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Phelidai

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Posts posted by Phelidai

  1. 7 hours ago, Fangoriously said:

    yikes

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    managed to get 8 kills wile retreating, 4CA, 3CL, 1DD, until i ran out of main gun ammo and got far enough away for end mission to pop up. France asked for peace after these minor losses too.

     

    next mission I ran into this 1930 AI generated BB

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    the abomination was immediately detonated by plunging fire seconds after it was spotted, in addition to having no main tower, funnel and an empty barbet, it likely had no citadel protection ether.

    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.

  2. 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?

  3. 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.

  4. Not sure if this is simply a strange version of the swapped VP bug or something new entirely but...

    Or3lV8h.png

    PXlKWZo.png

    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.

    • Like 1
    • Thanks 1
  5. 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.

    • Like 3
  6. 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.

    • Like 1
  7. On 3/5/2022 at 4:35 AM, Lastreaumont said:

    A minimalist and elegant design, maybe a little too much. 2x2 406mm for a 70000t battleship, it looks like "Fire power" prefered to stay at home. 🙂

    Adalbert.png

    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.

    • Like 4
  8. 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.

    • Like 1
  9. 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.

  10. 16 hours ago, neph said:

    Refitting doesn't seem to let you use new technologies? I have Nickel-Iron armor & Fast torps available for new designs, but if I try to refit an old design it doesn't work. Similarly, if I make a new design by copying an old one, the new techs are unavailable in the copy.

    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.

  11. 36 minutes ago, The PC Collector said:

    @Nick Thomadis Game is not playable. The ship designer is completely broken. Parts place in the air, sliders other than beam and draguht don't work properly, or don't even work at all. Speed, for example, is set to minimum on all hulls, and is not modifiable by any means.

    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.

    • Like 3
  12. 32 minutes ago, Littorio said:

    I think right now it's overly slanted to target torpedo threats. Hopefully this will be tweaked and balanced with the coming update.

    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.

  13. 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.

    boat-min.thumb.png.d0ae121aa36d5d4e739a00d1415af8a1.png

    • Like 5
  14. 5 hours ago, neph said:

    What the hell is this & what the hell is that secondary placement?? the AI is cheating egregiously--and it's still losing!

     

    t6BpNR4.png

    Isn't the placement reasoning obvious? By having the secondaries hang so far off the deck, any underpreforming sailors can be quickly thrown overboard.

    • Like 4
  15. 9 hours ago, Norbert Sattler said:

    Ramming damage needs a rebalance.

    I just had one of my BBs ram into an enemy TB. The very tip of my BB rammed into the side of the TB to be more precise.

    In realiy that TB would have just been split down the middle, but in the game both ships took equal damange and the TB had a little bit of flooding and easily survived the crash.

    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.

    • Like 1
  16. 3 hours ago, akd said:

    Pretty sure the “card” shows the unit’s current possible maximum speed (with damage), and the x-ray viewer the design maximum speed.  The only way you can get exact current speed that I have found is to hover over the speed slider and it will show current speed —> ordered speed.

    Quote

    Note: AFAIK, the info-card shows the maximum speed, not the current speed a ship is at. For that you have to hover your mouse over the speed-slider (could be wrong on that, as I haven't payed much attention to that, I have to admit)


    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).

    image.thumb.png.a057fc6db3377d89846ffb5f6459d811.png

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