Jump to content
Game-Labs Forum

Grandpa Canuck

Members2
  • Posts

    33
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Grandpa Canuck

  1. I know you allow for sighting and gunnery spotting in the techs but,,, Can we have place able catapults for cosmetic and for a realistic deck usage item to go along with those techs.
  2. I am having great concern over the damaged ships always auto retreating to the nearest port. Over time certain ports can be overwhelmed way too much. In my current game the British have over 80 ships in Malta all of which returned there from damage taken during battles. The port is now costing them high maintenance and few ships are getting repaired during this long war. This happens to many small ports in colony lands way too often. If the closest port if over full the next closest needs to be chosen and if all ports in range are well overloaded then maybe ships should just stay at sea and try to make it to a port by regular movement. As well there needs to be a way to move/tog/strategically redeploy ships to bigger ports to repair. Even the USA during WW2 sent large damaged ships, once stable, from the mid Pacific to the US West Coast. The game needs an option to move damaged ships to major ports and not just keep piling ships into tiny ports.
  3. Over the last couple of patches the economy as become very difficult. I admit it needed a shift but now countries can't maintain larger ships except USA in my current game. I am currently testing China and am 26 years into the campaign. Countries like Germany seem to build BBs but scrap them. I have been successful in expansion but am still very limited in my economy. Also it is 1916 and no one has made a BC or a submarine yet. I will soon and I saw a notice a month back the USA laid down a new BC build. Also had a difficult situation in my last war with Germany. I took most of their Pacific Islands my invasion and each month sunk many transports but yet they steamrolled me on the mainland and took several areas from me that I could not take back in the peace negotiations. Firstly, it seems a bit one sided how without transports they brought in an army to wipe me so hard. Two countries were eliminated in the first ten years, Spain and Italy. I did take all the Spanish possessions in the Pacific and also Quatonimo in a peace deal.Since then every few months Italy tried to reform but has always been defeated. I can confirm the new ability to take an ungoverned territory works though as France and Austria have taken provinces this way form the old Italy. They also attacked from Northeast China to Manchuria and there is no indication the two areas are adjoining on the map. Please keep up the good work. The game has improved a lot over the recent updated.
  4. Been 10 days, that's over a week. Can we have an updated ETA please.
  5. We need a way to know our relations with minor nations. We can influence our position with major nations but not the minor ones. We need a system to affect this more. Doing so should affect the major nations that minor has good relations with as well as our reputation and unrest overall. I also agree we should be able to use our prestige to have more effect on all diplomatic items. If the campaign game is to run the navy this needs to be a political game as well as a naval ship building and battle game. A system when we can use small, medium & large cost to prestige affecting political choices would be nice.
  6. With the world campaign framework now in place I hope some time can be spent developing interphase improvements. I feel there is a lack of good access to certain things and suggest the following. 1) The data display in the lower left with other country turn info needs expanding. We could use tabs to get to the information easier other than just scrolling up & down. Also I think three months of data or more should be available to go through here. 2) More information on provinces would be nice so as we can see the importance of each. A notice of port size increase would also be nice. 3) When refitting a ship I enjoy seeing all the data on the panel you can scroll over on the right side but, can we access the starting data in total so as to compare all the effects our wanted refit will cause. As well if all the stats were accessible from the ship data boxes in the top left would be helpful during building a new ship to be bigger better faster than the most recent type built prior. 4) An accessible listing of all ground offenses with appropriate data would be nice. 5) More details on battles done by other nations should be available especially if an allied ship was involved. 6) I feel there is too much knowledge of where enemy task forces are and where they are going. Maybe an option for more fog of war could be implemented. Some may think a few of my suggestions are more micro management than they want but many of us have this game because of the many great micro management features already implemented. I appreciate all the hard work done so far and feel I have already gotten my moneys worth from this game. Still I hope the development continues and truly makes this the ultimate standard for this style of game. Keep up the good work. Our best wishes are with you.
