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PainKiller

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Everything posted by PainKiller

  1. Hello Guys, i haven't been on the forum for a long time. How do i raise my chances to have a successful naval invasion? I'm playing with the Americans, currently in war with the France, i'm trying to capture Southern Spain from them. I launch an invasion from the political tab, that's okay. It says it needs 430k tons of ships, i stand in the circle with around 650k . I have been trying to invade for years now, this is the 5th time, and i'm not successful. What is the mechanic of an invasion? Am i just not lucky? Or i'm doing it wrong? Do i need double, or triple the amount of ships what the game is suggesting? I don't find any information on this topic and it is starting to become annoying. Of course in the background, i'm also killing all of their ships and convoys the game throws at me. They are very persistent.
  2. Sounds like you were losing lot of transports. You need to send tf everywhere where this happenes and protect them
  3. I don't know. Even when i press the ctrl + space or whatever combination to clear out manual trageting commands, FPS is still low when i select ships. Nice summary why not to use AI 😅 Same observations for me.
  4. You do realise you CAN put more ship in a port, wich exceeds port capacity right? Nothing is stopping you. Just need to pay money, which i hardly belive is an issue for any player here.
  5. Isn't that the same light cruiser hull that other nations also get? The one where you try to put guns on it's side but the life boat's don't go away so you have limited fire arcs? I see that it has a 29.5 written on it, but that does not mean it's supposed to have good engine efficiency. If my memory is correct, that number stands for how much speed you can have without the engine weight increase starts to be exponential. Just to demonstrate with this same hull, if i check the weight&cost tab in ship builder, i got: at 23knts 647t at 25knts 950t (+47%) at 27knts 1492t (+57%) at 29knts 2105t (+41%) at 31knts 3601t (+71%) at 33knts 12470t (+246%) As we can see, after 30 knots, the engine weight increase start to be very big. But this number never meant to represent engine efficiency!!! You need better technology to be more efficient, like oil instead of coal (helps a lot), or forced boilers instead of inducted. You mentioned Steam M-Exp II, but changing engine type does nothing with engine efficiency. Altough, historically, fast ships always used some kind of turbine engine, and it does help with engine weight, which IS represented in the game. So sorry for saying this, but depending on you current year -> technology, you need to make sacrifices, if engine efficiency and smoke interfierence number is important to you. Now you probably want to go with around 25-26 knots, and in 5-10 year refit your ship with better tech, so you can make it faster. This is not a bug, it's working as intended. If i was not correct here i'm sorry, did not want to spread misinformation.
  6. i always assumed you guys knew about this bug, only it wasn't a high priority to repair. How is it possible that the same thing is not happening / reproducable? You don't have the same game version as we, testers / players have? No wonder it's so hard to report something
  7. Me for example. I start a campaign, go into a war (usually with the german as it's the easiest) because i have those shiny ships for a reason. Baaam, transport losses on almost every sea as i have colonies basicly everywhere. This is not a problem, as i was just prepared for that, i had built 130 ship exactly for this reason. I send task forces out to almost every sea area .....okay okay good good, we have less transport losses.......but now literally everyone start to hate me over time, and at one point or another go into war with me.....okay fine, i can handle this.......Beat everone's a**-es everywhere, get lot of money and even more ports. And at this point the problems starts to escalate. Since my ships have to go to repair time to time, it's impossible to protect the transports everywhere all the time. Slowly, but surely, those small transport losses add up, and i start to get into a war spiral, where even if i try my best to not to be at war (with pollitic tab influence, and getting my ships all home to britan so i don't influence on other waters) Despite transport building slider is in +100%, my transport capacity is just 50%, having huge GDP losses. That's where my campaign is at the time, I'm spending a lot of money now to try to be at peace with everyone. It's looking good, as long as i have money, i'll probably need like 2-3 year without war to rebuild my transports. i want to say that i have no problem with anything i just wrote down, i just wanted to give a summary how my campaign looks like and what the experience is. I quite like it. That being said, i'm pretty sure the AI has a hard time doing the right thing. As we know they are not very good at..not being in war
  8. More like AI has better ships designs with more armour / citadel protection / more bulkheads on avarage then it used to. Half year ago enemy CL usually went around with literally 0mm armour, and minimum bulkhead, their turrets were flying all around the place. i do not experience this anymore, huge improvement.
