Jump to content
Game-Labs Forum

Cryadis

Members2
  • Posts

    71
  • Joined

  • Last visited

  • Days Won

    1

Cryadis last won the day on August 29 2023

Cryadis had the most liked content!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Cryadis's Achievements

Ordinary seaman

Ordinary seaman (2/13)

42

Reputation

  1. Over various campaigns i started to wonder regarding the technology bonus for "Ship construction time" reduction techs, as i had a feeling they have no effect. I did some testing and found out I was right, in a way: As for now "Ship construction Tme" modifier only applies to new designs created after you researched a tech that changes it. Considering you cannot build a Refit design this means builing older ones will never benefit from that modifier. Could you finally allow building Refit desgns directly (please please please)... or At least apply the modifier to existing designs ?
  2. Need to say I really, really like playing UAD in current beta, so cudos there. Could i request a function to save campaign designs to shared ship repository and also load from there ? Unless i miss it i personally would love it, as i tend to play around with starting effectively in a campaign and end up creating the same ship over and over again (although i always find something to make them even better).
  3. Possibly not known, but you can user your keyboard and actually Shift + curser keys to zoom rather quickly on the map.Not precisly what you suggest, but maybe helpful if not already known. In case they implement that i'd like to see these keyboard shortcuts: Pos1 / home: Center on your homelands Page up: Left border of map Page down: right border of map.
  4. On the Army topic Lima mentioned above: Army Logistics seems to play a big role, especially in the early years starting 1890. There seems to be something off with the Army logistic which may play a role with land invasions that seemingly have no chance of success. From my observations It happens that Army Logistics seems to jump, occasionally vastly i.e.: One turn in my AH campaign my Army logistic is 57%, next turn it is 23%, next turn 56% again, then 20 something. (i need to collect some screeshots of that). Regardless such jump could likely play a role that an invastion is started when you logistics is high and then makes no progress because of these jumps. The fact that it is not that clear how much army logistic is influenced by your navy tonnage (or #ships) in relation to your provinces and also by your GPD (it seems on a 1890 start around 1910 to 1920 i end up with 100% logistics) does not make tracking potential issues any easier. likewise you cannot track AI TR percentage (which is supposed to also play a role, but then sinking enemy TRs left and right seems to have no impact at all)..
  5. Started testing 1.4, currently on Update 4. So far not bad, however there still is something off with the tooltips: * I cannot get the land army invasion tooltip, soo really a hard time to plan strategically if you cannot tell progress of invasions. also (which might be fixed by now): * i was unable to get tooltips during battle so had to guess the cruisingspeed of my ships. Update: battle-tooltips work in update 4
  6. Did that happen once or is it reproducible ? If only once it also could have been a dud-torpedo that prematurely exploded right after launch. If its reproducible you could try a Bugreport.
  7. On this I always assumed its a general storage of / the sum of that ammunition.. torpedos in this case. So Its more a simplification in the game. Actually this is an advantage as well: you can fire the entire storage of a single tube over time. This is from my observation though..
  8. Hmm guess work would possibly be some driver issue. Maybe you can use a HW monitor and check if you run into a bottleneck somehow (ram, cpu,..). Also could check your windows logs for system application, maybe you find some relevant errors there that point you to the right direction. I am trying to help, but currently we need more data to point to the right direction i fear.
  9. i recently started a few campaigns from 1890 to 1920 and no laggy. i think i did reduce some AA thought (laptopscreen so no point at 17" imo :P)
  10. In the most current version i can say Loading an existing campaign is quite fast on my laptop (like 5 seconds), starting a new campaign is a different story as by design it seems the game autoruns some game aspects in the background up untill your set startdate. Anyways for loading, i could test loading your save if you want and can upload it somewhere. Also if i am not mistaken, some performance improvements for new games annd loadinng in general are planned in 1.4.
  11. Soo I took a few months break from UAD and 2 weeks ago i returned to version 1.3.9.9 live Rx2. I have to say overall i am realy really impressed in a posive way, its great fun to play my usual campaign setting (2 times: AH 1890 start, hard, own ships, historic in this case i think, 1 similar as Japan): + no crashes and no more super long turn calculation times + we are finally able to block enemy fleets from passing gibraltar unless they are going to fight me for passage. + naval invasions, woo, I can more effectivly start to paint the map in a more effective way + limited diplomacy (actually it is necessary to check diplomatics to control who and how many allies / enemies / wars you are going into, even if not everything is avoidable i like the options). + i spent over 80 hours last to weeks and having a good deal of fun Of course there is room for improvement and i'll limit myself to minimal suggestions on existing mechanics (without requesting new features): - formation changes during