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Thramoun

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Everything posted by Thramoun

  1. I have been playing this game for quite a while now, very fun yes. However, there's one mechanic I don't understand. I have no understanding of IRL ship construction so bear with my assumptions: A wider hull decreases roll motion A longer hull decreases pitch motion Additional weight away from the center of mass along the length of the ship increases pitch motion Additional weight across the breadth of the ship increases roll motion Currently, I just accept that early ship designs have terrible pitch/roll by default and try to play around it. But just now I've played around in the ship designer and come to one weird conclusion: None of the above actually matters, just make sure that the main belt and deck are as heavy as possible. Now, how did I get to this conclusion? Well, I've emptied out a ship hull and reduced weight everywhere as much as possible: Empty CL, terrible roll. A reality I've come to accept. You can see the pitch/hull is still pretty terrible. To be expected with weight pretty evently distributed on the ship. Now, what happens when I add weight to the center of mass, say, by increasing the weight of the engine? A heavier engine leads to progressively worse pitch and roll ratings. Whoops, it got worse? Maybe too much weight on the center of mass is bad too? But even increasing the engine weight a little worsens both pitch and roll rating. Weird. I try using other methods. Guns, towers, none of them have an effect besides worsening both pitch and roll slightly. And it doesn't even seem to be relevant where you place them, either. The position of the gun doesn't seem to matter all that much. The pitch and yaw actually worsen the closer the gun is placed to the center of mass (and the ship), even when the weight offset stays relatively neutral. And then I tried the main belt. Suddenly, both pitch and roll values plummet. Huh. Maxed out main belt and main deck armor values improve the roll and pitch rating by about 50%. I also tried out a belted cruiser hull, for which you can get even better ratings due to the higher limit of belt armor. So, the engine weight added to the middle of the ship doesn't improve the motion, but doing the same with the belt does? Why? And the deck works too, leading to the best possible pitch and roll values seen above. So, that means, if I decrease the weight of the belt by changing to iron plate armor (-80% main belt armor weight) it should get worse again, right? Wrong! Only a 0.1% difference in roll. The impact of the actual weight of the belt and deck armor appears to be insignificant than the thickness value. The combined weight is reduced by 150 tons (~30%), but there is virtually no change in pitch/roll values. So, what am I missing? Is there something I misunderstood about how these ship motions work? Is there some weird game mechanic that I don't understand? Please enlighten me!
  2. It looks a bit boring, but also nothing's happening in this screen shot. I get some beautiful shots when gunfire lights up the ships.
  3. I also had this issue where this one enemy ship just didn't want to use this fore turret. It isn't damaged at all as can be seen on the top right, but it's not acquiring any target or shooting. (it's about 10° off of its target which it could definitely do with just a slight turn!) It says "Angle" on the gun but it should be able to get the angle easily at least with the forward gun. The back gun doesn't have an angle
  4. Love the new weather effects. Absolutely beautiful and finally I can see why my gunners are struggling. Here some feedback to the latest builds: Currently it doesnt look like ship bobbing isn't influenced by waves. It would be nice if larger waves would cause more bobbing, or if the direction of the bobbing followed the wave (and wind) direction instead of the ship direction Peace time still seems pretty boring. I'd love to have more interactions, events, and maybe even some reasons to go into the battle mode (e.g. naval exercises, testing of new designs) Budget for naval espionage with some espionage events please? Currently designing ships in peace time is very unengaging because there is no goals. If I knew at least rought stats of the up-and-coming rival naval designs (max. armor thicknesses, gun calibers, gun amounts, top speeds) I would at least have something to reach or beat We can currently see the all ships built, refit or other actions taken by rival nations. Not only is this mostly useless info, it also spams the log on the bottom left into uselessnes More events in general, currently it seems to be mostly the same few events triggering over and over Generally a lot of events boil down to "raise x budget or raise y instead" or "worsen relation or pay money", I'd love to have some more variety to make the world feel more "alive" so to speak and give more flavour A lot of the times when researching new technologies I get "New Parts: <empty list>" in the message. I'm not sure if that's a visual bug, but these technologies definitely should give parts (e.g. better funnels, towers, etc. by the technology name) In wartime, currently it feels less like you are a nation's navy, and more like you're just doing an independent seawar. I would love for there to be wartime events that give a specific missions, like the peacetime "Minor Nation Naval invasion" event. For example: The military is planning an assault into x coastal province. Move at least 1 HC or BB into <event marker next to provice> to bombard important facilities like munition ports or storages near the shore (After having some transport losses in a sea region) Our trading routes in <sea region> are being targeted by enemy raiders, send <x tons of fleet> into <event marker in the affected sea region> We have a VIP trying to escape <rival nation at war with us>, send a fleet into <deep enemy water region> to extract them More events in peace time like the "Minor Nation Naval invasion" event. (After rival nation finished a new ship that's a major step up) A <rival nation> has just built a <x ton> modern ship, build a ship of the same class with <at least x ton> weight to show we are keeping up. <rival nation> thinks our navy is inadequate to beat theirs, make a show of force of at least <x tons> in <event marker near rival nation coastal province> Economy still seems extremely easy as some nations, it's impossible to struggle with funds even with the largest navy in the world and maximum expense in every way, even in peacetime (nothing mothballed, navy twice the size of all other nations, maximum training/tech/transport expense, all ships uselessly sailing the seven seas and using maximum fuel), and this is in 1900 (1890 start) without having gained any additional regions Events should focus on giving players something to achieve and should give naval prestige, or additional funds, or in rare cases if you don't do them you will lose transports etc. (I realize some of those are close to existing events, but the point is to make them a bit more involved than clicking "OK") tl;dr we need more involved peace time as well as wartime gameplay, currently the campaign map just does not have a lot of content to it. Generally the more involved those events become the better.
