Jump to content
Game-Labs Forum

M3rky1

Members2
  • Posts

    23
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by M3rky1

  1. On 3/27/2023 at 4:55 AM, o Barão said:

    @Nick Thomadis I know you must be very busy with the upcoming update, but if possible add this change to the game code. To allow towers to have a recon value.

     

    I tried to add scout planes to some towers that have plane facilities (recon +250; +10 long accuracy), but sadly this does not work. The tower component will vanish from the game. It seems to me the issue is the recon modifier is only being applied to towers from radar, but is not possible to have a tower with a recon value from the start.

     

    If possible, thank you.

    I did some messing about and figured out how to make a custom component. This increases the the spotting range for the ship significantly to simulate having a scout plane. I put 1000 tower spotting just for testing it but it allowed me to spot a DD at over 20km. Recon didn't seem to affect the spotting range. I Believe you need to modify or add the following to the tower if you only want this to apply to s specific tower: ,stat(tspot;1000)

    image.thumb.jpeg.e8f582091862eae6fa47635e77a7d748.jpeg

    • Like 3
  2. 9 hours ago, MishaTX said:

    That would be your mains going after the biggest threat (and easiest to hit), so that makes sense. Your secondaries should be pounding away at the small targets, that's what their job is. If you're ever in a situation where you need your, say, 14"ers to engage DDs getting close, then that ship needs a refit.

    What if you created a custom component that allowed a scout plane? like having a custom radar component that includes scout plane. You could increase the cost and weight of it to compensate.

    Edit.  Maybe this could be a better use of the radio component since it becomes useless after getting radar. 

  3. Has anyone ever gotten anything other than a minor victory late game? I completely wrecked the British and had like 60,000 victory points to their 1,500. It didn't even let me come close to taking any of their territories in the treaty. Is this something that can get looked at? I would like to be able to play past 1950. Just as I am getting the best tech the game ends and I cant play with it. Maybe ask they player if they want to retire every 10 years. IDK why it says end reason low victory points when I ended at retirement. 

    tempsnip.png

    • Like 1
  4. Why am I having ships start a battle with 0 structure and sinking. They clearly were not at that damage level in a previous battle or they would have been sunk then. My ship should have been under repair in port because I never had a task force so it should not have had to travel anywhere damaged. I keep losing ships to this. 

  5. 40 minutes ago, Skeksis said:

    Fleet sent home with car park hit and run scrape!!!

    The Meeting, note Bismarck and CL Pillau in taskforce...

    KfGDG2Y.png

    Victory, light damage to Pillau, nothing to any of the capital ships, virtually nil damage...

    MTsUzGz.png

    But the entire taskforce sent packing (I mean teleported)... 

    uadGyUc.png

    Bismarck with zero damage.

    Note, auto-battle doesn't send the fleet home (don't use auto-battle to skip time while reproducing bugs), bug occurs if player fights.

    Happens to me too. I was Italian fighting Germany so my ships had a long trip to get to the north sea. After a battle I lost 2 crew members and pretty much no damage. My ships teleport back to port even though it took multiple turns to get there

    • Like 2
  6. So think I figured out what I thought and I think other people thought was a bug. When making hard turns your turrets seem to stop moving. It appears to be an affect of your steering gears using your auxiliary power. So the ship can only provide so much power and if you don't have a good aux engine and you have for example electric 2 steering, it's going to suck all the power from your turrets to use for turning. When I used a better aux engine and hydroelectric steering the turrets appeared to work better. 

  7. It would be nice if the AI would go for quality over quantity of ships. It seems the AI just builds as many ships as possible and doesn't care about the tech or design. Another thing that needs to be fixed is how the AI just plasters secondaries all over a ship. I regularly run into CA with probably 30+ secondary turrets. They just put them wherever they will fit on the deck. They often sacrifice lots of armor for this. A possibile fix for this would be to limit the amount of secondary guns the AI can place. Also where they place them needs to be worked on. I had an AI BB class with their barbets in the front of their non super firing turrets limiting their fire arcs for no reason.  Also it would be nice if they Balanced armor and tech a bit more over guns. For example they don't need all the best torpedo protection and anti flood and such but they do need the best range finders and turret mechanism. It doesn't do you any good to have 100 barrels if they can't hit anything. Pretty much any battle can be won in the campaign by sitting at like 7-10km and just burning them down with HE. I won several wars doing this when all I had was 2 BBs and about 8 CA and the AI had 80+ ships

    Another problem with the quantity of ships is the AI seems to have no concept of budget. It seems they are constantly getting fired every couple of months because their going into debt. The AI needs to have some buffer in their budget for building, repairs, and refits. Something like Budget = all ship maintenance + 50% total ships repair costs, and will not construct new ship/refit unless above budget is met plus the cost of building said ship will not put monthly balance at a negative (or their current savings balance will not go negative before ship is finished construction). There could be some plus or minus whether a specific AI likes to build up some savings or likes to push the boundaries of their budget. 

    • Like 1
  8. 16 minutes ago, Candle_86 said:

    Also you totally wrecked the game with your GDP fixes, now i can win war after war, and wipe out the enemies battleships and crusisers, but next war in 3 years they'vbe got another 20-30 battleships, this is totally unacceptable, rollback whatever buff you gave to them, because this is beyond stupid

    It seems impossible just based on building costs alone. Have you ever tried building more than 1 battle ship at a time? It's expensive and it takes like 2 years min. Are you sure they aren't already being built before or maybe they are bringing old ones out of mothballs? It could be that since you killed all of their ships they have zero maintenance costs so they can now just go crazy with building now. 

