TiagoStein
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Everything posted by TiagoStein
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I think this is a BUG. In my yesterday campaign there was no shortage of money for countries to build ships but they simply did not replace their losses neither expanded their fleet. As can be seen here France has more than a BIllion in reserves and zero Ships. It continued like that for 3 years (at the point that I dropped the campaign since no other country except me had ships anymore)
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I think it was a "TASK FORCE" event, but I do not remember if I could avoid it (since there was not reason for me to do it). The strange part for me is that their ship was faster so it should try to run away not leeroy into my far far superior force . As I said, not super serious but a bit too balsy a move to believe
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I do not consider a bug, but something that I hope will get some attention in the future. Yesterday I had a battle were 7 of my battleships were attacked by 1 british battleships (no other ship involved). My ships had more armor, bigger guns, their single ship was slightly faster.. Yet the british ship Leeroyed directly into my fleet. That does not make much sense.
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But with everything else equals (same hydraulics) a shorter barrel will still be possible to lower and raise faster. Longer barrels also have another issue in real ships, they put more strain in the hydraulics when the ship is rocking , that can increase the occurrence of problems and even affect accuracy on those scenarios, but that is very hard to present in a game.
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Well early access is not about doing anything other than finding issues and bringing feedback. If you are using a version that does not have a fix they already have you are wasting the time of the testing, sicne you are not testing the newest version. I am liking a lot the pace of fixes. Great pace Game Labs. I wish you the best luck into rpuning these issues out so we can step into new stages of features.
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I think this kind of issue will only be solveable when the iteration of battle and strategic map is higher. For example.. you can navigate to coast.. or we coudl have a time limit in a battle that allows to push the rest of the fight to the next strtegic turn (with chance of reinforcements, withdrw etc for both sides)
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I had a weird bug with the wars in campaign yesterday. I was with Germany at war with UK. At the same turn later France declared war on me and Austria into UK. but.. when the battled happened, the French ships were with MY fleet and firing at the British .. when the battle ended the French ships destroyed counted against British side of the war (even if I was controlling them and suiciding them into British ships. I tried to replicate the bug but it seems I need to get 2 wars at the same turn for that to happen and that is not so easy to replicate.
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Yes the blockade effect thing I think must be redone . Right now it works as a simple flag for economic purposes, at least it seems so. I would think we will need a Mission of blockade a SPECIFIC port or region for All traffic, with that effectively generating battles if someone tries to leave or enter that zone/port (chance based since a blockade can not be 100% effective)
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Well that is realistic. The British were probably complaining of the same thing during ww1 when the germans kept their fleet in harbor avoiding combat. The hard thing is, realistic AI is a non fun AI almost by definition. It needs some tuning but one cannot forget that pushing to one side harms the other. Sea Warfare tends to be boring when you have the upperhand. The only way to change that would be a system to setup an Invasion. IT can be done, but that is a complex feature to make it right (if you invade a plaace you get resources but you need logistics running for that place etc).
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What's coming next (v1.06) *UPDATE 28/5/2022*
TiagoStein replied to Nick Thomadis's topic in General Discussions
It happens but not as absolute stagnation as he implies. The AI is evolving, but what I think he meant is, if we make a breakthrough, like for example the dreadnought, then other nations should get a bonus to develop that (as in real world everyone noticed that some of these ideas were too good to ignore) The AI seems now to continue evolving in a random way even when someone else had a breakthrough that changed the game completely. -
What's coming next (v1.06) *UPDATE 28/5/2022*
TiagoStein replied to Nick Thomadis's topic in General Discussions
Every time one of these updates release my own development company suffer since I tend to pass too many hours playing the game -
>>>Beta 1.05 Available!<<< (Update: 18, PRE-RELEASE)
TiagoStein replied to Nick Thomadis's topic in General Discussions
On the other hand, at close distance the angular velocity of a speeding ship is higher, so it means it is harder to kee pLARGE guns trimmed correctly (so at end thigns might be a bit more complicated, depending on the rotation speed of the turret) -
I am loving the advance of the campaign but I have noticed somethind that kind of breaks a bit the suspension fo disbelief and reduces the strategic depth of planning your fleet. If that has been discussed before, I could not find anything about it and therefore apologize in advance. We have now a shipyard value that set the max size of the ship we can produce, but we can make as many ships at same time as we want. I had campaign where I rushed tech for dreadnoughts and then set 30 to build at the same time. There is no need to plan your production. It would be much deeper and rich for a campaign if we had N different shipyards, each one with its own capacity and we had to allocate what was being built on each one. So if we can build a 25K ton ship that would not mean we can produce 20 at the same time. We can build 1 and the other 2 shipyards with capacity of lets say, 15K must take the work on smaller ships. Again thanks for reading and appreciating my suggestion.
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>>>Beta 1.05 Available!<<< (Update: 5)
TiagoStein replied to Nick Thomadis's topic in General Discussions
That is something that is counter intuitive for us nowadays because of video game. We start to believe in the myth of the focus fire. it exists because in video game there is a HP pool and the enemy unit is effective until it is dead. Real world warfare does not work like that. When a platoon of tanks engage another platoon they do NOT focus fire, because a single penetration is a mission kill. To focus fire is dumb Ships are in the middle ground, you need more shots to disable them but to keep all ships udner heavy fire also reduce their effectiveness while it keeps the exact same chance that one projectile on the current fleet salvo will penetrate a target. For a game to be super realistic on that we would need a system more based on the operation of each mechanism on the ship being intact or not (as if the crew on that position if alive or not) and not much of a structure health bar.