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slaugman

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  1. I am having a blast playing the update, and love the new French Hulls and gun models. Really was a fantastic update, and I love this game. I've run into a few issues, and reported them in game too when I saw them. Really look forward to more updates. I might have a big ol' wall of text on bugs, gripes, and suggestions, but I really enjoy the game and am impressed. Some fascinating death stack battles, including facing 20~30 Heavy Cruisers from Italy and Austria Hungary. If it weren’t for the bug of the AI not scrapping old ships/designs, I think I would have lost handily. Although the AI might get very confused on some of the large battles. It’s hard to tell, but they seem to just kinda form into a giant ball of ships. Underwater Torpedo launchers are too fragile. They seem to be getting blown far too easily on battleships and the like, and I am curious what (if any) armor is covering them. Additionally, I think torpedo explosions should only remove the torps in that launcher. It’s a bit annoying that my 20,000t battleship that has 10 underwater tubes loses all torps. It is my assumption that each tube would be its own separate room with its own torpedo storage (even if this game doesn’t track ammo per gun but rather per group) I’ve run into an issue where some of my secondary guns and/or primary guns don’t seem to fire. When I tell the ship to retarget, they all go off in a salvo, but it doesn’t seem to be a permanent fix, and they freeze up after a slavo or two. I thought it was the auto targeting, or even turns, but it seems to be an issue with multiple gun groups firing. Some of my wars have not shown up on the left of the UI. I think it might be an issue with them being separate wars with no allies, but I know I have seen multiple wars in the past. So far I think I’ve only seen a single war at a time on the left ui. AI controlled groups in battle: I’ve actually had some great luck giving CL’s to the AI. TB’s and DD’s less so, and in very large battles, some groups have a tendency to guard against a flank that doesn’t exist. I’m not sure if it has to do with having them with movement orders (scout, screen, ect) before I gave AI control of them. I wish there was some clarity on what the AI is hoping to accomplish AI ship movement on campaign has been questionable. For instance, Italy had a sizable fleet outside of Nice for years, even while at peace, until they were all blown to bits cause aforementioned bug regarding old ships. However far more entertaining was nearly the entire British Fleet sitting in Gibraltar. GB and I (France) had bad relations, and the AI I assume knew the war would happen soon, but emptying every port on the isles to bottle me into the med. was a not a strategy I was expecting, especially when I had a capable fleet in Brest, and another in Le Harve. (I don't know where the rest of the British Fleet is, as all the ports are empty. This image also captures the whole, only 1 war on the left of the UI, as I am in a separate war with Germany.) I’ve had some ships “mothballed” when I had more than enough men to crew it. Not sure why it was mothballed right out of the shipyard. Is this due to AI wanting to man all my ships with more than green sailors? There are a lot of AI decisions (Our countries AI in campaign) that I wish we could see the “Why?”. Sometimes its not clear why the AI decided to do something, and its frustrating; but at least knowing why the AI decided to do that would alleviate a lot of frustration for myself. Additionally, can we have a button or something that auto mothballs a ship rather than setting crew? Or something to mothball/reactivate multiple ships easily. The refits also need some way to tell how long it will take in the shipbuilder (unless there already is one) Having some idea of how major a refit is would honestly have me experiment more. Also refitting a ship, that selection menu needs a port column and a refit time column too. As France, my Med Fleet and Atlantic Fleet might have different refit priorities that the current menu requires me to memorize ship names instead and refit 1 first to see the time it takes. In a similar manner, would love the ability to build directly into refits, rather than being forced to build the initial ship, the refit. Also refitting while damaged would be nice. Maybe a slight increase in time, but there is no reason I can think of that certain refits can’t be started and done while battle damage is repaired. In a similar manner, I think there is an issue with Tech being locked to when a ship is built in the builder. If I were to copy one of my designed, the guns will auto update to the newest model (which I wish was an option but not forced) however, modules are stuck. For instance taking a copy of a refit to make a new ship with, but trying to add a new rangefinder or shells isn’t possible. It seems that when you copy a ship, the game doesn’t recognize any new tech since the original ship was made. Also, with designs, as you are aware, some