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Rucki

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Rucki last won the day on May 20 2022

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  1. I agree, it would be really very handy to be able to directly build refits.
  2. This version is full of bugs up to a stage which I would call impossible to play. I cant move my Ships for no reason, after reloading the game i suddenly can, but a few months later its the same. Cant refit sometimes, although those ships are beeing in port. The game is showing my ships to be in battle, but I never got any battle window and next month those ships are back in port with about 60%dmg.
  3. The german Battleship 1 seems to be bugged. I cant change the main belt armor at all, tried it in campaign and custom battle.
  4. I wish there would be two options for Weather. 1.) To have the visuals always sunny, but not the "calculated virtual weather modifers". So that modifiers like night or rain can exist, but you still can actually see everything. 2.) To have both, the visual and the virtual weather off and have it always sunny. Beside that, night and fog battle are happening far too often. For me personally the weather systems is just no fun. The modifiers for bad weather or night are just making the battles far too long, if you play pre 1910 with bad hit chances and there is just no real gameplay value there in those. Like nothing really changes, besides that I cant see the ships if Im not scrolling on top of the deck or that we have to do anything different. Its just a flat - modifier to hitrate for both sides. Some of the weather effects look really nice, though, like rain, storm and wave effects. I get why the system is there, I would just propose to make it an option, so in the end everyone can decide for themselve.
  5. First campaign since 1.0, looks like the game got some nice improvements. But the weather/time system is killing all my fun. Im getting like over 80% of all battles in night or dense fog settings, which is no fun, still sailing at the 1890s the hit chance is already low enough. It would be nice from time to time, but not that often. Is there a file where I can adjust the chance for different weather/time settings ? Also I got the research done for secondary guns to have +1 barrel on light cruisers, but still cant use secondary guns with 2 barrels on light cruisers.
  6. Ha, welcome to the club. Austria is a bully in this Patch I managed to blockade them, although I had not a single ship in europe with Japan. After about 10 years the war ended for no particular reason.
  7. So Im in 1899 with Japan and cant find a way to get in a war with anyone around me as everyone has good relations with me and I dont have the money to increase my tonnage further to increase tension (there really should be other options than increase tonnage for tension and rng..). Somehow the rng events decided that Austria wants war with me, I once send there some fleets but of course they dont get fuel so far away, even with British and Italian ports around, which both are allied with me. So Im at war with Austria for 8 years or so, without any interaction. So I cant really do anything beside clicking next turn and research from time to time.
  8. How can I make a Port Strike mission and bombard the port ?
  9. Why do I still need to calculate the effective armor strength of armor by myself ? Its literally the only game I ever played where I need a calculator to be opened.
  10. It would be cool, if they would include an option to dismantle the Russian Empire into Ukraine and Poland-Lithuania after winning a war against them.
  11. The Hochseeflotte with its 17 useless Dreadnoughts was a big part of the reason why Germany got bankrupt towards the end of the war, without archieving anything with that costly asset. So maybe the game is quite realistic on that case.
  12. New module techs like the all or nothing armor citadel or for example explosives have to be selected when refitting. Other "passive" techs arent used if the ship is not refitted at least once, even if you dont change anything other than making a refit, save it and refit the ships. Although Im not totally sure if this is true for absolute all passive techs, but new Gun marks are definetly not used without making a refit and also does the hull not becoming lighter without a simple refit.
  13. What would also help I think is rebalancing the Budget + rebalancing lighter ships like CLs. No matter which nation I start with (mostly 1890 or 1900 campaign) I always build the best possible BB ship I can, whatever is the biggest and highest markX gun will be used, newest technology ? sure, the costs doesnt matter and how long the ship needs to be build also doesnt really matter. Theres too much money available. CAs ? Useless because less stable = less hit chance on guns and between 1890 and 1930 the most important thing is to actually hit anything with your guns. CLs ? Forget those, they cant hit house 10m away, if you want them to be faster than 20 knots they cant even hit a house 1m away because you will need 3 funnels which will be something like 80 to 120 smoke interference. . Next huge problem with CLs is that they can only use 1 barrel secondary guns until very late in campagin (currently am in 1924 and still dont have the tech, although researching it for years, but of course my capital ships can already use 3 barrel guns. TBs ? They are cost effective, loosing 2 or 3 to sink a BB isnt too bad, but I dont use them personally as I dont want to micro 20 TBs in the battles. But the AI is using all these ships and this also a big problem. Even if they would be using high quality player like BBs, they would still not be capable to produce enough because they give so much money away to CAs and CLs which have no use at all in campaign at the moment until 1930. Today I was playing some Hearts of Iron 4 with Italy and I had to stop the game and really think about for some minutes how I will design my next CLs and DDs because I lost both in much too high numbers (for my economy) against the British and needed some fast reeinforcements for my Task forces, so in the end I decided for the cheapest design possible to get them as fast as possible on the sea. Maybe not the best design but at least my BBs and CAs had some ships to screen them and in the end it worked good enough to give me time until I closed the mediterranean sea through invading Gibraltar and Suez. UA:Dreadnoughts should try to give similiar situations to the player. Building high quality or cheap and fast production should always be something to think about. Although I guess thats way harder in an dynamic campaign, compared to a already set up scenario like ww2.
  14. Yes but its already changing on "Base Accuracy" which is already a modifier you get for towers, roll,pitch, beam, draught and smoke interference (and maybe more things I dont know) Why is it then also on top changing the guns accuracy (which is not the "base accuracy modifier"), this somewhat looks like a bug for me. What I mean is: If a gun has hard stats like 10% accuracy and now the software say, if you have so much and so much Smoke Interference or Beam, Pitch and so on, this all will goe summarized into one big Modifier which we call "Base Accuracy". this modifier will then take the 10% from the guns accuracy and put the base accuracy on top, so f.e. +50% base accuracy would then add 5% accuracy to the guns accuracy for a total of 15%. That alls good and fine, but why is Pitch and Roll (and I think beam and draught as well) then ON TOP of that also changing the guns (hard stat) accuracy. The in-battle tool tip is even more confusing, because if you look in battle to your gun it says f.e. @2,5 Km accuracy of 10%, then looking on the Hit Calculation window( the big one on the left side) there suddenly is a 14% accuracy shown at 2,5 Km on which it calculates the "Base Accuracy Modifier"+waves and such things which could be f.e. -50%, so then it shows a hit % of 7% which is correct, but why is it showing 14% before calculating the modifiers and not 10% like if we hover over the guns on the right side. The windows on the left shows all calculations, but the 4% must come from somewhere and its nowhere shown.
  15. normally most things like towers, roll,pitch, beam, draught and smoke interference give all modifiers to the base accuracy of all guns, which I believe is only shown in battle summarized under "Tower&Hull" right ? What I dont understand then: Why does the accuracy of placed guns in the designer also change when roll and pitch is changed ? For example place down some guns, having yellow to red roll/pitch and the guns show 5% accuracy on 1Km. Now we change roll/pitch to better values and the guns accuracy on 1Km is now 7%. Not a big deal, but shouldnt that be under "base accuracy" instead of applying directly to guns ?
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