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Schmitty21

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Everything posted by Schmitty21

  1. That doesn't change the fact that that many torpedo warheads represent a significant risk to the ship (See IJN during WW2). As it is most hits that do damage to a torpedo complement only effect one torpedo at a time with a rare chance to get an ammo detonation. The chance of ammo detonation from torpedo complement should go up significantly as the number of torps on board increases. Then it's up to the player or AI to try to armor against it.
  2. Playing as Austria and it seems like my army does next to nothing. Then recently had a war with Italy and the army actually started invading their possessions, except their progress suddenly reset to 0% randomly and then never moved again for the rest of the war. Also, when invading through Northern Italy the number of forces available is very small. Surely being on the same continent Austria would be able to muster up more men. Also, invading Greece in 1950 they have tons of ships coming out for a port strike defense. Like so many my PC can barely handle it. I'm not sure how they can even have the tech to man that many ships in a task force or the harbor space for that many ships. Seems pretty cheaty. Finally, there needs to be more cons for putting lots of torpedos on ships. Late game AI is running around with torp mounts everywhere with 50+ torps stored away in their hulls. In reality these ships should be powder kegs but it doesn't really seem to be the case. I'd like to see the AI take a more reasonable approach to torp mounting.
  3. I'm not sure where these German turrets came from historically, but they have got to go. They're hideous, don't even look like they would work properly, the modeling is just bad, and they ruin every design they retrofit onto. Which is still a problem because we can't choose which Mk gun we want and every generation only has one choice.
  4. MY ships are invisible. And when it happens the game crashes at the end of the battle. The game just crashed again after completing designing a new ship. The game is crashing constantly, end of turns, end of battle, exiting ship designer.
  5. There has to be some serious bug in the game somewhere. My latest campaign is completely corrupted. The map goes black or shows the previous background in the battle. Ships show up invisible in the battles. The game constantly crashes to desktop. There have been no patches since this campaign was started, I verified the integrity of the game cache on steam, and I'm not running any mods.
  6. Another idea could be the Naval Treaty DLC. It would introduce the Naval Treaty game mechanic to negotiate tonnage and armament restrictions and include historic hulls and parts from treaty era ships.
  7. Personally, I have no issues buying DLC for games I enjoy when they add content and value. Paradox has mastered this income stream and I think UA:D is ripe for DLC offerings. For example, DLC Idea 1: Regional Map Packs These would be individual smaller maps for more focused campaigns. The packs could introduce new countries that don't makes sense on the larger campaign scale but work well with regional conflicts. Players could also enjoy the challenge of working with tighter budgets of smaller navies. Packs would include new hulls, superstructures, and guns to represent the nations included in the map. For countries on these maps that are also present in the global campaign, these parts could carry over. Example images: Northern Europe Mediterranean (new countries Ottoman Empire, Greece and Portugal) South America (with new countries Brazil, Chile, Peru, etc) Other ideas also could include country specific part packs, or Era specific part packs. What are some of your ideas for DLC that you'd be willing to put money on?
  8. I think this patch broke the AI a bit. They're not moving, AI control doesn't do anything, and my ships come to a dead stop as soon as they sight an enemy. EDIT: Hopefully it was just the one battle, second battle seems to be going more normally.
  9. I sincerely hope the British dreadnought hulls are going to get updated at some point. Hulls III, IV, and V don't seem to fit in in any historical sense. There are no hulls with forecastles that fit the Neptune class, or the Orion through Revenge classes. Considering the importance of the Royal Navy in dreadnought design I hope this is remedied.
  10. Multiple "styles" for turrets would be appreciated too. Like ones with and without armored hoods or plates. This could be reflected in the ability to add armor to them.
  11. Yeah they're blue and not showing red when not placeable. Also the French BB 1 has unremovable boats in the way.
  12. Looks like a solid update Nick. Is there anything you can share about the next major update? Features, timeline, etc?
  13. There are options in the menu but yeah, nautical miles on the campaign map would be nice. I'd also like the option to see distance to target in battle mode displayed in yards as most books historically discuss battles of the period in terms of yards.
  14. My "design" is simply trying to improve what the game does a pitiful job of doing currently. The fact that all the ships are way too front heavy is a fact. Most warships of this period used engines aft of boilers, so that would be a good starting point. More complicated setups could be explored down the road but as it is, anything would be better than what we currently have.
  15. French cruisers sometimes mounted their engines in the middle. It would be great to manually choose where the engines were and then the funnels just controlled where the boilers go.
  16. Something seems bugged with allied fleets. Minor powers are showing up to battles with ships I've designed but never sold to them.
