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brothermunro

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Posts posted by brothermunro

  1. 5 hours ago, Dave P. said:

    This may be an exploit? Even before you have RDF or Radar, if you don't know where the enemy is, you can tell your ships to retreat and they will set a course 180 degrees from the nearest enemy. Then set the course manually again in the opposite direction and you will whammo right into the nearest baddie.

    You can also quickly toggle the AI control on and then off again, it will set an intercept course for you.

  2. 9 hours ago, TK3600 said:

    Maybe a minimum 0.1in armor should be required for AI ships, unless TB. 

    I also notice while main belt is usually protected, aft and front are usually 0.1. 

    It would be lovely if the minimum armour in shiptypes had a follow on effect on the other parts or the ship rather than just the main belt. For instance if the minimum is M then the game could insist that the minimum for all other parts of the ship is M/6, so for a BB with min 9” main belt this would ensure that it also has 1.5” everywhere else.

    Alternatively editable minimums for the main belt, main deck, extended belts, extended decks, superstructure, conning tower etc. would also be very useful, and allow delicate fine tuning of the auto builder.

    • Like 1
  3. 20 hours ago, o Barão said:

    "...dunking on every single ship of mine."

    English it is not my native language and I failed to understand what "dunking" means here. Google translate is also not helping me.

     

    What I did understand it's that you are having difficulty against the AI in battles. Well that's good news for me. 😉

    ‘Dunking’ in this context would mean that the AI ships are winning with ease. It’s a term originally from basketball (where you are losing to an opposing team who are scoring a bunch of easy 2 point scores). It could also be from ‘dunking for apples’ which involves submerging your head (or ships in this case) but that seems less likely 😅

    • Thanks 1
  4. 22 hours ago, RattyB said:

    Got some odd goings on.... just updated the game, and the improvement project mod and the latest ship pack - after doing a file refresh on the game. First campaign battle and both mine and the enemy ships keep stopping. I can get mine going again if I take them off AI and issue a command, but if I put them back on AI and do time advance they come to a halt again.

    Ideas?

    Literally moments after pushing today’s update I ran into that issue myself. If you get that (ships freezing) ctrl-alt-delete and end the game’s process. When you reload the game you’ll be back on the map, the battle will regenerate and it should work properly.

  5. There have been a lot of updates! Here's another, mostly just for compatibility, but also lowered the transport loss penalty. As with many things transport related it got messed up with 1.5.0.8. @RattyB Ships stopping isn't due to the mod (as far as I know) but is a rare vanilla issue. However do not report it to the devs unless you can replicate the error without the mod as bug reports using a modded game are going to mess up their bug hunting efforts :)

    • Like 1
  6. Yes and no. It’s a problem in the vanilla game as well but because DIP ships don’t have crazy high deceleration it makes it more visible/worse. I’ve done what I can to make it not as bad; increasing the spacing, making the max division size only four ships etc.

    If it really bothers you disband all divisions and make substitute ones using the follow command - this enforces the ship’s maximum speeds and you won’t get ships running into each other

  7. New update for 1.5.0.7. Includes some minor changes. Moved the ca_4_blucher 'Large Armored Cruiser' hull to become obsolete in 1935 with the 21,000 ton CA cruiser tech so that you can build max sized versions of this ship in the campaign.
    Added a recon boost to the starting tech to adjust the rate of identification of enemy ships. This is currently very fast so I'm looking for feedback on how fast or slow players would like identification to be.

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