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Stormnet

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Everything posted by Stormnet

  1. 3 weeks earlier: Simple 1v1 make a ship and fight mode. (Likely local even) 2 replies. 3 users on the thread. Silence. Now: Full-blown campaign multiplayer mode with several players in the same war. 25 replies. 13 diferent users. Barrage of comments. Tsar Bomba of comments intensifies
  2. So, right now, barbettes are a component of their own. You place them, and then a turret on them. Simple enought, right? But there are problems with the currente system: 1 - The AI is constantly using wrongly sized barbettes for smaller or bigger turrets for no reason 2 - The barbettes also often dont match similar sized turrets, being a little too thin or too thick for the turret. This has been suggested a while ago, but one potential solution would be to have an option (like a key press) when placing the turret that toggles bettween no (exposed) barbette, superfiring barbette, (smaller turrets) tall superfiring babette (fires over superfiring turrets). The barbettes would be custom made to the turret type and size (and style) they are a part of, preventing some silly AI designs, and fixing some visual imperfections. EDIT: Also, btw, get rid of the "side main guns" submenu. Its just anoying to be constantly switching between central and side main guns submenus when I'm building. Just make placing the main guns the same as placing secs (ofc with the bigger size). If I can center a 5 inch, I dont need computer to help me center a 20 inch.
  3. I LOVE the idea. I support it, really. But I do wonder what about its implementation. Like, as you all know, 1x speed in UAD is slow-motion. 3x or 5x is the "normal" speed. But there are problems in changing game speed in a multiplayer game. If one player wants to speed the game up, and the other wants to keep it as it is, or even slow it down, who you give the controll to? Maybe have it as the fastest speed possible based on speed?
  4. I also find the funnel quantity funny. The CL has 3 big funnels, while the pre-dread has a single tiny one.
  5. Its not just knowing what the AI is up to, its also about making sorta of an album of AI hello kitty-up memories. EDIT: Wait, how the hell did "hello kitty-up" got into my post? WTF? Goddamn autocorrector misclick.
  6. Yeah, that one is also somewhat stupid. Not only that, if I try to make a formation (the other low-end allied BBs and BCs screen my 3 BBs with the few DDs you get scouting), the ships just go around in loops trying to get into formation. IT TAKES AN ETERNITY FOR THEM TO ORGANIZE. And then the enemy arrives and its omnicience comes into play. I've tried 3 Krieger BBs, I've tried a Armored Tiger BB. They get wrecked if they go alone. The AI just retreats altogheder if I give it control. This mission is a big fleet battle that requires big fleet tactics that the fleet mechanics suck at.
  7. Im seing some UAD top players brawling on who's right on what, so I'm likely about to just walk into a crossfire and draw a target on myself. I've seen fair points that the rather isolated situations and reported nature of this evidence and near complete lack of insight on how these systems really work in the background makes this an unconfirmed problem. Maybe the RNG isn't broken by itself. The very nature of unchecked/uncontrolled RNG makes it so situations like almost never hitting/missing even with 70% chance, very unlikely, but not completely impossible. I don't have a single idea on many players UA:D has, but (pure speculation) assuming a thousand play every week, 2/3/4 small battles or 1 big one on average per session, then situations like these that were almost impossible for a single player to get become likely for at least a few players to get them once. So, while surely unconfirmed, if the RNG really has no checks or safeguards, then these situations might be possible, although if so they apear to rare and neither a widespread nor common issue (the forum would be filled with complaints if so). Not frequent enought for it to be broken, yet not impossible for it to happen. However, if this problem was ever confirmed, a potential solution for rare events like these could be adding checks (like those I describe above) that detect and intervene in these ocorrences. Or maybe Im wrong and too inexperienced to know this stuff. Idk.
  8. You call that stupidly thick? ALL my BCs and BBs come equipped with at least 40cm (15.5 inches) of belt armor.
  9. We need to record the AI trends. Right now it is felling like making stuff inspired by the Matsusima cruiser.
  10. YES! This is the quality crap designs that makes me laught and I haven't seen in a while. Especially the first one. Such versatile floating pile of problems, the aft weight, the thin barbette, the thick and unecessary barbette, lotta secs calliber, and only 2 turrets that the back (asking to take them out).
  11. So, just clicking the plus buttom gives you free mass and money? IMM GOOOONNA MAKE A 50 KNOT 20 INCH QUAD ULTRA BATTLESHIP RIGHT NOW!!!!
