing boiler rooms expanded (and obviously not being able to place main guns above them). This way the echelon layout will become a useful and logical option, not only for people seeking to recreate WWI ships, but also  for a casual player.

     

     

    • Like 2
  8. So let's talk about placing super-imposed barbettes in UA:D.

    Currently the size of turrets you can put on a barbette is determined only by the caliber of guns in the turret, anything else, like the number of guns, is irrelevant. The huge superimposed barbette can take any turret, while all the other barbettes (enlarged, tall, very tall, standard and medium) can mount turrets with guns up to 16". Here's a pic of medium and standard barbettes with a triple 16" gun:

    barbety_02.jpg.0817daf7e1d7e34d97b35e6a82072af4.jpg

     

    I think the topic might be quite important, because, I expect that once the campaign is up and running we will be able to retrofit older ships and give them new guns. And if I recall corretctly, Drachinifel said in one of his videos, that the rule of thumb is that for every 2 inches you increase the caliber, you lose one barrel. So for example if you have an older ship with triple 14" turrets you should be able to swap them for either double 16" or single 18". But in order for that to work, the size of the turrets must change according to number of guns it has. And currently it doesn't. Take a look at another screenshot:

    barbety_01.thumb.jpg.1cb029df456d512119a1185f330e8b48.jpg

    The bow of this hull is too narrow to mount a single 18" gun, but a triple 17"? No problem!

    So the thing that needs to change is the diameter of turrets with different amount of guns and player shouold be allowed to place them  on certain barbettes according to said diameter.

    For example:

    Huge barbette: no changes, all turrets

    Enlarged barbette: 17 and 18" limited to double

    standard: 15 and 16" limited to double, 17 and 18" limited to single

    medium: 13 and 14" limited to double, 15 and 16" limited to single.

     

    OR as some people suggested in other threads, throw all the barbettes out of the window and just let the player adjust the barbettes height while placing the turret. That would make buiding even three turrets superfiring over each other very intuitive and easy. But we have to remember that such designs would be also very top-heavy and unstable - something that the game in its current state doesn't simulate. 

    IMHO the former solution is going to work better in game's current state, while the latter is going to require more work, and may be implemented further in the future.

     

    What do You think guys?

    • Like 2
  9. On 5/15/2020 at 8:14 PM, Xenol said:

    Similar to the above, why does it limit the number of some things? Why not let me have two secondary towers? Even worse, why limit the number of barbettes/turrets? Dreadnought/superdreadnought hulls seem limited to 6x centreline turrets, which is not only unnecessarily limiting to the player, but ahistorical (HMS Agincourt having 7).

    There is one issue with this: it would allow player to put centerline turrets all the way from aft to bow creating an impossible design with no place for engine rooms. There are two ways to solve this: either limit the number of centerline turrets (like in RTW) 

    OR

    reserve some portion of the hull for the machinery. It would be under the deck so it wouldn't collide with superstructure, only with gun barbettes. How much space exactly it would take would depend on ship's displacement, speed and technology. Since the machinery would be in the middle it won't restrict placement of casemate guns and wing turrets. It could also add penalties to funnel capacity/engine efficiency if the player placed funnels away from the boiler rooms.

    Pic rel:

     

    layout_01.png

    • Like 4
  10. What about staggered wing turrets for cross-deck firing, like in German WWI designs?

    I mean yes, you can build those if you really want to (it's actually the first design I tried to build in the game), but it's quite troubling and gameplay-wise there is no point in doing so. And historically those ships had a good reason to be made that way. The reason why it's pointless in UA:D is because the game doesn't take space taken by machinery into consideration and let's you put the turrets centerline, over the boiler rooms.

    The simplest way of implementing this into the game would probably be a hull with lot of empty deck space, but restricted to only 2 centerline turrets, possibly with some way to make balancing port/starboard sides easier...

    I  remember that in RTW I've been using the cross deck firing design on almost any ship (DDs included) before researching superimposed turrets :) 

     

    • Like 6
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