battle. example: If for formations's lead ship gets to certain amount of damage it automatically tries to change it formation position to last in that formation. AT least so far I see no advantage of this behavior, but i see the annoying / adverse effects of that behavior: This ship will be close to your other ships, most likely AI will still target it and then there is the "magnetic hit" logic that makes misses on main target hit ships near the target. In short the damaged ship changes position close to your other ships and due AI fire chances are your entire formation gets hit a lot (with TBs and DDs this can even be fatal for the entire formation). - on blocking taskforces i mentioned as plus above: The taskforce radius seems to also act as a force shield: i cannot plot a TF into the enemy TF's radius to actually force a fight. i.e.: Soviet TF is parket at Instanbul and i am at war with them and want to reach the Black sea for some naval invaion action: Now i cannot force the engangement with enemy TF (might be a single ship even) nor will a mission be forced be them (can it ? i am not sure on logic there). - missions generated where enemy ships retreat right at start: i think this one has been mentioned a lot already. in my example i am waging was as AH vs Italy which is lossing badly. each turn I get around 3 convoy missions where i have to sink their TR plus a TB (30 knots) usually with my destroyers that can do 31 knots. so each turn i manually play thes emission sinking all TR and the TB retreats ( not going to chase that forever). So the TB of italy is alive so it can "protect" the next convoy next turn. rinse and repeat. In that case i'd be nice if they try at least or some other solution. for non convoy missions i could imagine something like: all enemy ships are retreating --> promt do you want to chase Yes / no (plus hint of enemy ship speed ideally) - time compression: also mentioned many many times by others: please let the player choose the timecopression they want as you sped a lot of time "chasing" enemy ships doing nothing. IF you fear the engine might destabilize my suggestion is adding an option to turn it off in options with a warning on own risk (i remember some ppl using cheatengine to speed up the game and it seemed to work). - campaign - GPD growth: in general it is not bad, playing for a longer time 2 decades, GPD of various countries is hugely different (iirc normal is intended for balance, but please downturn diffuculty or make more settings: enemy gets 5, 10, 15, 20% GPD bonus). in example: i guess a boring way to get head of other countries woul dbe starting as USA, and avoiding all wars. eventually your GPD with be so huge that your budges enable you to outtech and outnumber the world by far. likewise: in ym current campaign vs Italy i conquered compe provicnes of italy (central italy, western silicy,..) and sink TRs of their left and right, still they have a GPD growth of 4% while i have between 0.8 and 1%. speaking fo that, would be a neat info to know others TR % value which could help with testing. - spotting range in combat: aside fromt he fact the AI always knows all positions ( i take advantage of that pre radar to acually find the enemy ships) they always seem to be able to spot me first. I.e. AH before dreadnaught you can only build a BB up to a bit below 14ktonnes. I tend to go for good towers early on as well. still an enemy BB of 15 or 16 ktonnes with worse towers in a 1 on one always seems to spot me first and get the first shots. -> this one is tricky, I might be wrong on my observation or it might be buggy. i cannot check as i cannot see all details of other ships also I am not sure if i can take the values "detectability" vs "spotting range" by word. regardless for testing or in general teh ability to open ships of other nations in shipviewer showing full stats would be neat (down the road knowledge is power if you intend to make a feature / DLC for intelligence effects) - personal gripe for playing Austria: you get a single and small pre-dreadnaught hull. Also your first DD hull is limited to 750 tonnes untill you research Destroyer 2 meanting all DD research that increases max tonnes for destroyers is a waste as you hull is the limit not your tech untill Destroyer 2 onwards. -balance on maintenance: ship maintenance seems to be a % of design cost. this seems logical to a degree, but then a huge cost factor of a ship its her armor (fun fact, overweight / underweight flaws also affect maintence, where underweight makes ships cheaper to maintein ). So if you use better armor they is generally way more expensive the ships maintence increases exponentionally. - refitting and naming of them: a personal one but i am not a fan of the automated refit design names. it would be nice to change it to a more logic way i.e. DesignName_YYYYMM where YYYYMM represents the year and month the disgn was created (in my opinion this seems more logical and its unlikely you make more then 1 design of a specifi ship per turn). in my current game my DDs are named: "Pandur" initially, "Pandur(1899) - 2" and "Pandur(1904) -3". This looks funny and we are almost there to my suggestion. also: Please let me build the refit design directly, please please please. - naval invasion time needed: minus the mentioned points of tonnage needed vs sucess chance (and enemy TF force field making engagement impossible) i "feel" they take too long. Plainly speaking 7 turns to invade / conquer Marroko looks okay, but then consider thats 7 months which seems quite a long time. - army logsitcs: is percentage indicates how good your army is, so far so good. Then we have the tooltip that is not that clear to me, assumtions in ( ) : it is affected by number of provinces (negative) population (negative or positive ?), Tr capacity (positive) and navy size (tonnage / number of ships / posive and to what expend). From a game perspective i'd like to know what i can do the improve that value which is very unclear and also from my assumptions above, limits my options i have incluence on (i want to conquer more provinces, but do i need more or heavier ships, also the GPD growth topic from above plays a role here). Additionally from playing it also seems to relate to GPD in some way, or down the road to army budget %. I hope this feedback helps you and i am looking forward to try 1.4 eventually ! Ps.: sry for typos