  12. This might be usefull in patching the accuracy RNG. Maybe one way to at least partially fix RNG accuracy would be to add minimum and maximum hit thresholds based on the hit chance. In essence, these mechanisms would analyse the fighting based on the chance % and actual hits. In other words a component specially designed to intervenenin these situations. If one ship keeps missing (10% constant chance of hitting, but it has fired 30 times without a single hit), or a ship keeps hitting (5% chance, but hits every 3 salvos) then the mechanism comes into action. It would initially increase/lower the hit chance in the background (tell the player his stupidly innacurate guns have 10% of hit, but secretly raise the odds to 20%). If the odds are still messed up, keep secretly raising/lowering the odds until the hits begin to match the "advertised" percentage, and then slowly reverse the changes (while constantly checking the results are stable and not getting messed up again). In case the RNG is still screwing stuff up, activate EMERGENCY OVERRIDE PROCEDURE!!! Which is a excessively cool name for a process which consists of lying to the player about the percentage odds, but ditching RGN all togheder in the background and making a predetermined hit patern. If the chances are 15 percent, then create a shot patern for the next 20 shots, and spread 3 succefull hits (more if the ship was constantly missing, less if it was constantly hitting to compensate the previous results and to aliviate the damage the RGN had caused) randomly throught that patern. Do this for a bit and then gradually reverse the situation. The main drawbacks of this system, is that im not sure how you could code it to the dynamic odds (but I think the devs can find a way to) and a feel of rubberbanding artificial dificulty for some people (but we aint getting simulated physics anytime soon, so do you prefer these hitting/completely missing against the odds leading to these unfair defeats or undeserved victories?) This was my crack at this problem (aka, preventing these situations). What do you think about it?
  13. This is a very very old abandoned thread, and I'm writing this 1,5 years after it was posted, but I do wonder if the devs could allow us to mod (even if just visually) this game so people could introduce new turret and hull designs without the team having a bigger stack of work. Also making it harder or easier sounds apealing.
  14. Nothing? Not even other options? Did the devs just add a completely empty submenu to the game...
  15. I think what will balance BBs and BCs is gonna (if not it should) be the hefty price. The devs should limit by budget your capital ship numbers, so you might need CAs for smaller engagements or as a supportive role (a normal BB alone cant defeat a group of several ships alone, so you cant just spread them all throught the map and have one defeat a fleet, and since you are not gonna sail in a span of only a few days a fleet of BBs from the north atlantic to the west pacific, you'll be forced to also employ CAs, either as divisions themselves or supporting lone BBs deployed to remote places).
  16. Nice work. Btw, I heard that there is a torpedo propeller fuel submenu in the armaments tab in the designer, but its disabled in the moment. Is it possible for you to try to dig something more out of it (what options might be locked, if there is any code assotiated with that, etc)?
  17. So, in other words, the AI seeks these exploits and ridicoulous choices so it can do its own little humble thing the designer won't allow it to? Wow, this got deep all of a sudden... The AI is, therefore, protesting as best as it can against the designer... Like, I thought the AI was stupid and just messed up. Now its like its just trying to do it's best it can with the restrictions... Deep. Btw, it was from this I got the thin barbette thing (outdated, but the AI sometimes feels nostalgic so who knows). A few replies up.
  18. Im by far not an expert in UAD, but I usually go for a docrine of Quality over Quantity, priorising tech and armor over numbers, firepower, and speed (with a few notable exceptions, like TPs, which I do the exact oposite).
  19. Im seriosly starting to believe the AI is just trying its best to bypass the Dev's patches and outdo itself in creating naval equivalents of the Valiant tank. Like, this was back in alpha-10 v79, and its gotten even worse. One thing that I noticed is that the AI likes extremes. This is outdated and was back in v79, but in this ship the AI it picked lots and lots of big guns. It also used to and still tries sometimes to do Glass Cannon BBs. I've seen it in the past doing the oposite of thicc barbette thin turret, and putting thicc turret in smoll barbetter. It aparently either wants lots of secs, or next to none. It makes stupid fast ships sometimes. It makes all to the front turrets sometimes. Like, does the AI even listen to the warnings and restrictions? Its designs might have gotten better, but its constantly doing these "exploits" to bypass the Dev's patches/fixes/rules, sometimes outright ignoring them. Does the AI designer even obey to restritions players have to?
  20. Have the devs thought about introducing a rule of "when thinner barbette can be used, use it instead" to avoid AI installing thicc barbettes for skinny turrets. Right now it kinda reminds me of "Caps Lock + Shift" memes.
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