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Schmitty21

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Posts posted by Schmitty21

  1. 3 hours ago, havaduck said:

    Its a what if game. And honestly just charging in with max. sonar/hydro DDs as bait, preferably angled to one side, unleashing torp salvoes of my own and then moving in with the lumbering BBs who are in the back natrually.

     

    Back to the what if game: This is just one of the sketches from reality. Based on what ifs and non existent facts of reality that dont happen ingame (like the naval treaties) its "reasonable" for these abominatons to actually apear. Scale them to the later game and 50 tubes is entirely "reasonable". 🤣🙃

    1438289922327.jpg

    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.

    • Like 1
    • Thanks 1
  3. 27 minutes ago, MDHansen said:

    1. Never heard anyone else mention it here. Although it is a rather small amount of people active on the forums.

    2. This (bug?) is most likely related to the feature that came earlier this summer; a hidden ship has a chance of revealing its position when firing. Seems to be happening mostly to smaller ships. Oddly enough, I've never had this happen.

    3. So far in my playtime (1.6 release) I've never encountered a crash/ctd. And I've modded the game quite extensively from the start (ish). In what situations is it crashing?

    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.

  4. 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.

  5. 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

    Map_NorthEurope.thumb.jpg.c227fc3fc3e0d4b67d40bf8717dd4ad4.jpg

     

    Mediterranean (new countries Ottoman Empire, Greece and Portugal)

    Map_Med.thumb.jpg.d391ff47e5a00b2a8f4a903674c9e288.jpg

     

    South America (with new countries Brazil, Chile, Peru, etc)

    Map_SouthAmerica.thumb.jpg.9ec4b5afbae2bfcd3bebe65511a2be3d.jpg

     

    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?

    • Like 1
  6. 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.

    • Like 3
  7. 7 minutes ago, SpardaSon21 said:

    Your design also didn't take into account the unit system where boilers and engines would alternate.

    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.

    • Like 1
  8. 27 minutes ago, ijp8834 said:

    To be fair... The US built 235 Flush Deck Destroyers before 1922.

    US surface fleet numbers at that time were-

    10 Dreadnoughts, 11 Standard Class BBs, and 19 Cruisers (mixed Armored and Protected, the Omahas would come online the next year). And 235 Destroyers. So that is 40 Cruiser and larger assets, and 235 destroyers, so 275 total units.

    The US Navy's surface fleet in 1922 was 85.45% Destroyers.

    Edit, actually bigger because the South Carolinas were retired in 1921 and the Florida/Delewares were starting to be phased out.

    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.

    • Like 3
  9. 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.

    FunnelEX1.thumb.jpg.49d47b61f4ab7f7c0be3ab5f109f43d9.jpg

    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.

    FunnelEX2.jpg.546c5d36faf13a64c176b2cff020baab.jpg

    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.

    LubeckExample.thumb.jpg.419a01c66c5bde28d3c960d095b55c19.jpg

    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:

    FunnelEX3.jpg.46f6379eef2d060ca726cc564b749a0a.jpg

    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.

    • Like 9
  10. 5 hours ago, Nick Thomadis said:

    Players must try to get parallel to the other ship to improve their aiming. Fast forwarding and going head on to the enemy does not help the aiming process. If a ship loses aim it is not a bug, it is expected and players must do something to correct it. Decrease speed, try to fire all main guns in parallel to the enemy, correct the design which seems to not aim well? Etc.

    Previously the aim did not reset at all, so this was a bug, that players exploited with manual aiming, without knowing.

     

    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.

    • Like 1
  11. 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:

    CL_Niobe.jpg.40be7c31809a7d1a1705eb98a62415db.jpg

     

    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.

    • Like 3
  12. 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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