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Kiknurazz91

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Everything posted by Kiknurazz91

  1. Ok update got the cash and stuff to work but i started a campaign in 1940 and transferred all tech to my 1900 campaign now when i open my 1900 campaign the shipbuilder shows nothing. Never had a problem before i love to build Yamato BBs in 1900 so this sucks. I copied technologies from my 1940 save and pasted them over the 1900s tech did i do something wrong?
  2. so i need to view it in table form and save it in that view?
  3. I converted my 1890 campaign to the json file, edited it using the JSON editor changed the stuff i wanted (tech and money). Replaced the old json save file in my locallow folder with the newly edited one and nothing changes in the campaign its still like it was the original 1890s campaign not even my money has changed. Used to have no issues so what gives? This is my process: 1)start campaign 2)save game 3)click on file converter in top left 4)convert save .bin file to json file 5)exit game 6)open chrome and use json editor 7)open save .json file from gamelabs in the locallow file 8)edit files using .json editor on internet and save 9)drag the edited save file to the game labs file 10)click replace files 11)open game and click continue campaign and load the save 12)enjoy the edited files This is my process i have done many times before. Now it doesnt work for instance starting 1900 japan edited files gave my self 1000000000000 in cash loaded in the game and i still have the standard starting amount. So where have i gone wrong as this has always worked before am i missing a step?
  4. Once the final patch come through maybe a Modder can make it happen.
  5. This has been requested many times actually two or 3 patches back. Just some way to organize the ships formations before battle.
  6. Your edited part answered my question thank you.
  7. Ok thanks for the info my questions still remain though. What's the difference between techmod and technologies? How do I edit these properly so they stop at a certain level? Also another question which techmods correlate to the techs in game?
  8. Can someone explain to me how editing the techs and tech mods in a save game work? I edited the techs to make them research a level with every turn but now when putting bulkheads, double/triple hulls, anti-flooding etc. it adds an absurd amount of weight that makes the ship automatically overweight. So can I cap a certain research tree?
  9. Still having issues with being able to move fleets past enemy fleets. My fleet (2BB, 2BC, 4CA, 2CL, 6DD) is currently trapped in a bay and I cannot move them out due to an enemy fleet of 3CLs at the mouth of the bay. This is absurd to say the least that my large fleet is trapped by a tiny fleet and this bug should have been fixed by now. Also in what world does smooth waves and clear skies have an accuracy penalty??? If anything it should give a bonus
  10. Such is war winners dictate terms and their crimes are forgotten. why should this not be any different this is after all a fairly realistic game. Having the ability to dictate the surrender terms would alleviate a lot of the BS you get when you fight a many years war and get little to nothing out of it. Of course there should be some limits such as you cant say you want all of the countries territories, ships, etc.
  11. Any ETA on the issue with being in the middle of an invasion or land invasion and the country ceasing to exist without anything for the invaders?
  12. 1) An easier way to select multiple ships in your fleet menu rather than cntrl+click on each individual one so we can change the options available to change. 2) The ability to assign Fleet numbers to groups of ships. For example my 4BB, 6CA, 12CL, and 20DD can be named the 1st fleet and these fleet assignments will be effective until the player changes them. It would make it easier to manage than just simply taskforce and also have the Fleet number such as 1st above the ship icon on the campaign map. 3) If economic collapse happens during invasions or war the province should automatically go to the person invading it. Also reparations should still be given to the countries who were at war with the country that collapsed. 4) No end date!
  13. OK now I'm starting to get pissed off it was mentioned a few times in previous posts and OBVIOUSLY has not been fixed. Playing as the US and I had 2 province invasions occurring on mainland England and Ireland and India. 5 at 75% or greater I was almost done with conquering the British primary provinces then bam economic collapse. All invasions stopped and the 250k vp I had against the British gone because they collapsed! 4 years of war and conquering down the drain FIX THIS!!!! Its absolutely absurd that I didn't not get the provinces I was almost done conquering or even the reparation's for VP I had. At this point until this is changed I'm done with the game and I'm sure that doesn't mean much to you guys as you have many others playing but I wonder if anyone else has had this happen. It is a massive flaw in the game that needs to be fixed ASAP! Bug report even submitted. Is there an idea on when this can issue can be fixed? @Nick Thomadis
  14. Invasion tonnage issue still happening I started an invasion with 492k ton requirement on the next turn it jumped to 1.4 million ton requirement. My whole navy in 1917 only has 800k tons and that's with 182 ships this is ridiculous as it as happened on 3 invasions prior to this. Bug report submitted but its still frustrating because to get high tonnage in the early 1900s is hard without more than a couple hundred ships and 50% at least being battleships and that gets hard to manage.
  15. Yes it did but that's before 1922 and that is 250 total ships. I played a campaign starting in 1920 and by 1935 the largest navy was 814 ships with 600 and some being destroyers. It wouldn't be an issue but when the taskforces are made up of 80% or more destroyers it means all you'll do is get to dodge torpedo's for 10 minutes. In WW2 the average task force 58 had about 2 destroyers per capital ship and one destroyer per CA and LC. TF-58 was still even divided into groups which had an even smaller number of ships. So I'm encountering the average task force of 1 BB, 2 BC, 1-4 CA, 1-4 LC, and 10-20 destroyers. This is absolutely absurd considering the average fleet by 1935 had about 500 ships. I had 162 ships at my largest ship count. It needs to be managed better as was stated above this post.
  16. The highest I've ever gotten is 142k but ill try to get to that 250-300k mark. As far as the AI fleet goes I agree something should be done as 20 destroyer and 2 or 3 capital ships is not at all realistic and makes for a horrible battle. Capping the AI task force at only a certain amount of ships per task force would be great. Also in 10 years AI fleets go from 80-100 ships to well over 400 and they are 85% destroyers. It really clutters up the map and makes the turns run slow so capping a max total ship number for the AI would help a lot also.
  17. 1: Enemy nations making 100+ destroyers and almost no capital ships is no fun. 2: Still cannot get close to ports at some places during naval invasions if an enemy fleet is next to them. 3: 112k VP for me and 3k VP for the British= minor victory and 582 mil in reparations not even close enough to get territory and only enough to get a few outdated ships (DDs and CLs). War is not worth anything at this point. 4: Enemy still retreats for example my 1 BB and CL made the British force of 1 BC, 3 CA, and 12 DDs retreat before even getting to fire a shot why???? 5: 1950 end game date is too soon not enough time to dominate the world. 6: The enemy fleet simply torpedo spams the area and really makes it hard to enjoy a battle when you have 50 or more torpedo's to dodge especially when their fleet consists of mainly destroyers. At this point the campaign is not as enjoyable as it should be there are many other small things that make the campaign simply a pain in the ass.
  18. For the love of god please allow us to keep playing past 1950. It would make the idea of global domination possble.
  19. Add the ability to during a peace treaty that if the terms are not what we want then we can choose to deny the terms and either they agree to winners terms or continue the war. For example winner dictates what they want from the enemy such as territory or ships and even limiting their naval power just like the Treaty of Versailles did to Germany in WW2. If they do not agree then war continues. Make wars worth the time and effort.
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