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Urst

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Everything posted by Urst

  1. Sure, but honestly, I'd rather be rid of the class restrictions entirely. Have the game call your ship something based on what you end up with. Replace the weight slider with a length slider and uncap it. If I can build a 10,000 ton battleship then I have the tech to make a 10,000 ton armored cruiser. The difference is that the CA has a LOT more range and can go faster and has a different mission entirely. This is to say: a ship class is defined by its mission, not its equipment or size, no matter what the Washington and London naval treaties say.
  2. There are also many MANY collision issues with American and German casemate guns, especially with towers. Would be nice to be able to purchase territories from allied nations, as well as to take over the ports of a nation that has collapsed by your hands. Also to be able to use neutral ports of minor powers for fuel and repairs, since they can't be hostile to you right now.
  3. That's something that is, in fact, doable. Especially since you've maximized your ships fuel efficiency.
  4. Once again, kindly unhello kitty the weight scaling for guns. a 4.9" gun shouldn't weigh 91 tons while a 5" gun is 48 tons.
  5. I am once again requesting for cruiser main-caliber main guns be available as casemates on cruisers. I need to be able to make USS St. Louis with her 14x 6" /50 guns, 18x 3"/50 guns, and 8x 1.5" hotchkis revolving cannons. Updating missions is also still causing freezes and crashes.
  6. Fuel range needs to be fixed. It's 4541 klicks from Dutch Harbor to Vladivostok, yet a ship with a 10k klick range, and full fuel, is on low fuel from that trip, instead of half fuel
  7. So, I keep gaining relationship with the Spanish as the U.S. despite having a lot of ships in the Caribbean on Sea Control and sitting warships right off their ports. I would appreciate it if you could set "I want to be friends with these people" and "I want to be enemies with these people" as goals for the diplomats so that it would make more sense who my friends and enemies are.
  8. I maintain that there should be enough focus points to put one point into a research of each of the research groups. (So, 10, at the moment) Possibly even make it so that they're limited to one per, so that it's much harder to fall behind in anything. The problem with towers not accepting casemate guns that they have slots for persists, incidentally.
  9. Sextupple 16" turrets were an idea. One that I want implamented. I want to build a Tillman.
  10. There're too many techs already. These should be rolled into currently existing techs, and make it so that you can get more than one thing per tech level advancement.
  11. I'm not cheating. Don't insult someone like that just because you're bad at the game. In 1900 I have 8 battleships and 28 heavy cruisers, and in peacetime, I maintain a positive income of ~1 million, which only goes up over time because I'm good at managing my economy and technology. Also: why would I cheat when: A: that doesn't help the devs solve problems and B: it's an easy game that doesn't require any cheating to succeed. The only gameplay for the campaign is economy and research management. If I wanted the battles then I'd just play custom battles and not bother cheating. Cheating for either tech or econ just removes the only thing that's actually in the campaign at the moment.
  12. They could in the 1800s, and by the 1930s you have much better technology than they do in the 1800s. The theoretical 3 years is assuming at least 20 years in mothball with the worst technology you can have. You must be bad at managing your economy, then. I have my entire navy, which has handily beaten France and Britain at the same time, active at all times and still have at least a positive growth while tech is set to no less than 80% funding and building enough new transports to maintain 200% at all times.
  13. Pay more attention to the politics page. When someone's within 15 points of declaring war on you start activating your fleet.
  14. The time is just fine if it's been in mothball for a while. It should scale to a maximum of 3 years and a minimum of 1 month depending on how much time has passed since it was put into mothball and what your technology level is for repairing and building ships.
  15. You do know that it takes a LONG time to get a ship out of a mothballed state, yes? Here's a video explaining:
  16. German Large Armored Cruiser (1910) Advanced Foredeck Tower, casemate guns don't have Fire. I have reported this issue with German and U.S. cagemast towers many times. Kindly fix the fact that U.S. cagemasts refuse to accept any casemate despite having a slot for them, and the fact that German heavy cruiser and battle cruiser towers have no fire-arc for the top-most slot.
  17. We should be able to put 6" guns there. I want to make USS St. Louis (though she's a protected/heavy cruiser, you still can't put 6" guns into the casemates of any American heavy cruiser hulls in 1900 in the game).
  18. The live shit's the beta, though? We're the alpha for the beta.
  19. It would force the AI to make Modern ships and their economy would limit the number to a more realistic scale.
  20. No, the solution is to either: force the AI to not make throw-away ships OR force taskforces to be capped (probably by ship type) until it's been fixed. If limited by type, I would cap BBs/BCs at 3 (one squadron) and then 2 CAs for each BB/BC, 2-4 CLs for each CA, 2-6 DDs/TBs for each CL
  21. Yeah. If you have too many ships then you'll run out.
  22. Something can be poorly optimized for newer machines but well optimized for older ones, leading to the older machines having better performance.
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