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casperwieik

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casperwieik last won the day on September 11 2023

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  1. This is the current state of my transport growth, still shrinking in potential despite not growing. There are about 4 ingame years between these screenshots and the last one was taking during a war, but is this really intentional game design? I would have to spent over 450B to grow my transports 0.05% per turn. Basically useless.
  2. Thank you for another good batch of fixes, but I do keep wondering what is wrong with the transport growth capability continuously shrinking? In my current game it went like this: At the start (1890) it did up to around 7% per turn shrinking down to 1.05% per turn when I reached 200%. At around 1900 it sat at 200% with a max of 0.93% per turn During my Great War (1901-1906) with Britain my fleet size got sunk down to 156%, and I could only gain 0.63 per turn back. And now, in 1909, while being at peace, at full slider, I only gain 0.34% per turn. My transport size is still 156%. It'd cost tens of millions per turn to gain 0.34% transport size. I am not playing with any mods, pure vanilla. Is there some bug in the code or am I doing something wrong? Because every turn, even when I am not investing in growing my transports, the max gain per turn goes down.
  3. Sorry to burst your bubble, but invasions are based on the harbor tonnage available in a province, and NOT on garrison size. You need at minimum to out-tonnage the tonnage of the provinces harbors, and after that either pop or eco size also give some negative effects. Garrison size, as far as I have experienced, has hardly any influence in a succesful invasion. For example, it will basically always be easier to take Wales, Northwest England or the middle English province then it is Southeast Spain, because those provinces only have 1 port each that in an early game do not go beyond 20k tonnage, despite them being industrial powerhouses and therefore extremely valuable targets for an invasion.
  4. Just like Knobby said this never was a problem before. I could easily use all 3 priorities and get to Very Advanced as almost any nation that isn't China before 1900 on an 1890 start.
  5. I have been having this exact same issue. Playing as USA, second largest economy, 3 worst tech despite always investing 100%. Yet at the same time Britain, which I decimated basically (Even took Wales) is still on Very Advanced and growing its world leading economy despite being reduced to Ireland and England (Scotland broke free). Some other old issues I really, REALLY want fixed are the transport investment becoming downright unusable after getting 200%, losing some and then only gaining 0.68% on a full slider when I'm back to 158% after a war. And ships that carry main battery on both the centerline and on the sides still get a weird accuracy bonus for centerline guns, like in this example of a British semi-dreadnought.
  6. An amazing update so far. The one thing I would still like to see changed is the previously mentioned US 16-inch guns. Those should be either Colorado Style or NC/SD/Iowa style. Having them be the US 203mm turret design feels very off and ahistorical.
  7. Scratch that, tried the battle again, same result. British laser guided early dreadnought hammering away at any chance I'd have at winning this decisively in my favour battle by sheer number and firepower. Seems to happen to main caliber guns on the sides of the ship, although if they are of different calibers (Brits also had some dual caliber BB around) it doesn't happen very often. Still, very annoying bug that makes battles around this era very unfair.
  8. I was gonna post on the transport issue as well, since it's been bothering me to no end lately. Currently in a 1890 start US run where I 200%ed transports right away. It's now 1918 with alot of wars and new conquests so transport losses are somewhat common. However I cannot get more then 0.13% at full investment now. Another issue I am having lately is laser-guided ai BB. Last battle I (tried to) fought had an enemy BB with 80% accuracy on its main guns, where every other BB, mine and theirs, had around 6-8%. This is usually combined with a single shell dealing over 50% structural damage and over half the ship flooding. Don't have a screenshot sadly since I restarted that save because HMS Bulwark sank one of my BB with every single salvo...
  9. Okay, different question but also economy related. Is anyone else having the issue that once you've reached 200% transport capacity once, and it then goes down again due to transport losses you are only able to get about 0.30% per month on full boost?
  10. I am loving the new update, but on my current US run I have run into something that is currently bogging it down completely. I am at perma war with Japan and China because they don't have any real fleets and I cannot siege down their main ports yet since its 1901. Any ships they do have are sailing around as single ship formations (The British are doing that too, very annoyingly) and never seem to get caught in battle. The perma war has already stopped my economy from growing and having to balance a fleet in Asia and in the Atlantic means my transports are now also suffering. Please add something of a stalemate peace so that if a war goes on for over 2, 3 years without borders changing so you can go back to focussing on matters that are actually important to grow your navy and economy, because right now I fear my save is going to have to be reset.
  11. Alright, couple things about Britain: A: Battlecruiser V can currently only fit the smallest primary tower, and none of the larger secondary towers, meaning it can only ever slot 1 funnel on superstructure, meaning either alot of weight into funnel capacity upgrades or space for a hull-mounted funnel. B: Maybe add some Pre-dreadnought hulls that can recreate the British 2nd class battleship concept? Faster speed for slighty less armour and smaller caliber main batteries? Cuz Britain only has 2 pre-dreadnought hulls right now, which feels kinda tiny compared to the amount of BB classes they churned out between 1885-1906
  12. Has the release date been pushed back? It's been longer then "the end of next week" from 31 august.
  13. This update seems to be a very nice step in the right direction. The loading issues between turns and when leaving the refit-menu being solved are a godsend. The only question I have regarding the future is this: Is it possible to add mod-support via steam for the game? I do not know how long UA Dreadnoughts will stay in active development, but giving the playerbase themselves the tools needed to add or balance stuff would probably also make it easier on you guys' part since (hull) requests could be done by the playerbase themselves.
  14. I started a new game with patch 1.3.5 and I've just gotten into my first war (Britain Vs China), so I moved my fleets to intercept the Chinese ones. However, I can only make my fleets circle around theirs and cannot send them directly into the enemy location on the map, or into the entire ZoC around them, and I am getting zero naval combats. In the meantime Chinese armies are making progress into my Indian possessions and I can't do anything. Is this a bug or am I doing something wrong?
  15. The Devs have said that the way the map looks now is not going to change, it will stay bordered. Also, currently it has no impact on gameplay in any significant form since you can move fleets and fight in the pacific without issue.
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