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Phelidai

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Everything posted by Phelidai

  1. Well, it's alright... unless it gets hit by anything. Blew up after taking a few secondary hits. Met 2 of the same class in a different battle, same result with both. Also some of it's forward turrets can't turn at all.
  2. That enemy battleship was the single funniest thing I have seen come out of this game. It’s also a tad worrying seeing as it is made up of pretty much every single design error that the devs have previously stated they patched such as empty barbets and a… lack of main tower.
  3. I'd just be happy with more control over what guns I want to advance in technology. If my navy only uses 2" and 4" secondaries, why am i spending years on 3" and 5" guns I will never use? Or if I want to just go "screw it" and slap a 20" monster turret on every ship I can, why should I have to rank up my 13"-19" guns?
  4. Definite agree. When playing the game, your choices at campaign start are pretty much as follows: 1. Play normal mode. You dominate the seas and swat down wars in a month. 2. Play hard mode. Enemies throw more ships at you meaning you now get to deal with laggy 2 v 100 battles when the enemy sends their entire navy to sea. 3. Play legendary mode. You can sometimes still kill enemy doomstacks even though they grow larger. BUT, now the enemy economies are so inflated that they can easily park their whole 300 ship navy in the sea and give you an impossible blockade. You're unable to remove that blockading fleet because fighting it is either going to be a slideshow, crash your game, or result in an impossible battle due to the inflated economy allowing for mindless quantity over quality to finally win out.
  5. Gonna go out on a limb and say this probably isn't supposed to happen...
  6. Perhaps add in a minimum amount (percentage) of crew an enemy ship can have before entering battle? I just started a battle where one ship just outright immediately surrendered, and another one took about two 1.1" HE shells before it dropped the last 0.2% below the threshold and surrendered. Doesn't feel right.
  7. Not sure if this is simply a strange version of the swapped VP bug or something new entirely but... What the hell happened here? This is a clear victory for the British. I have 4 surviving battleships vs Germany with a slaughtered fleet. Yet the game counts this as a defeat. The reason I don't immediately attribute this to the reverse VP bug is because even with the points swapped, they don't make any sense. Where did 7000 odd points come from? Assume the points were swapped, and Germany earned 7307 points vs my 11435. How did they get so many points? They killed a few hundred crew and sunk... nothing. Meanwhile, the side who sunk 15 ships and killed thousands doesn't even double that number. Not sure what happened, but it definitely isn't intended.
  8. Not sure if this has been brought up already or not, but the tech researching could use some attention in future updates. Been playing a campaign as Germany starting in 1890. It's now mid 1902, and I've unlocked nearly all early-mid tech dreadnought hulls, mark 3 guns from 9-13in, mark 3 guns from 2-6in, all standard rangefinders. This felt more than a bit off while I was playing, but I figured I'd had 100% research budget for most of the time so it couldn't be too crazy. Then I unlocked marine diesel engines... that run on coal... in 1902. I never proritized engines after I got turbines, and yet, here we are. Hell, I'm even getting close to unlocking radar. In terms of bugs, one that I've found is prevalent is the game getting mixed up with who is at war with who, and who is allied with who. This seems to happen after two AI countries get into a war or alliance. For example, Austia-Hunary and France began a war. A few months later, I ended up fighting the British and the French. However, the top left UI shows all nations against Britain, while the right side UI shows the proper war against Britain and the war against France. This notably resulted in a strange situation where a French ship joined one of my heavy cruisers in a fight against the British... whom they are allied with. That being said, I'm still really thankful to have this update. Hope to see more campaign work in future updates, no matter where it goes.
  9. Perhaps the shipyard size increase should be tied to a research technology or your country's GDP?
  10. The mechanics that decide refit time culd use some attention in upcoming updates/patches. Times are often wildly low or high for major or minor changes respectively. For example, I had a light crusiser with an improper loadout of HE/AP shell ratio. The time it took to change that (with no new techs researched that could have been cause for larger changes) was... 9 months. Nine months to offload some HE shells and load up some AP shells is nothing short of ridiculous.
  11. Has anyone else noticed/reported that the Modern Destroyer (Leader) hull quite literally splits in half when changing the Draught percentage? It appears that the stern of the ship and the bow of the ship both stretch/shrink in opposite directions.
  12. https://imgur.com/a/js2CCQJ I didn't know the devs added submarines already!
  13. How considerate of the designs to put the guns up on barbettes! Keep them out of the way of the crew. Nobody likes guns taking all that valuable deck space. The captain does like to sunbathe after all.
  14. The refits do work better than before but… yeah, definitely still broken. I’ve noticed that ammo load outs (HE:AP ratio) get set to defaults after a refit. You also can run into issues when the gun shapes change due to a tech upgrade, making any refit impossible without changing what size your main armament is. I’ve also noticed that you can’t refit a design that is itself an earlier refit. You also can’t do a second refit using the original design if you already refit the whole class to the original refit.
  15. Not sure if this was a problem before the most recent update, but it appears that refit changes happen instantly rather than after the refit is complete. If you refit a ship class and then enter a battle with ships of that class, all of the ships of the refit class will be the new refit version even if a new turn has not elapsed. I also noted that gun uprages (Ex: Mk1->Mk2) cause some issues with refits. The change in gun style isn't up to choice, and often renders the current ship unable to be refit unless the gun calibre is changed to a Mk 1 gun that does fit. It would be nice to get an option in terms of gun styles, even if it means we don't get the next gun upgrade.
  16. LOL! That secondary on an absolute spire of a barbette is just too good.
  17. I have encountered the same bug. Refits do not allow the use of any new technologies, defeating the main purpose. The refit editor also seems hyper sensitive to the positioning of objects as often it will not let you edit them at all. I do hope this refit bug is fixed soon as I have been excited to play around with ship refits for quite some time.
  18. My designer is absolutely playable, but is definitely riddled with some bugs(?) or very strange new features. For example, the new exponential tonnage increase for engines appears to happen all at once rather than over a range of speeds. At 37.8kts, the egine takes up 88 tons. At 37.9kts, the engine takes up 89 tons. Then, at 38.0kts, the engine suddenly takes up a whopping 394 tons. That's a 4x tonnage increase for a 0.1 knt gain that previously only costed 1 ton.
  19. Definitely. The campaign mode becomes even easier when you realise that past 1920 or so, you can just use destroyers as AI bait while they completely ignore the entire rest of your fleet.
  20. This has to be one of the wackiest designs I've seen yet. 3 smoke spewing funnels. 15 fourteen inch guns. On a battlecruiser. In 1920. Not to mention she's being held together by a 6 inch belt and... that's about it actually. The accuracy of the 14" guns is horrendous. This thing couldn't hit an island from 100 meters away. The secondary spam is a nice touch too.
  21. Isn't the placement reasoning obvious? By having the secondaries hang so far off the deck, any underpreforming sailors can be quickly thrown overboard.
  22. Seconding this. Can't tell you how many of my ships have taken heavy damage from the tiniest of impacts. Had a destroyer sink after a single, nearly parallel course brush with a transport. No shells needed.
  23. Here you can see all relevant speed indicators (speed slider, division ship card, ship specific info-card, and x-ray design speed). This screenshot was taken right as a battle started, so no manuvers were preformed and all ships started at "Full" speed, and are accellerating to flank speed. As you can see, the division ship card and the ship sepcific info-card both show the same speed, implying that they are showing the same value (actual speed, not top speed, design speed, or top speed with damage).
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