  7. Same. I reloaded and no icons. They are there in the count of ships and on the fleet tab.
  8. I would like some clarification here on the fishtailing steering. NICK: does the weather affect the steering any? Either rough seas or higher winds? Are you coding in Weather Helm type effects? The sides of a ship and its superstructure can cause a similar effect to a wind powered vessel in this regard. https://en.wikipedia.org/wiki/Weather_helm I don't see anyone commenting on any difference in calm or rough weather. Just wondering if this is the case as IRL it is harder to turn and maintain course with higher winds and rougher seas. So angle to the wind and seas is a factor on maintaining a steady course. I will try to look at this in my next few battles.
  9. Thanks for the opportunity to help test this. We will get on it.
  10. I have suggested before that ports have more than one rating. Each port should have a supply size, a repair size and a repair amount volume limit. Also hopefully the player will be able to control the growth of these individually for each port rather than just one shipyard increase choice. For instance Taranto in southern Italy starts in 1890 as a relatively average/small port and IRL by 1940 this was a major port compared to others. It grew a lot more, not uniformly with others over the years. Hopefully something like this is planed as we are still in the early stages of development of this type of feature in the game. Time will tell in 3-4 more updates.
  11. Started a new campaign an hour ago, was streaming it...and the game crashed out several times while in the build screen. The last 2 times not even an error report. A few days ago I played an Italian campaign 1890 to about 1906 without any errors, was great. I can't explain this latest problem, my hardware, settings etc are the same. Only thing is the last few hotfixes happened since the Italian start. Guess I will wait for more forum reports or a new hotfix.
  12. OS=Windows 10 Home version 10.0. 19044 Build 19044 CPU=AMD FX(tm)-9370 Eight-Core Processor 4400 Mhz 4Core 8 Logical Processors RAM= 16 GB GPU=NVIDIA GeForce GTX 1650 SUPER
  13. I also am seeing odd peace/war starts ends. Hard to report as a bug because of the lack of information we get on wars. Overall the diplomacy system being used is not working to allow multiple wars with changing participants and alliances. We can't give you specifics but if you play several campaigns yourself or watch streams of others and watch the data we are provided you will see it happen. I can't see our reports giving you data enough to fix this as it is right now. Hopefully you can solve this one internally.
  14. Thanks Nick. I know many of us have been hard on you guys about these updates, but many of us hard core players appreciate your teams efforts. Personally I would like to say the amount of comments you have made in this forum these last several weeks is a wonderful and dramatic change form 1-2 years ago. You are almost there for this 1.06 monster update. The game is turning into a wonderful thing and I look forward to the many things ahead from your team. Thanks and remember our complaining is just because we all wanna see this game turn out as a masterpiece to be the benchmark for these types of games for years to come, and something that will credit your resumes for even longer.
  15. Before 1.06 can go full release a few significant things have to be debugged. I am sure others can add a few more to my list as well. 1) Balancing is very very wrong right now. I can add a 3in gun near my rear tower and the fore/aft goes 30-40 points. Casemate guns placed closer to the bow/stern that a main turret do strange things. Moving a small gun on the aft of small tonnage ships is giving bad effects not understood by even experienced players. 2) The data report on wars is still inaccurate after the first war. I have been placed on the opposite side I was on, I have been made unable to go to war with a nation I am already at war with (in the decisions). There is no way for a player to know if a war has ended that they are not involved in directly displayed. 3) AI is still stacking more tonnage in ports than can fit. 4) If you are the second one to declare war on another nation and the first war is still ongoing you get no or very very few small battles. In my last attempt I was at war with France, they had 12 plus battleships in ports in the Mediterranean and as Italy with my fleet fully deployed in East/West Med and even a few in Atlantic and English Channel, for several months I had no encounters and the French lost no or limited transports. They meanwhile had a few small encounters with the Germans in areas with less ships. Doing a full release with these sorts of bugs I fear will cause many STEAM bad reviews and opinion will plummet. I have STREAMED on Twitch all of the last many updates. Devs, please review these along with the bug reports sent during them to analyze the situation and find a way to overcome. Three close friends who have tried most of the updates now have given up till there is a full release of 1.06 and if the bugs are still there they will likely shelf the game and write a bad review. Please don't release this with critical bugs this week. It has so much potential and many elements you have developed are wonderful.