  9. 10 hours ago, RegamusMaximis said:

    Does research that change stats affect the ships weigh or something without refitting?

    I can build a ship and have 0 offset, come back to actually do a refit and all of a sudden it's 70% off aft weigh wise

    Yes. After researching different items their weight will change. For example a Mark 2 turret will have a different weight from a Mark 3.  When you select refit it will automatically apply the latest version of whatever you have equipped. This is affected by everything you research from armor quality and engine weight to your turret and superstructure weight.

    Editing just to clarify. It won't change your weight until you click the refit button. The second you click refit it updates everything with the new weight values. 

  10. Can we get some info on what we need to do to get the option to receive ports as part of reparations? I have had about 20 different wars now in a couple different 1920 campaigns all spanning different lengths and sinking different amounts of ships and I have only gotten the option once and it was for Heligoland. I even completely took out the enemy nation's fleet and still got nothing. I have seen a couple people mention taking ports but it sounds like its more common in earlier campaigns or something. 

  11. 19 hours ago, o Barão said:

    In this example, it is clear that turrets stop tracking the target because the ship is turning.

    In the gun's accuracy panel in the right, we can notice the gun's losing the accuracy and the target. The moment the ship goes in straight line or a gentle turn then will acquire the target again and the turrets will start tracking.

    I have this issue a lot. When my ships are highly maneuverable the turrets seem to stop turning until the ship stops turning. It makes it difficult when trying to doge because your guns stop firing for quite awhile. I have to sail in a straight line for my turrets to aim. 

    • Like 2
  12. It would be nice if we could speed up the game to what we want. I like that it slows down when we get closer to the ships but we should still be able to speed it back up if wanted. I just had a mission we're I sunk all but 2 DDs. I had a BB with a lot of damage resulting in slow speed and no accuracy. I couldn't run away from the enemy DDs and they couldn't sink me and I couldn't hit them. What resulted was them running in circles around me and nothing I could do to trigger the end battle button. I had to sit and let the timer count down for about an hour or so while I played on my phone. I have had other situations where it would be helpful as well. 

    Another item that I would love to see is better torpedo warnings. When managing a large fleet it is really easy to miss the warning indicator. It's small and short timed and if you are not looking at the spot when it pops up you will miss it. It would be nice to have it be visible slightly longer or have some type of audible warning like a alarm bell or something. 

    • Like 1
    • Thanks 1
  13. 56 minutes ago, itolan1752 said:

    dose it possible to break the Alliance now?(1.06 update 17)

    Not only player & AI' but also AI & AI' alliance.

    or it already can but I don't know how to do?

    This would be nice if we could manually request or break an alliance. Same goes for peace treaties. It would be nice if we could request that our opponent surrender or if we could to them. I was stuck in a war for over a year with a country that had zero ships. Because I was sinking them as fast as they built them. They therefore had lots of money because they had zero maintenance costs.

    I also ended up with them having the ghost fleet bug (zero crew with lots of mothballed ships). 

  14. 39 minutes ago, Plazma said:

    Sorry, but I don't get it. I can set center of mass of the hull by moving the funnel. But in this case everything after funnel will contribute as fore offset, main tower, main guns... If I put my funnel on the end of ship everything will be contribute as fore offset but low values, when I put my funnel forward I have a lack of space and everything after funnel heavy impact fore offset. This is very strange... and some hulls are not balanced, because of the shape of the hull.  

     

     

    Capture.PNG

    So is it that the center of mass is of the hull and citadel but the guns don't get calculated in that? So adding a gun changes the offset of the center off mass but doesn't affect the center of mass itself. However adding a main gun changes the size of the citadel and that citadel change is what's calculated. Idk if I am explaining it very well. Gun weight affects weight offset but citadel size affects center of mass?

  15. 6 minutes ago, ZorinW said:

    The whole point the devs about the new citadel mechanic was to make it easier to design ships like the Nelsons. Putting a gun aft would defeat that point completely.

    If you want to build a Nelson type ship you need to move your towers and guns further back so that your citadel is centered on the middle of the ship. It looks like you just made a normal ship but didn't build any rear turret's. Idk if that will fix the offset problem but it's worth a try.

    HMS_Nelson_(1931)_profile_drawing.png

    • Like 1
  16. I have an issue where I have defeated the Hungarian fleet to the point where they have 0 ships. I cant get them to surrender. They have tried a couple of times but when I click agree to the peace treaty, nothing happens and war continues or they immediately go back to war in the same turn. Also it says I may owe reparations but I never have to give them anything and I never have any option to demand anything. I don't know if this is an effect of being allied with another country who doesn't want peace with them so I am forced to stay at war. 

    It would be nice if we had a button that we could manually request peace or declare war. This would make the options to use the reparations mechanic more useful. We could offer ships, land, or money for peace. 

    I am wondering if there is a chance the Devs can make the campaign file editable for the beta version so we can manually fix bugs like this without having to spend hours playing a campaign only to have to start over because of a bug?

×
×
  • Create New...