aren’t delete-able even when all ships using it are scrapped. At a personal level, I also would like to be able to see known other nations designs. (for instance ones we have faced in battle) and even rumors of new ship classes being laid down. I’d personally like a closer fight rather than fielding Heavy Cruisers larger than the enemies Battleships. (might be issue with AI not scrapping) Building ships in series and parallel. Would love a stat on overall dockyard room, and not being able to exceed that total tonnage being constructed at any time. I find it less fun when I can lay down 40 battleships at the same time (assuming I can afford it) and I wish there was more reasons for the player to not just build the maximum sized class, with as many as they can afford at the given time. I’ve run into two additional problems with task forces on campaign map. Transferring ships from port to port is very tedious. Because of Task Forces being limited to Protect, Invade, and Sea Control, I find it they are often pulled into battles, when I really wish they would just try and get to the port. Its one thing for them to be intercepted by the enemy, its another when they go out of their way to get into a battle. The problem with that is unless they get to the new port, they go back to their original port for repairs. For Nations like GB w/ the Mediterranean, and France w/ Atlantic and Med. And it will be an issue when Japan/America are added, and any overseas colonies. If I recall, earlier versions had them go to a basically random port, and I don’t want that back, because that was even more frustrating. But would it be possible that when a Task Force is moving from port to port and need to repair, they either check if they are closer to their start or end destination and go there (no sense having a damaged vessel cross the entire Atlantic when it got hit just outside of port at the start of the journey.) or ask the player where the damaged ships should go. (Ideally with a menu where you can pan around the map and check port sizes before you have to answer) Not sure if this is a bug, but when I do have a Task Force get into combat and need repair, they keep their fleet behavior. So, for instance if they were set to Sea Control, get damaged, get repaired, but are still in port, they continue to be on sea control. This can get aggravating when a Task Force was made from multiple bases, and suddenly you have a lone BB get into a fight or a convoy escort mission when you would otherwise never let that BB leave port without any escort. Also would love the ability to “favorite” a Task Force, or a better UI for building one, especially in cases where they are built from multiple ports. As it stands, those require 2 turns to form two TF’s and move them together where they auto-merge when close enough, but 2 turns is also amply opportunity for them getting into a mission, get damaged, and are already back in port. Would LOVE the ability to create a TF by just something like right clicking the sea, having a context menu pop up, and then it launching a menu that you can select ships from multiple ports that will automatically form up into a TF. And maybe when ships get damaged, they split off, get repaired, and potentially join back up (or at least an easy way to send them back to the TF). Lastly, a feature request, but at the end of the battle, would it be possible to have a map that tracks all the vessels? Either a savable gif, pan-able timeline (major reports being on the timeline such as X ship spots Y ship, or Z ship sinks), or even just a still map similar to historic naval battle maps? Similar to Rule the Waves? I think it would add a lot.
  2. I'd love to see intelligence or identification ledger. Something that could give you some information based on the ships you have encountered. IE my ships have observed the new enemy BB class, have seen that it has 14" guns, and we saw it go 26 knots, and based on how many time we shot it, we know it has over 8" of armor on the main belt. Maybe hiding some information from the player, like the exact thickness of armor, or type used, or the torpedo detection or range finder. Things that we wouldn't know unless we took the ship in a peace deal. This would be very useful to be able to refer to when building new ships, being able to see what we think is the enemy's equivalent.
  3. 1st impressions So far really like it. Couple of QOL notes I'd bring up are: Pan speed on campaign map seems very slow. Could we have a variable speed per zoom level? The path indicator (green projected path) on smaller vessels, such as TB and CL's seems unusually thin, and clips under water, making it hard to see. Would love to see a running tally of cost of ships building on fleet page. When starting, and designing/building the starting fleet, I know I have some 32 mllion to spend, but need to switch tabs back to finances to see how much money I have left after ordering each group of ship. Would love a sum of cost/m at the top, and maybe a remaining budget somewhere on the fleet tab.
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