  9. Thank you for the answer. it wasn't an answer to my post as i was not talking about port capacity, at all. Port capacity does increase over time, i have no probmel with that. I want to be clear, so that you don't work on something which functions. Yes it is known, a good reminder, we will fix this. Thank you Urst for a better text, looks like this went through
  10. Yes, there needs to be an increase of how much shipyard you can build according to year, an not just according to when you started the campaign because it's static now. If you start in 1890 you can only build 4000t / 2year through all the way till the campaign ends, which was considered just a minor problem, since you were able to build any tons of ships at the same time. If you constantly paid attension to always build it, you had no problem in later years ( yea you could not build super battleships, but i never wanted to, in my experience you are perfectly happy with a 40-60.000t bb by 1940 ) With the introduction of shipbuilding capacity, which is tied to the shipyard size if i'm correct, it's important that this is lookad at. The later you start the campaign, the more you can expand the shipyard size. For example in 1910 start 15200t / 2year can be built at once, which means over time you not only reach a bigger shipyard size, but a bigger shipbuilding capacity if you would had been started in 1890 (sorry my if/would grammar here might be wrong) summary what we have now in a 1890 start: 1890: 4000t/cycle 1900: 4000t/cycle 1910: 4000t/cycle 1920: 4000t/cycle 1930: 4000t/cycle 1940: 4000t/cycle What i expect to happen: 1890: 4000t/cycle 1900: 9600t/cycle 1910: 15200t/cycle 1920: 20800t/cycle 1930: 26400t/cycle 1940: 32000t/cycle
  11. Guys, this is nothing new. Allies's ship can join your battles under your control since multiple nations are in campaing.
  12. Yes exactly, we are talking about the same. This bug has been in game for quite some time now. Others call this shell magnet also.
  13. This wasn't very clear...Are you talking about situation, when 2 enemy ships sail close to each other, you targte the furtherest one, and the one before it gets a lot of shells and hits when it is not supposed to?
  14. If we are at this, sometimes, a ship that starts the battle with around 30% structural integrity, will have it's crew still at full (for example 1030/1030), and is capable to go with the maximum designed speed (when it shouldn't). But as soon as it takes any kind of damage, a big portion of it's crew dies (let's say it goes 840/1030 from a single little shell), and the maximum speed gets to where it supposed to be if it would be on a 30% health (maybe 70% of the original speed without flooding) I have never reported this because i thought that this is intensional, so that ships can run away at the start of the battle even when they are damaged. This same behaviour applies to the AI as well. Edit: Sorry, rereading this, when i said 30%, i was just making an example, and i wasn't specific. Basicly i wanted to say that ships having low health still act like they were full.
  15. This is the ship design page. What is an XX type ship? I did not make this. No data, no picture.
  16. Okay, is this the misunderstanding here? Movement line? The Green line on the sea where the ship will go? No, we were not talking about the green line doing tiny little zig zags. We are talking about the whole ship doing Biiiig zig-zags, as Aurora showed earlier. We are trying to help, but when we are talking to a wall, it's hard. We are giving so clear explanation of what we see and what supposed to happen i have no idea what to do. As a boat driver i can confirm you have to do this big manuvers on purpose. Is this the same misunderstanding about our report on the big guns not shooting when smaller guns are active? Your answer was that it was fixed with some kind of target solution. But that was a completly different bug, where ships was choosing different targets frequently, and we couldn't manually aim. THAT was fixed / improved with the target solution thing. Not what me and others are talking about for months now.
  17. I have started to write 4 posts about how furius it made it to see how we are solving problems, and i'm forced to delete it so i don't say anything desrespectful.....better be speechless. Let's just say what google says about caracteristics of a drunken man, which represents behaviour of ships : Balance. unsteady on feet, staggering and swaying Impaired coordination and motor skills sense of confusion difficulty walking straight unsteady on feet Enough said. Everything else would be just how sad and dissapointed i am right now.
