itolan1752
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>>>v1.5 Feedback<<<(Latest version: v1.5.1.1 Opt)
itolan1752 replied to Nick Thomadis's topic in General Discussions
French, Experimental Battlecruiser II, Light Modern Tower VII can't put any Funnels. -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
itolan1752 replied to Nick Thomadis's topic in General Discussions
Sound like good. BUT! If player build 4 B class battleship, and keep refit them 6 times until B(1939)-6, each refit need 3 months. Then player suddenly need new batch of B class ship (usually happen on late game that most hulls has been researched, and he don't want to design another ship) Player need refit them 6 times until B(1939)-6,which need 3*6=18 months. someone may think "player could make a new refit just like B(1939)-6". but after that, player actually got 2 different class because every time player want to refit 1st and 2nd batch B class, he need design the same refit twice(if player want to keep the same). -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
itolan1752 replied to Nick Thomadis's topic in General Discussions
It seem the 1.4.1.1 version make refit have some limit. For example, B class ship have a refit B-1. then player use B-1 to make a new refit B-2. A B class ship can be refitted from B to B-2 without B-1 before 1.4.1.1. But in 1.4.1.1. a B class ship want upgrade to B-2, player need to refit it to B-1, then refit it from B-1 to B-2. -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
itolan1752 replied to Nick Thomadis's topic in General Discussions
yes, and I already active a "Naval Invasion" event. According to this image, Mers el kebir has 0 ships and it is a invasion target, but my fleet didn't spawn a mission to weaken the port after a few turns. not only in this case. others ports that belong the enemy, the mission don't spawn ,too. So I would to know is something I missed? or it just a bug? already sent a report. ========================================================== edit: after this case, Italy declare war on me, and I let fleet go to Sardinia, this time the game normally spawn attack port mission in the next turn. -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
itolan1752 replied to Nick Thomadis's topic in General Discussions
How to attack enemy ports? A few day ago I report that I can't attack minor country's fleet which in the port. and now I start a new campaign with 1.4.1.0 Live optx2. I can't even attack French' unarmed ports. no matter how my fleet close them, fleet just didn't attack the port. Maybe mechanism about attack port changed or I missed something? -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
itolan1752 replied to Nick Thomadis's topic in General Discussions
Do you mean Northwest and Northeast Korean? Both of those ports didn't have many ship, I can captured without destroy Korean fleet. -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
itolan1752 replied to Nick Thomadis's topic in General Discussions
Play this game again after some update. May I ask how to attack minor country's port? My fleet is stay near the Korean ports, but after many turns, fleet didn't attack, maybe I missing something? -
>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)
itolan1752 replied to Nick Thomadis's topic in General Discussions
As I knew. the "Muzzle Velocity" affect accuracy, too. So Tube powder I's "-9% Shell Muzzle Velocity" could major reduce accuracy. But light shell... maybe Shell Weight also affect accuracy? -
>>>Beta v1.4 Feedback<<< [Final version released]
itolan1752 replied to Nick Thomadis's topic in General Discussions
Yes, even in late game, player's ship has 20000 km range and fuel was over 90% Once through the edge of the map to the other side, the fuel will reduce to "Low". -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
I already know any ships will over the top speed to follow the division. And any ships that speed over 40 knots have strange moving, include hard to turning, reducing speed. So I test what happens when they try to keep the battle line in the division. over 150 knots, even the first ship is stop moving, and because they are too fast, they can't reduce speed well. Instead, hard to keeping the battle line. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
As far as I know, only new design and refitted ship will use new technology. -
hmm. I don't ever know this game. I thought "Ultimate General: American Revolution" is the successor of the "Age of Sail" before. (it is focus more on land battle, though)
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>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
So far, Nick Thomadis say it will have 1.4 version, but detail is unknown. and the "6-month Roadmap" is seem misleading, many people thought it mean that the game will stop add thing after august. additional, there is the other game they need to make--- "Ultimate General: American Revolution", which should be released in 2022 but delay. will 1.4 be the UAD's final update? only developer know. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
