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Hale

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Everything posted by Hale

  1. Yea this was in the campaign, I'll start a new one. Thanks!
  2. The highlighted items are the only ones selectable in my game. I haven't researched the technology for any of these yet, but these are the default and only option.
  3. I was refitting one of my fat pre-dreadnaughts to see if I could get a rangefinder in, I saw that reinforced bulkheads 2 is an option, but not one, and not standard. I'm guessing this is a bug. I didn't see any other options that looked out of place. I did a new build and reinforced bulkheads is my only option.
  4. Almost certainly, I've been playing the 1.08 version and I've seen 3 patches in one day. I was guessing that was the case but I wasn't sure. My ships always seems to get heaver, never lighter. I guess that's art imitating life.
  5. Follow up question. How can I build a battleship, say 1892 or so. Come back in a year to do a minor refit, and its 2000 tons overweight?
  6. Hi there! Playing 1.08.8. I see the ship avoidance changes and they are an improvement on what we had before, I'm going to play it for a while before I comment on it, but I appreciate the effort put in to improve the system. Submerged torpedoes explode way too much, I can see deck mounted torps blowing up, but torpedoes below the water line shouldn't explode nearly as much as they are. Flooding the torpedo suite I can understand but they explode way too much. Plus they are located right in your machinery spaces so an explosion there guts your ship. This makes putting torps on ships of any size not worth it and I don't think its realistic. Thanks!
  7. Nice another update, thank you. I noticed that shells make a "woosh" noise when in flight if you have the camera close enough. Its a really nice detail. My ship pathing complaint for today. When you have "avoid torps" set, ships that are up to 3-5 times of the expected range (say 900m for early torps) will turn away when they don't need to. Could you set it that if a ship is further than twice the max torp range (assuming you know the enemy range, if not use your own?) will ignore torp launches?
  8. My experience is chasing single TB or CL fleets and never catching them. Occasionally a larger fleet will pop out of nowhere (never shows on the map I guess sails from port?) but other than that its single ships for the most part.
  9. Example of two ships in the same squadron running into each other with "avoid" set. A short time later you can see the two ships cock blocking each other away from the actual battle with "avoid" still set. Turning off avoid will allow them to return to where they should be eventually.
  10. Hi there! I'm enjoying the latest build. A few questions: It occasionally get ships that surrender immediately due to crew loss in battle. Is there any way I can detect this? I seems like damaged fleets automatically teleport home on damage (which I'm guessing is WIP (which is fine)) Do I need to explicitly recrew them when they go home or is this due to ships being at see for a while and I need to send them home every so often? When I move ships it seems like the dotted line goes to random locations. The ships move to where they are supposed to, but the movement lines are frequently incorrect. Can I expand my port facilities? Not the maximum build tonnage but the individual ports. Can I intercept enemy fleets at sea? I chase the enemies around or go to where they are shown to be moving to, but I don't seem to get anything but strike missions. Set preferred starting formations for each ship group. If I want my CLs in a battle line and they start out in screen it takes a good while to change things around. The ship pathing is still not great. Some suggestions for the AI Rule 1 - lower tonnage ship yields. All things being equal, if you are a smaller ship get out of the damn way. Formation priority rules: Battle line>Screen>Scout. If you are screening, you shouldn't be getting in the way of the ships you are screening, get out of the way. "Avoid Collisions" needs refinement as it just causes ships to go straight far too often when its not needed, and just causes other collisions in my experience. Thanks! (edits for grammar)
  11. If the intent is saying "on average end of game ships (1950) are about 100% more stable than 1890 ships due to valid reasons" I'm ok with that but the way the UI presents it to the player in 1890 is "all the ships you design suck the big one"
  12. I just saw the 1.06 beta patch is out and fired up Dreadnoughts. I usually start with Austria (1890) in part because they are the first nation that comes up and in part because I like the underdog. I go into the dockyard and try to make a ship. No matter what I do I have terrible pitch, roll, and engine efficiency values. This is a perfect example of negative feedback and after fiddling around with some hulls and combinations I give up, put the game down, and do something else. Why is everything so uniformly bad? Is it due to 1890 tech being scaled so that 100% pitch and 80% roll the best you can do vs 1950 tech? From what the ship builder is telling me ship seems likely to capsize as soon as it is undocked.
  13. Also, I'm not sure what my screening and scouting force is doing in this instance.
  14. I'm hoping this is addressed in the next patch. There is no reason why undamaged ships should be running into each other before contacting the enemy while moving into formation.
  15. Understood and it makes sense, I thought the error was for the currently selected ship, not a different ship in the same battle, but it makes sense now. Thanks much for the reply.
  16. Ok, thanks, I'll fiddle with it. So you are saying that error could be with any ship, not just the current ship.
  17. Here's a light US cruiser, similar timeframe, it has a main tower (as the ship above does), but I'm still getting an error on a missing main tower.
  18. I've been noticing in the ship builder I'm getting errors for missing towers when they are present. I'm not sure why, but both have been Heavy Cruiser designs.
  19. Hey there, I found out I can rotate things in ship building by pressing R so that solves one of my previous requests. However in building I'll have a ship (ie Heavy Cruiser, Russian, 1936) that is around 2k overweight at 19,000 tons, minimum displacement. I bump the slider to maximum weight, 23,000 tons, and the ship is still 500 tons overweight. I realize bigger ship = more armor, more surface area etc, but it doesn't seem intuitive.
  20. A coupe suggestions/questions: Is it possible to stack barbettes? I was trying to have 3 super firing guns (deck, +1 elevation, +2 elevation) and couldn't get it to work. I also tried to find a barbette that was '2' high but didn't find a single one that would do that. If we could stack barbettes or get taller ones that would allow these designs. I realize there is a stability price to pay the higher you go. Make the default (travel) position of the main guns configurable, fore or aft. This way you could back two turrets up to each other (or closer then the gun barrels will allow) one pointing fore the other aft. This will impact its the angles of fire but could allow more guns in less space.
  21. Can the campaign be modified to continue through war and peace, similar to how RTW2 works?
  22. Hi there! I just picked up Dreadnoughts after enjoying Age of Sail immensely. I'm new to the scene so I apologize in advance if this has already been discussed. Most of my suggestions are formation keeping with some others thrown in: Ships on screen or scout roles should make more of an effort to stay out of way of the Flagship division, or any division in a line of battle/player specified course. Ships in a line of battle or manual control should not give way to ships on screen or scout roles. I've seen a screening ship run the flagship division, including the flagship itself, significantly off course as line of battle ships give way to their own screen and ruin the formation. I realize that some ships may find themselves out of position due to player actions, but they should attempt to address this without disrupting the core formation. Please don't take this as a request to implement the 'waiting for group' logic from AoS, which causes me to break the division 99% of the time. My request have the line of battle division do its best to stay up and stay together, but not override the player settings to keep formation. Screening and scouting ships seems to bump into each other a good bit. I'd suggest smaller ships give way to larger ones, and scouting ships give way to screening ships. I notice that the ships speed and rudder (non-manual) settings are overridden to avoid friendly or hostile collisions. If the ship has a line drawn by the player it should stay on that line at the specified speed. Please make changing the lead ship on the event of significant damage or flooding optional, maybe a button in the corner? Avoid torpedoes does not seem to do much. 🙂 In the campaign I researched gun cotton, but it was only an option for my torpedo boats. I'm not sure if this is intended, but new designs of any other class did not have it. I believe I copied a ship design to a new one and ended up with a date of 1890 instead of the current year.
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