  18. Can you please describe in more detail what do you mean? I just tried sending ship to a different port, and the Move button was grey and couldn't press it, then just went back to map view to try another port, and it worked....went back to the first one, it worked as well. It feels like the same bug where we can't say yes. I also couldn't press the battle button, i had to alt+f4 and restart. Game sure close to release.
  19. It feels like not everyting is being read. I only follow the recent version forum like this one so it's easy to read everything, but i saw that you guys post in new thread as well, also there are feedback on steam comments,discord, and the in game report. Probably hundreds of posts. We may not have said this but when you tell us what bugs are know and worked on, we are very thankfull and happy. Equally worrying when a bug which had been reported by multiple people get's no mention 😕 Like the one above. Altough it can be in the [small improvement], i have not played the recent version yet, so sorry if this was actually fixed.😅 Holy molly thank you for this, i have never used this command, such a huge improvement!!! Still don't understand why a normal right click does not work the same way....
  20. I have noticed too that pressing yes in menu is...difficult. Sometimes i have trouble changing ship speed. Not consistent, but i can only change speed after i did somthing via the manual rudder.
  21. I have read no changes about this, but am i the only one who expreiences that torpedoes finally do less damage to light cruisers? They used to be out of line, 1 18inch torpedo would cripple a light cruiser, and now...it can take it? Usually only 1-2 section would go red and flood now, not half of the ship as used to. Thank you for this change ( if this was in the game already, then sorry for not noticing before, i used to be able to avoid being hit by a torpedo, which is much harder with the control we have now) ps: Please make ships able to go straight again, and not wobble like it has an epileptic seizure. It's not just a visual indicator as has been told. In a 1900 year built ship, it's a drastic debuff for a very long time, because ship has a hard time accelerating above 40-60% of it's intended speed(especially for heavy ships like a bb, ca, cl), and while in his seizure state, it get's negative 100-150% !!! accuracy defuff due to manuver (especially noticable on a dd)). This is not even a problem, the annoying part is, that i can overcome this issue by using the manual rudder. So i know that this is a mechanic to hinder the ships if we just use control by clicking on the map. It's annoying because i know that my ships are capable to go in a straight line / controled turn. The only purpose of the oscillation at this point is to annoy us.
  22. Nothing has changed. I can still replicate the gun behaviour i, and others had reported previously. Again, nothing here. Ship still massively oversteers after a turn order. I'm nut sure what are we trying to achive here. Having a *little* oscillation after turning is okay, but this is what we have is not. It feels like even just for a small 10-20° turn, ships slam their rudder to maximum turning, and only starts to set their rudder to natural after they passed the desired route. And how they try to correct it? By turning back, again, with maximum rudder set to the other direction. Is this what's happening? I'm asking because we can't see, only watch from abow, and this is what seems to be happening. I'm not trying to say we sould have similar behaviour as in wows, but i'm pretty sure everyone here plays it, so i have something to compare to. Let's say you try to turn to 90° port, by using maximum rudder input. You will have your rudders turned to maximum when you reach...the first 30° maybe. You still keep your rudder to the maximum when you are reaching 60-70°, after that you "release" it, so the rudder start going back to natural. It takes time, so the ship is still turning. Let's say you started turning back at the 70° mark, because we were dodging torpedoes....We know it needs as much time to reach 100% rudder as turning 30°, so we are gonna end up at 100°, 10° more what we desired. The ship starts to correct it, and smoothens it out, but definietly not using 100% rudder input!!! It shouldn't even have time for that, only small light corrections. This is what I do in real life driving a boat. Of course a small boat's rudder is even more sensitive, so i need to correct later than warships need. Neph made pretty good post about how it should look like, i can't attach math to it :_D
  23. I didn't take picture, but this is 3 paralell report, each showing 2+ billion people casuality, so i literally murdured the whole Earth's population. I mean...it says that the defence is resilient.....but i didn't want to go this far protecting my african colonies
  24. Is this normal? Having a negative number means am i fighting a zombi army? This game is more exciting then i tought before Edit: Yea i don't think i can continue this save game. Stuck on next turn, numbers went NaN, research progress stopped. Made a report.
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