1.3.9.7 Italy legendary campaign feedback. damn it, I can't declare war on A-H or french. both of their army will ruin me immediately. and I can't do anything to change army' disadvantage. I, and my allies, German and Japan can't stop A-H 1.5 million army to capture Northeast Italy.(and A_H didn't have any allies, only itself!) even I gain enough VP to start peace treaty,my government may not listen it (really? A-H is take 75% Northeast Italy and government still thought that we can push back?). I need keep save/load several times. I think we need more method to protect home land or at least easy to take homeland back .not just for player, also for NPC. because in my memory, player can't get homeland back in the War reparations. it will not show in the list. my Italy save from 1890 to now 1915, the China and Spain are dead, and french and A-H are ones most strongest country, and they keep good relationship with USA over 20 years, I can't do anything at this moment. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
my 1.3.9.3 Russia save have the same problem about refit time. but because 1.3.9.4 change the logic of refit time. so it could happened on ship which first refit in 1.3.9.4. after that. refit time seem not so long. although still need 2 months to get buff tech and new Mk gun. (before now, only 1 month) maybe I should try a new 1.3.9.4 campaign later. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
a little problem that about recurring buffs tech in late game. unlike others normal tech that won't change ship blueprint's weight after research it. recurring buff in late game will use to blueprint immediately, like "super torpedo protection" and others. and because they will add weight.the ship could become overweight that I can't build them anymore. though I can use a trick to re-build it in the same class. but recurring buff still need to work like normal techs. edit: I don't have 100% sure it is because recurring buff, a but it usually happened after I starting research them. BTW, "super torpedo protection" will add construction time is seem horrible to me. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
Yes.before 1.4, this version is most complete version I ever seem. global campaign totally work. most major bug are solved. remaining bug is too small that can ignore or able to avoid. though it still ridiculous that failed to withdraw a attack that starting by us (why? how?), and enemy keep escape at battle but also keep dragging player into battle. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
The Most confuse thing for me is why blockade and destroy merchant ship by auto event can not gain VP. Also,refit time is outrageous now, does it really need 11 months to remove/add some 2 inch gun? even in a new game in 1.3.9.2R, too,so it is not because playing old version save. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
yes. 100K tons in the sea region. you can reach this require by many TFs. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
Finally, mooring ships will go their home after battle. at least on my 1.3.9 Rx3 save. good job. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
I have a bug that I am not sure how to write but I already sent a bug report. a new 1.3.9 Rx2 campaign, UK start from 1890~1902. BB & CL class with start tech,and design their refit blueprint and refit those ships after few year. after next or a few turn. the refit blueprint and ship auto set themselves to the minor tech. For example,if I upgrade armor type from "Iron plate" to "Harvey", those ships will reset to "Iron plate". if "Iron plate" obsolete. it will set to "Compound". I am still observe this bug. because at least it only happen on my 2 class that design before campaign start so far. ===============EDIT============= after I test some case. I wrote what I found .(still need more TEST) MAYBE this problem is about this trick (or bug) that make player copy a refit ship and keep copy ship in the same class. but it could still need others unknown factors. this trick will make a problem that once player build a new "EX" class ship,the first ship still name "EX",which mean player have 2 EX class ship call "EX" now. image below is my campaign. I used the trick 3 times on "Canopus class", so I have 4 ships name "Canopus". and I notice if I don't refit 4 "Canopus" at the same turn but refit them by different turn, the refit blueprint and ship's components will set to the minor tech after last "Canopus" got refit. maybe I was wrong.but I still want to record my observation. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
so the mechanism that ship in the home-port don't go home after mission is still exist in 1.3.9 Rx2. this CL Spokane is stay in Davao, after a mission that near Kendari. she decide go to Kendari, not home-port which Davao (even not so far distant). -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
same problem, especially when player has several expert in the same class (battle DD, anti-sub/mine DD, mine-layer DD, etc.) the super big UI aggravate this problem,even I want to separate them.I could only identify each one by their arms. but I need to say,the task force in manual battle is OK. just set "repair priority" to "low", the ship will stand in TF even when they dying. so it doesn't need to change anything on it. the broke parts are TF's auto battle and entire mission for mooring ships. -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
Just a suggestion. I'm not try 1.3.5 yet. Maybe developers could let fleet which as the "Invade" role can through enemy fleet's control area and force to fight? -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
itolan1752 replied to Nick Thomadis's topic in General Discussions
18000 in my campaign for now.