  12. I managed to do so, the trick is changing the position by scrolling a bit, still the UI has some issues aside from that: i.e. Ship list, when you try to set the port a ship you are building should spawn it is hard to select the first ship in the list (also if you shift select from number 4 in list and want to end that selecting at the first this is impossible). In reagrds of the weather system: Its nice andinteresting it changes over time. As already mentioned in a storm you canot see your UI (set course) which should be adressed. Unfortunatly the general gameplay issues (1890 AH start on normal) still exist in the campaign: - Enter manual combat and enemy runs right at the beginning of the battle so you chase for nothing (maybe realistic but even worse on bad weather since you visibility is 1km at best). --> maybe block the AI from retreating untill visual contact was made, or even better --> start combat when some form of contact is made (early game visual, later on radar). - enemy taskforces can stil pass yours without any mission generating (prime example is gibraltar, park a taskforce there and enemies still have free sailing). - need to search your ships after battle in various ports - missions generate battle with no regards of your actual taskforces. example a): i have a taskforce of 6 to 8 CLs, i get a convoy raid with a single of my CL from that taskforce vs 3 Cl of enemy (plus some TR). --> iirc there is some tonnage calculation so that could have a play here but,... example b) another taskforce of mine with 4 CL gets into a mission vs the mayority of the french navy (1 BB, 2or3 CA, 12 CL and 14 TB), their total tonnage was way higher then mine. --> I really would appreciate some tuning on the mission generation and improved meaning of taskforces. currently the campaign is more a random encounter generator, where the player / admiral has no influence at all strategically (see enemy taskforces passing each other) or in the missions itself (the ships you get is just a random selection), with finally t good cahnce that the enemy AI will just run without any contact (because they know exactly where you are even without radar)
  13. Took a break and went for it again today (most recent version 1.2.4). I am sure much effent went into finally fixing shell balistics and targeting, but the issues that annoyed me in the grand campain (1890 start) are still present, namely: * You get mission when enemy with superious amount of ships just flees (an example was a TR defense of mine: me 1 CL and 1 (unarmed TR) vs 3 enemy CL and a TB, fight started, we never made contact.. wasted time) * after a fight you still must go search for your ships of your involved taskforce in various ports * still unable to block enemies from passing your taskforce for example at gibraltar besides that land invasion are not that clear to me: in my campain AH tried to invade serbia twice with superious army strenght, but each time failed (can i assist as its landlocked ? is there some tech ?)
  14. as austrian +1 from me, although i think the hulls are more designs put into the framework and right now getting the framework work to allow a good campain seems to be more important to me. Could be different guys however i dunno.
  15. Thanks for the recent hotfix3, i gave it a shot (my typical Austria, 1890 start, normal, build own ships): Regardng battles there are still various issues that make them quite tendious, here a short list: a) Ships are stil not able to keep a course that make sense (wobbly, drunk sailors) b) Targetting seems better in general, however ships keep shooting at already sinking ships: I did an ingame report, but i think the shots should be visible here as well c) manual rudder settings as a workaround currently also show different issues: sometimes you set it to port and ships still keep sailing straight, sometimes you need to set the rudder to left to turn right, sometimes it works. (i usually keep avoid and avoid torpedo off, but briefly turning it on and then off again seems to change the behavior, so maybe something is overriding from there). d) the old classic of missiongeneration beeing disconnected from the battles itself: i.e. had a mission where sovients port strike Pula with a single BB, i have 2 CL to intercept, you load in and obviously the soviet BB did retreat from the start. At least in this case the draw did not result in port damage, but imagine if my ships where damaged (i am pretty sure then i'd be a loss and i gethome port damage without ever seeing the enemy BB) As in general campaign currently it seems as AH you are destined to fail any war because your land army is too small, so any neighbor will take your provinces by invading. in my current test i am loosing hungary to the soviets, which are invading with about 2.6 million troops, vs my 130k defending... Yes, this is an extreme example but checking around any neighbor state's army is at least 70% bigger then mine. On a positive side: so far turn times seem to be a lot better in Hotfix 3
×
×
  • Create New...