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Scorpion

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Everything posted by Scorpion

  1. Lately, I've been encountering a bug with formations. It happens when the leader of a formation is hit and falls back. Sometimes, it seems when the other members of the formation also have some damage, the leader falls back and control is passed to a second ship, but since that ship also has damage, the control is then passed to a third ship, and so on, continuously. The situation devolves into a furball of ships continuously taking the lead and falling back, without chance of recovery, becoming uncontrollable. Has anyone else encountered this? (I also submitted a bug report ingame.)
  2. I started a few missions in the Academy, and for some reason, when the battle started, ships: 1 - did not reach the designed speed, the throttle bar was reded-out like the ship had received damage 2 - rapidly pitched up and down like a playground see-saw in the first seconds of the battle, and then returned to a normal behaviour I first noticed this when I designed a ship for 20 knots, but it would only go at 19. I didn't give it much thought, but then in the "attack undefended convoy" mission, I designed a light cruiser to go to 30 knots, but since the begining of the mission, it was locked out to only 17, costing me the mission. Has anyone else noticed this behaviour? (I also reported this in-game.)
  3. Nick hasn't posted anything since the end of November. I hope him and everyone in the dev team are all right...
  4. A minor bug I discovered: when choosing the engines, in the Multiple Expansion Engine 1, the stat line says the engine cost per weight increases by 100% and in the next line says it increases by 170%.
  5. While I don't share Plazma's assessment of how "easy" it would be to implement this, these 4 suggestions are in my personal top of needed Quality Of Life improvements. If your have a pop-up when the ship detects a torpedo, surely you should have some kind of UI feature tracking the torpedo. Even you (player) lost track of it during the battle, surely someone in the ship would keep a close eye on it, representing the UI feature tagging the torpedo. And it surely would be nice to be able to play more than 1 campaign simultaneously.
  6. YES. How many times have I been told "Enemy smoke spotted North", I proceed North and the enemy is nowhere to be found! I turn on the AI and my ships turn East, because I had been sailing due North and the enemy was sailing Northeast! I sure somewhere at the spotter's post there must've been some sort of compass. Provide an accurate bearing for the smoke! Or if you're going to stick with the cardinal directions, at least use the 16 instead of only 4! (E.G. instead of only North -> East, do North -> North-northeast -> Northeast -> East-northeast -> East.)
  7. I think I speak for all of us when I say that no matter how awaited, no patch or release is more important than the lives of your team members. I hope they are all safe, and if they are not, that they will soon be!
  8. +1 for this! Command: Modern Operations has this and I always have it set to pause the game when submarines or missiles are detected. It would have saved many of my ships when they detect a torpedo launch.
  9. Oh god I hope so. One of the appeals of this game is being able to realize my demented fever dreams of a ship.
  10. That happened to me and I did design and build ships. A few of each type, too.
  11. Me too! I started the German campaign, designing my ships, with Random AI. I designed them, built them, crewed them (maybe? I don't know what was happening there, the game did not provide much feddback on what I was doing), and when I clicked next turn, the dialogue showed "Updating relationships" and it didn't budge. BTW, the only instructions the game gave me was a pop-up saying "design and build a fleet". In the build-a-ship menu, it shows you how many ships you're gonna buy and how much they will cost, but not how much money I have. The Research menu is similarly criptic. You have three "free priorities" but I can't tell what technologies I'm researching or when can I expect the research to be completed. Are the "free priorities" a boost? Are they the 3 technologies I am actually researching? Are there any downsides in selecting all 3 versus only 1? I do not know, the game does not tell me. The fleet menu has the option to "set ship crew". Should I? Do I have to? How many crew do I have available? And why can't I choose to which ports my ships are assigned to instead of their homeport being chosen at random? Just a few of the many questions that popped into my head when I played the campaign.
  12. @Nick Thomadis, the first step to solve a problem is to admit one has a problem. And you (by which I mean the Dev Team) have to admit, you have a communication problem. Before this patch announcement (on November 14th), your last post on the development of the game was on October 8th. That's more than a month without hearing from the Devs about how the game is going. This shouldn't be happening. Much of the negativity and toxicity you complain about are the result of the absence of contact from the developers. In the absence of information, people talk. And they start wondering if they sunk 50$ in a dead game. For the second time, I only get news of a new patch just after about a month of radio silence. That is not normal. We don't need much from you. Just a few sentences once in a while, to reassure us the game is on track. If you want to look at the gold standard, look at SCS Software's blog or the Factorio Dev Blog. They don't even have to show us new stuff. Hell, the most interesting posts on the Factorio devblog were about the various bugs and software issues they found and how they solved them. Please, consider this. And take this post in the spirit of good will and care that it was written in.
  13. Guys, do your graphical settings "keep" when you restart the game? I changed my graphical settings to a ridiculously high level (new gaming PC) and after a few battles, the setting remained the same, but when I closed the game and started it back up again, the graphical setting had gone back to their defaults. Bug, I guess.
