Jump to content
Game-Labs Forum

GodWentAFK

Members2
  • Posts

    9
  • Joined

  • Last visited

Everything posted by GodWentAFK

  1. Forcing us into battles just for the AI to run away from 20 minutes is absolutely asinine and needs to be fixed. If the AI has 4 destroys faster than the fleet they encountered and are just going to run away, have them automatically, and successfully, withdraw before battle. Furthermore, when the player opts to "leave battle," usually because they don't want to chase ghost ships, the results should be exactly as they are when they left. Randomizing the results after leave battle makes absolutely no sense and it's terrible.
  2. I don't want to scroll past a list of 25 previous technologies every time I want to check what the current research is. Does anyone know how or if we can modify the UI objects to only show the technology currently being researched, (or just put it at the top)?
  3. The "dissolving" of nations mechanic is absolutely broken and needs to be a priority. Nations should not be dissolving with billions in their bank account and fleets of ships worth billions of dollars. For example, it's 1931 in my current campaign, 1.5 years into it, and Spain dissolved 2 turns after I gave them $1.2 billion for an alliance. Even if they hadn't just gotten a massive check, they had a decent sized fleet they could have mothballed to be sold. Nations seem to dissolve randomly regardless of funds available, and without making any modifications to their budget to reduce expenses. It needs serious work.
  4. The campaign AI is not replacing obsolete ships nearly enough. This was supposed to be improved several months ago in a previous update; I'm not sure if it was never actually improved or if it has regressed with the beta. In the year 1930, the AI is still using pre-dreadnought era cruisers from the early 1910s (the campaign start date was 1920 ffs). It completely trivializes the game when the AI is using french floating hotel abominations in 1930, and I'm using 18,000 ton modern heavy cruisers with mk V 9" guns. The AI needs to replace their old ships MUCH more aggressively on legendary and hard difficulties.
  5. Turrets getting stuck and not rotating. Absolutely unacceptable that this is still an issue.
  6. @admiralsnackbarThe latest hotfix broke your mod, unfortunately. Hopefully it's not a lot of work for you.
  7. Clicking through every single ship to set them to "limited" or "in being" (which you effectively have to do now because of maintenance costs) is an absurdly bad user experience. We need a way to change the state of multiple ships at a time, whether that be in the fleet menu, changing the state of all ships at a port, or some other means.
  8. I've had plenty of hang ups on building ships, in all sorts of different years. Some are a few turns into a new campaign, some are 20 years in. I think the biggest issue with regards to maintenance costs with this patch is that it takes 10 months to recrew your ship after you set them to low crew to lower the upkeep. It's absolutely insane that it takes 10 months to recrew a cruiser that took 17 months to build.
  9. After the most recent update, my shells are struggling to get full penetrations on armor they can penetrate twice over. The math simply does not check out this patch. Cruisers with 23" of effective armor are blocking 11" capped and 14.5" standard HE with well over 38" of penetration at the engagement distances. In that scenario, which played out in multiple different campaign battles, my hits have fully penetrated armor maybe 5% of the time, with the rest being split between partial penetrations and complete blocks. Cruiser AP is being completely blocked by destroyes sometimes, but almost every hit to the main belt or deck is just a partial pen, despite being able to penetrate nearly 10x that amount of armor. This is the first time the penetration model has felt this buggy in the 200+ hours I've played of the game. Something is seriously wrong.
×
×
  • Create New...