  17. That's great and all but the game lacks the management tools to make that feasible to the player. The AI can build and manage way more ships then most players will ever have the patience for with the limited functionality we have.
  18. Machinery space is an incredibly important aspect of warship design. Particularly in the time period with which this game deals, machinery space requirements had vast changes and repercussions to warship design. Vertical expansion steam engines took up a lot of space and needed protection above the waterline for example, and the switch to turbines eliminated this and allowed more compact machinery set ups. Many of the original turret layouts of early dreadnoughts were determined by the the machinery space needs. Machinery spaces also represented a large amount of the ship's weight, and their placement determined how that weight was distributed. Unfortunately UA: Dreadnoughts simplifies the machine spaces a little too much. And sometimes it makes creating realistic looking ships very difficult. And to be honest, I don't think it would be too difficult to make it a little more realistic. Let me show you what I mean. Here we have a light cruiser laid out somewhat like a late WWI German light cruiser would have been. Despite this looking historically accurate, we have a large amount of forward offset. This is actually fairly mild to what I've seen on other designs like DD's for example. If we reduce the funnels to just one we can begin to see what the issue is. The "machine spaces" that the game creates center on the funnels. When you place multiple funnels it will center over the average. While I appreciate that the game is modeling machine spaces and makes them a damageable component, this isn't at all accurate to reality. I've colored in this diagram of the rebuilt Lübeck to show you what I mean. The red portion is the boiler spaces, and kind of what the game currently models. Realistically though, when you place a funnel, it should only place a boiler under a small space under that funnel. (more functionality could be added to later tech funnels like types that the Japanese use to trunk multiple boiler spaces together). However, the important part is the blue portion, this is the engine space. As you can see it takes up much more space (and weight) behind the boilers. So if we want to accurately model both ship weight balance and damage control, I think the game needs to be a bit smarter about how it models those machinery spaces. Like this for a crude example: The foremost funnel should be close to the front most portion of the machinery space and there should always be space for the engines that extends beyond the aft most funnel. This could limit how far back players can place funnels. Different engine technologies could have different shapes, diesels for example could have a very compact machine space under the funnel. I think these simple changes could add a lot of depth to the design of warships in UA:D. I won't get into the design and gameplay effects that modeling vertical expansion vs turbine spaces could add but its also something I hope the developers consider. Right now I don' think there's much reason in the game to build dreadnoughts with wing turrets which is a bit of a shame.
  19. There absolutely are aim bugs. Ships are getting stuck in aiming and not getting a solution, with modern tech, when enemies aren't even far away. Ships aren't firing torpedo's, on any setting. Ships aren't firing main guns at close range even with good firing solutions. Ships with radar range finding shouldn't take so long to get a solution with closing enemies, plenty of evidence from WWII that shows radar guided fire could be accurate on the first salvo with closing targets. Not to mention, you tell us to make our ships travel slow and straight to make them hit but the AI don't do that at all! They're constantly whipping around unrealistically.
  20. Was the purpose of this patch to make my cruisers stop firing and be incredibly inaccurate? Because you succeeded. EDIT: Yeah, wow, this patch screw up targeting bad. My CA's are now getting stuck in ladder aiming bugs constantly. They were working great before.
  21. Weight distribution needs work still. Late German DD's are ridiculous.
  22. Odd request, I know. Sometimes I design a ship and it performs exceptionally. Beyond being able to save the design for AI use (still wishing we had this in campaign mode), I'd like a way to export a high resolution copy of the ship card from the designer to my PC. Like this: Something completely impossible but awesome would be to be able to save a 3D model of the ship for 3D printing. I know Kerbal Space Program had some deal with a 3D print house for a while to do that. I personally just would like to be able to print it on my own printer. Obviously a tall order but a fun one.
  23. Just tried changing from line formation to abreast and nothing happened. Also the Tight, Normal, and Loose spacing does nothing.
  24. There seems to be a random issue where ships (mostly CL's so far) stop firing their guns until you set torpedoes to Save.
  25. Scout and Screen formations need work. Screen especially. Screening ships need to not be so suicidal. I get when its early days and they need to close to attack with torpedo's but they should not wander so far from the very ships they're supposed to be screening. They also need to stop trying to cross the line and get in the way of the capital ships. I've got them constantly running into my BB's and causing issues with formations turning and getting decimated by fire aimed at the BB's. Add to this they're still firing torpedo's into their own lines. They also don't seem to equally distribute themselves and often end up with 3 on one side and 1 on the other. Scouts shouldn't closing to make suicidal attack runs either. They should be maintaining a set place from the formation. I want to set my CL's as scouts but they keep rushing into the thick of it instead of just staying on my wing.
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