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SpecTRe_X

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  1. I've stopped asking quality control questions, but that's just me. lol
  2. From Merriam-Websters: Turret noun 2 a (1): A revolving armored structure on a warship that protects one or more guns mounted in it (2): A similar upper structure usually for one gun on a tank (3): A gunner's fixed or movable enclosure in an airplane From Wikipedia: "A gun turret (or simply turret) is a mounting platform from which weapons can be fired that affords protection, visibility and ability to turn and aim." A turret speaks to the overall assembly rather than a single component. A turret may be either pedestal or barbette mounted, may be totally enclosed or not enclosed at all, and may or may not employ a rotating platform or cage for the crew to stand/sit on while operating the turret. You seem to be conflating the gun house, the armored box used to protect large guns, with the turret itself. The gun house is part of a turret assembly but it alone is not the turret.
  3. Dresden with midships turret Mainz with side turrets (below boats) Magdeburg Graudenz class Pillau I think you get the point.
  4. 1.06.12 issues 1) Research speed is not fast enough for a faction to meet, never mind exceed, expected technology targets for a given period. An 1890 start is unable to unlock all the tech the player has in a 1910 start, for instance. General research speed should be increased by roughly 1.25-1.5 and focused research increased by roughly 2. 2) The shipyard capacity upgrade doesn't follow the eras either. A 1890 start is stuck with upgrading the capacity 4k tons at a time. 1900 start has a max upgrade capacity of 9.6k tons and 1910 a capacity of 15.2k tons. 3) Countries still cease to be after go far enough into dept during a war. When this state is triggered the war should end and part or all of that bankrupt country should be ceded to the enemy. 4) there are too many events that come up. If the average is about 1 per turn it should be decreased to around 1 every other turn. I'm unaware of a turret needing to be fully enclosed to be such and examples exist to support this position.
  5. Germany is what I have the most experience with and, from the limited research I've done, it does look like Germany was playing with at least semi-modern CLs by 1905 in the Konigsberg class and were using broadside turrets by Dresden and Kolberg in 1906 and 1908 respectively. SMS Prinzess Wilhelm of the Irene class was built in the late 1880s and didn't have any casemates from what I can tell. Germany seems to have toyed with their inclusion from then on with protected and light cruisers alternating the inclusion of casemate guns every class.
  6. Sure, but the individual branches are in series. I typically start as Germany in 1890. You can already get mostly modern CAs (~18,500t) floating around by 1900 as well as BCs around 1905 if you stop researching guns and such once you unlock the 13" M2 and 2 geared turb. The more modern light cruisers take longer than that though. I've made it to ~1912 built a fairly modern fleet but still had those ridiculous CLs with casemate ports on the sides. It almost seems like the light cruiser tech was accidentally pushed to the end of the line somewhere.
  7. That's also France, Germany is a different story in my experience. In fact, I have a suspicion Germany is the slowest faction when it comes to research. My biggest issue is how long it takes to unlock modern light cruiser hulls and oil fired boilers relative to everything else. So much boiler tech is trapped behind mounds of funnel tech as if funnels are actually hard to design. Don't forget also that only about half the tech tree is actually implemented. We're still missing subs, mines, naval tactics, etc on the lower third of the screen.
  8. Were your ships significantly more advanced? I had noticed that a lower tech enemy who damages higher tech ships gets more points than if it was a fight against equal tech adversaries. sinking 4 advanced destroyers in the 1,200 ton range will net roughly the same number of VPs as wiping out a fleet of 6 CLs, 5 CAs, 2 - 3 BBs, and 8 TBs of an "average" tech enemy.
  9. For me a lot of this comes back to how games are now made. Instead of a bunch of people coming together to form a proper studio with enough people to actually produce a respectably finished product after a few years of steady development you have small handfuls of people, often times as small as 1 or 2, calling themselves a game studio or developer and never really releasing a finished product. Sure, they'll do some kind of crowd funding, then "early access" then eventually a "full" release but the offerings are never truly finished and almost never in a reasonable time frame. It's the opposite of the issue we had in the window between the 2000s and Unity taking off, right? Most of the smaller, creative, studios had been consumed by large corporate ones and the creativity gave way to a myopic desire for pure profit; the symbiosis between the businessmen and the artistic died. Now, post-Unity, you have the opposite issue with the artists running the show and nary a businessman among them. It seems like they get into game development thinking it's going to be fun, and it may be, but then forget that it's still a job and must still be run as a business. Adding the public into the mix, especially too early, can be more harmful than beneficial also because everyone has an opinion on what direction a game should take and the original scope can quickly spiral out of control. Even if the dev team is able to maintain control of the project scope, opening a title to the general public as "early access" means you're basically releasing the title since those people aren't generally going to be a quality test pool from which you'll get constructive or useful input. They bought it because they wanted to play the finished game and, not only is that not what's being sold, it's not even always what you can deliver. Everyone wants to work for themselves but in reality, most can't because they lack the drive, ability, ingenuity, etc to keep themselves going and produce meaningful offerings for a market. It's not nice to say but something that is true; most people are more productive working for someone else.
  10. I'm not going to do any further "beta" testing on this branch until the devs figure their code out. To be sure it wasn't a corruption issue I uninstalled and reinstalled fresh then spent another ~4 hours on a 1890 German start only to realize in 1917 that I was the only nation with a navy. Every other country was scrapping designs but never actually building anything. At this point I'd amassed over 2 billion in funds, was first in tech, and also had the largest navy. Public beta testing is meant to capture smaller bugs that slip through the devs testing, not to replace dev testing entirely.
  11. The more I see of this beta the more I'm convinced the devs don't know how code works, don't have a means to quality test their work, or both. I get the very distinct impression that no one is testing any of this stuff on the dev side because if they were then surely things would be more functional when they're pushed out for public testing. I don't know if this is the norm for the beta branches but it's indicative of a lack of ability on the dev side. I also highly doubt that bogus bug reports are as prevalent an issue as they're currently made out to be. At least one third of this thread seems to be about campaign issues like the one quoted below.
  12. At those range barrel length wouldn't matter though since the elevation required would be minimal at best so you wouldn't actually gain any reload bonus from a realism standpoint. Beyond that, you're simply trading turret weight for belt/citadel weight since the closer range now means better armor to make sure some of your ships return after wandering so close to the enemy. "Peace in our time" lol
  13. Tension only increases if your ships are 1) in close proximity to other countries and 2) not mothballed. I've either mothballed or scrapped ships when I want a lasting peace as that's the only way to maintain it. Simply having your ships docked and set to "limited" doesn't do anything tension wise. In my 1.06.7 attempt no one has even been to war yet. There's been peace all around for 20 years now.
  14. I'm having trouble decreasing relations with other countries after playing as Germany from 1890 to 1910 as a pacifist. Has anyone tried starting a campaign with the "design fleet" option but then simply starting the campaign without designing/building one? I wouldn't expect this to break anything but who knows? I don't really feel like starting a new campaign with a pre-built fleet, scrapping it, then spending the next 4 hours clicking end turn to find out.
  15. Unrest got too high and the populace revolted. The country ceasing to be is the current result.
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