  5. I don't understand this. We already can move borders in the game right now, by conquest. Why not introduce additional regions to allow us to move the borders in a more sensible way?
  6. I will add my 2 cents as well: Very much looking forward to the weather changes. I won't hope for actual physics, but I do hope the water bobbing of ships will visually match the waves a bit more. Currently it looks slightly comical a lot of the time how the ships are just bobbing back and forth. We currently have no input for what ships should be built until at war. So it would be good to have a few more opportunities. (doesn't have to hugely be in-depth) your government should provide you with reports on other nations ship designs or research breakthroughs (armor, guns, etc.), especially since some of those may be used for propaganda UI unfortunately needs some works in a lot of places, there is small text boxes with tons of largely irrelevant text nobody in their right mind will read with a few important things spaced in, the modifier bar can get so big that you can't read the report on the bottom left anymore etc.. Important information should be easier to find in general, as well as some visual improvements. It's looking somewhat placeholder as it is. More plausible wars. Currently any war will shortly evolve into a world war that usually doesn't stop until at least one nation crumbles, usually more. There should be more space for smaller wars of conquest or other interests. War also seems to not affect the winning country too much long-term. War-economy should be hurting a lot after a few years, even for the winners. Just more interesting things happening. Maybe some kind of newspaper that will semi-regularly report on-goings in the world, like significant battles, war starts/ends, research breakthroughs, state of the economy, etc.. I think there is also a lot more room for events in general. This should probably be options since some may just be there for the battles. All in all I very much look forward to where the game is headed, a lot of the big problems are solved. And one more thing: Aircraft. And, I know there won't be any aircraft in the battles. But they can be handled like submarines, but even simpler, and would probably (at least initially) not include any carriers. Idea is this: Ships get AA components that increase their AA rating. Ships with low or no AA rating may in more modern time increasingly targeted by aircraft. This happens the same as subs/mines. For example you could have certain areas (oceans) appear visually on the map where an enemy country has air superiority. Having ships there will result in aerial attacks that may damage large ships with bad AA rating. This feature would need modelling, design and implementation work for the AA components which should be simple as they will only be visual/taking up space and won't be active in naval combat a (lot of) balance changes to weights/costs etc. in the later years to accommodate for the new components tech tree updates some graphical updates to the world map no actual implementation of aircraft in the 3d tactical battles
  7. I still can't see casemate barrels even at the closest distance to a given ship.
  8. Thank you for fixing the "...Battle..." bug, finally I can play again.
  9. What ammunition amount did the ship in question have in the designer? Increased/normal/reduced?
  10. That is not how game development works. Adding features and additional mechanics becomes harder and more resource intensive as the product matures, so it's important to experiment early on to create a rounded out package that contains what's needed. Polish is mostly relevant when going towards a wider audience. Of course the fact people can buy the game already in this early phase complicates things, but many of the people here calling for feature freeze need to understand after the game is polished there will not be any new core features until an expansion or successor.
  11. Also apparently the AI just chooses to ignore the "Low Fuel" speed modifier. The player can ignore it as well if they just never change the division speed setting.
  12. Regarding fuel, it appears that in combat, each ship at "low fuel" in a division will apply 1/3rd modifier. Meaning 2 ships in a division with low fuell with apply 2/3 x 2/3 and so on. You can improve your speed at low fuel by seperating all your divisions into single-ship ones. As far as realism go, I love the new fuel mechanics on the strategic level as finally range is actually relevant, but... I think in combat the fuel usage should be lowered drastically, so that only when you start a battle at below 20% fuel available it starts to become an issue. It's neither realistic nor fun to drain the fuel of every ship in an hour of combat. The same amount of fuel they could use to cross all the 7 seas twice over if they have enough funnels.
  13. In this update after a battle the game will get stuck on "...Battles..." in the loading screen, can't do anything except ALT+F4. If you reload from the previous save, every battle that is not auto-resolved will get stuck this way. Only in the next turn the bug disappears, so you have to autoresolve every battle for that turn that you can't avoid.
  14. This sounds like your divisions have at least one ship with "Low" fuel status, even one will make the whole division wait on it. The fuel mechanics were introduced in this patch and it's easy to miss, though it's mentioned in the patch notes. Take it near a port, I believe a division is within the Operational Range of one of your ports it will regain fuel (costing a considerable amount of cash). It would be nice if any of this was present in the UI, but I'm guessing there is going to be a UI rework down the line.
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