  16. Well, its still major broken. Started 1900 Germany. France and the British went to war with AH after a few months so I stayed neutral for a few years. There war did not end and eventually I started a war with France. Guess what.One British port has 32 times its capacity in ships Almost all French and AH ports are over capacity as well. Italy who was neutral till just now when it allied with me is ok, her ports and fleet look "normal". I ran the war 3 months and had one battle. It was a fleet of 2 BBs with support ships against a British CL. The war score in the top left is only at about 5000 to 3000 after 4 years of war. Can't play like this a fix is needed to solve these big game breaking issues before better testing for balancing can be done.
  17. I am enjoying the random events very much. I understand this is under development and is not yet totally complete. I also understand the spirit of these random events but not all events make sense in all situations. This one made to laugh hard. I shrugged it off as government officials not in touch with reality but really I hope you make some kind of filter so as some events never happen to some countries. Of course I had to answer the 3rd bottom choice.
  18. I did a few collisions in battles and I must say something has changed. That is, for the better. Damage grows more severe as you attempt to continue and force your way through the broadside of a ship. Both take larger damage than before but the level of flooding is defiantly more. Clipping your bow along a ships side severely damages your bow and damage is done all along the enemy ship. Bravo team, this is a very interesting thing and I appreciate the effort into such a small part of the game battle system to make it so interesting. Looking forward to see how armour thickness and angle affects this new damage calculation. If ya can't out gun them or run away from them, might as well make your ship into a torpedo!
  19. LOOOOVing this Update 6----- "-Fixes on Battle AI and Targeting. The AI should be overall more effective and much less predictable according to the nation. - Expanded the Division AI logic to use AI personalities, so now the system should be more effective and responsive than before, sending ships in Screen/Scout mode to attack/defend more efficiently. The AI opponent will benefit equally from this improvement." These 2 items are wonderful (I got my a s s kicked), the first couple of battles I realized I had to think to win, GREAT WORK! I saw no dumb AI suicide charges or waste of ships. If saving one was possible the AI made an attempt. Also as AI running my screen ships, also great! Felt a lot more natural and representative of possible real engagements.
  20. From the patch notes:---"Exponential speed limit for hulls: As ships reach a maximum speed barrier depending on the hull technology, then the engine weight needed to achieve a higher speed increases exponentially. Thus it will be much harder to design unrealistically fast ships with old hulls, something that a lot of players abused to make much faster ships than the AI to overwhelm it." NOTE: see https://www.dreadnoughts.ultimateadmiral.com/post/major-update-v1-05
  21. If you look back in the patch notes you will find this tonnage increase after a certain speed is an implemented thing. All water craft have something called "hull speed". That is the fastest you can go displacing the water around you as you travel. To go over this is very hard to do by just applying more power...so the need for much most engine to gain just 0.1 speed more. The hull design you are using must have a hull speed of 31.9, other hulls will vary but have the same added feature....its not a bug but it is a very good simulation of IRL design.
  22. You will not make drydocks or construction slips everywhere I'd assume as they should be very expensive. But I can see making a few ports able to build or repair larger CAs and maybe 1-2 colony ports to repair/build a CL or DD. I would think the lower start rate would be higher than the increase as the starting of a drydock is a lot harder than expanding one. So with my idea you may support BBs from any port with Supply high enough but not make or repair them there. Also I see a port able to have say a drydock of 15,000 but a Service Capacity of 45,000 thus it could repair 3 15,000 ton CAs but not even an older 18,000 ton BB could repair there. Remember ships don't have to be in a drydock for all refit or repairs so servicing a few CAs, if enough support things are available in the port, is possible. Also building does not always happen in a drydock so construction size and size of a repair drydock are IRL 2 totally different things.
×
×
  • Create New...