  14. YES! A much wanted change that has gone unmentioned! No longer will my OCD senses tingle at a ship whose tonnage is defined by a string of random numbers!
  15. Finally, a sign of life! And one bearing good news at that! I hope our hopes are matched with this Demi-Core Patch. On another note, i wonder if designs can be exported as small files and shared between players?
  16. I understand that, Skesis. I would just like for the devs to give us a heads up about it instead of going radio silent. If things get delayed, the more reason to tell us.
  17. Hallelujah! The Promised Land is upon us!
  18. You misunderstand me. Not with every update, but since the last update. Since about two months ago, we've been virtually under radio silence about what's going on with Core Patch 1. Without information, minds wonder and people gossip. Like I said before, we don't need much, just a few lines every fortnight. But the golden standart, in my opinion, is the old Factorio Blog. A simple blogpost every Friday where the team explained the bugs they'd found and how they squashed them. They managed to make sprite tiling and pathfinding algorithms sound interesting! I know, we are not owed that, but a man can dream, can't he?
  19. No, as a result of the lack of communication by the devs. I doubt if the devs posted some tasty morsel of what they've been up to the past month, we'd be this bored out of our skulls...
  20. Guys, you gotta give us a proof of life once in a while. It doesn't have to be much, just a "hey, look at this cool texture!" or "look at this bug we squashed!" or even a "hey, look at this menu!". But you've got to drop us some little breadcrumbs once in a while that we can follow. Just something to show you're alive. Because otherwise you'll have people saying "the game is dead!" after a few weeks of radio silence. I know I felt anxious when I heard nothing from the devs for weeks after I just bit the bullet and bought the game at last. I knew it was a risk buying in at such an early phase, but it still didn't feel good.
  21. The "skill" in naval battles consists of planning your movement, considering the enemy's position and motions, maneuvering to get them into a trap, and target selection. Not wondering where the hell are my cruisers and having to wander around with the camera trying to find them for 5 minutes. The first one measures skill. The other is just makes gameplay more annoying. How many times has the second scenario happened after spending some time micromanaging a few battleships in the middle of a torpedo ballet? What excuse is there, in the year of our lord of 2021, to make the player spend precious time searching for it's own ships in a 3D POV instead of having a quick, easy mode to recall its position? Do you think ships didn't report their own position to the fleet? Or that maps and plotting boards are just fanciful myths and legends? To make an analogy, think of a football game. You could make a team play against a more skilled opponent. Or you could make them play against a regular team only with some yobs lobbing stones at them from the sidelines. The first makes them use their skill, the second just makes it harder. Adding an overhead map doesn't diminish you skill as a commander. It just makes book-keeping less annoying. And while we're at it, if we were to really go for the Admiral experience, shouldn't the 3D camera be anchored around the player's ships, sort of like in Atlantic fleet? They didn't have a bird's eye view of the enemy fleet at will in the XIXth century either. And I'm not saying this rhetorically, it could be a good idea so you dont know immediately what the enemy ships' class or what guns they are armed with is before they are even identified...
  22. Yes! You need a map, with an overhead view, where you can plot waypoints for your fleet to follow! You need that map to have a sense of the relative positions of combatants, to plan ahead how to engage the enemy fleet, to engage on diversionary tactics, to flank, etc... Just because you make something harder and more confusing to accomplish, it doesn't mean it takes more "skill" to do it.
  23. That why the custom battle generator needs a budget/tonnage limiter to balance the odds. Each side could have it's budget or tonnage limited, either on the whole fleet, or in a ship class basis, or both. For instance, you could set Fleet A as having maximum 1.000.000 tons and Fleet B 1.500.000 tons, and simultaneously, Fleet B's Battleships having to displace a maximum of 60.000 tons each and Battlecruisers 45.000 tons each.
  24. Hi there! First of all, I would like to confess I do not own UA:D. My only exposure to the game comes form these forums and Stealth17's gameplay videos. Having said that, I have a few ideas that I think would improve the random battle generator. If I understand Skesis' post correctly, he mainly focused on selecting previouslt designed ships from saves to fill out the fleet. I also like your idea to have divisions customised in the battle set up screen rather than during battle, it would cut off much confusion from the starting minutes of the battle. The only thing I would add is a separate overhead map where you could physically place your available ships in the formation you want them to be in. Besides this, I would add a fleet or ship-class "budget", either in terms of tons of displacement or building cost. That way, you can have more control over battles where the enemy fleet is A.I.-generated. For instance, imagine a random battle generator where, besides the nation and starting year, you can select the maximum tonnage (or cost) of the fleets participating. Or, after the number of ships in each class, you can select the maximum tonnage (or cost) of each ship in the class. Or both! What do you guys think?
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