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elkev

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Everything posted by elkev

  1. Wish I could tell you Lamb Chop. My mod worked fine till it was undone by a subsequent patch and I just lived with it for a while till trying to do a refit #6 on a CA I like and the only change was going from MK4 to MK5 8" guns and it told me it would be a 19 month refit. Did the same changes I did last time and the refit time only dropped to 18 months.
  2. Thanks a bunch. Took a few tries to get it mostly where I wanted it and the changes only effect new build and refit designs as existing saved designs and refits have the construction times locked in. It was stupid before as I had a refit #7 on a CA I like with a 30 month construction time yet removing the "obsolete" code and building that same ship from scratch only took 21 months in comparison. Now it's a 10 month refit which is much more reasonable.
  3. I like modernizing a lot of my old designs and the old method of doing refit design (1) and then making the next refit design (2) with +0.1 knots to get a 1-3 month refit by skipping refit (1) has been removed/fixed. Anyone know where I would mod the refit and/or build times? I have already removed the "obsolete" line so I can build TB in 1940 if I so desired but would love to get refit and build times down as well. Thanks in advance.
  4. Thanks for this post, saved me a bunch of time and works great.
  5. If we are forced to participate in a battle the enemy should not immediately run away. Every time one of my heavy cruisers or battleships get the ambushed by torpedo boats mission I never see them. Maybe make it so the enemy has to suffer a certain percentage of ship loss before they can retreat. Otherwise make the missions where the enemy is just going to run away be optional. Option at beginning of the game to set limit of how many ships per fleet. My computer is pretty decent and had no issues when about 25 of my ships were going against 130 enemy ships. Shortly after though I got a mission with 15 of my ships vs 260+ enemy ships. I was only able to get 4-6 fps even turning down graphics and that was with me retreating immediately and never even seeing the enemy fleet.
  6. More control on torpedos may help with both player and AI usage. While a prior post suggested multiple launch profiles ( narrow, normal, wide) and the ability to launch a single torp from a multi torp launcher. The counter to that was that the player would get an advantage over the AI. I think adding all those options would be too much at this time. I think just updating fire control per mount would help in general. Have each deck launcher a separate launcher control like primary and secondary guns are split up. In earlier years where you have only a 1k range but may have 2-3 double launchers you arent sending 4-6 torps into a CL when you only need 2. Also if a CL was blocking you from a run on a BB you could launch one mount and still have a chance to go after the BB with the remaining loaded mounts. In later years if programed so it may help break up the AI from launching all at once in one massive wave from 9k away. Could also prevent the "fake out" move drawn on the other post. Lets say you fake out a big launch and then run your big guns into closer range only to find out several of the enemy ships held back a mount or two and launch a second smaller wave.
  7. I would like to bump this as it happens to me all the time and has cost me the loss of several ships. I believe there are three separate bugs in this. I am playing version 1.4 so not sure if this has been addressed in the 1.5 beta. #1. When you tell a ship to turn by clicking the path shows but ship will not turn even if in open waters. The work around is manual control of the rudder but it is still frustrating and I have taken a few torpedoes due to this and a ship collision of two. #2. Engine shuts down for no reason. Ship is not hit, there is no mechanical failure symbol I will just see that even though speed is set at 22 knots (for example) the ship will be losing speed all the way to 0 knots. Adding the ship to a group and then removing it sometime makes it work again but this is even more frustrating then the turning bug. I had a 18 knot BB and a 22 knot CL chasing a damaged CA that was going after my transports at 11.2 knots. It took me over 30 minutes time at 1X to close the gap from 3.5km down to under 1km due the to engines on the CL & BB shutting down over and over again. #3. Guns stopping. This one happens less often but I will notice one of my ships has stopped firing with no apparent cause. There isn't another friendly anywhere near it where it may have held fire to avoid friendly fire. The work around has been to turn the turrets off and back on and/or switch targets to wake the guns back up. I have missed a couple good broadside opportunities due to this bug. Maybe not a bug but a feature that should be added. When a turret or torpedo firing is turned off the mount should still track the target. Lining up a torpedo run only to find out the launcher is facing the other side of the ship due to firing being turned off stinks.
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