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TiagoStein

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Everything posted by TiagoStein

  1. 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)
  2. Did you messed with the max displacement slider? Maybe the center of the model became wrong somehow?
  3. 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
  4. 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.
  5. I never edited a file, I never saved a backup I even REINSTALLED the game from scratch (starting a new campaign) and the VP bugs still appears. It is NOT SOLELY related to the things you believe them to be.
  6. I need to try to find the reference, But I remember to read somewhere that Bismarck guns could be loaded at a higher elevation angle than most others of same size (saving time on long range fire exchange reload). How much I have no idea, the reference had no numbers about it.
  7. Super long barrels were not made because building a long barrel of a high caliber super high pressure gun is almost a miracle in metallurgic work Weapon COSTS shoudl skyrocket when you try to make longer barrels.
  8. 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.
  9. That is true (in general terms). Longer barrels fire longer because you cannot lower and raise them as fast. They present a MUCH MUCH higher torque force from their mass and length. both the mechanism and the material cannot keep a 1 meter and a 10 meters barrels moving at same rate.
  10. 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.
  11. 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)
  12. That is a bit of desire of overcontrol maybe? People do not have that mentaility with numbers that are not percentages, so that might be the way to solve this confusion. Find another way to represent the inertia tensor other than a growing percentage
  13. Citatel for sure must be behind the casemates. It would make no geomtric sense otherwise. What I do not know is how tall /deep the main belt goes (in real life it varied from project to project)
  14. I think that is intentional. You are not playing the prime minister you are the chief admiral. You advise the prime minister but he can ignore you.
  15. I can confirm that. It seems it is triggered by DRAGING a module int he hull (like a turret, forward and backwards)
  16. use smaller scout ships? As far as I understand the Fleet has a view that is somewhat shared between ships. If your ships is mostly larger shisp they will be spotted and fired before you see the ships that are spotting you (if they are small)
  17. 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.
  18. 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)
  19. 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).
  20. So far I am liking a lot the improvement. The only new bug I saw was when I created a new German Ship design int he campaign the game suggested a BRITISH ship name for the class.. Very minor bug, but whatever. Continue the good work.
  21. 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.
  22. Every time one of these updates release my own development company suffer since I tend to pass too many hours playing the game
  23. 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)
  24. 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.
  25. 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.
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