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Abuse_Claws

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Everything posted by Abuse_Claws

  1. Rear secondary gun placement obstructs main gun fire arc on Russian Experimental Heavy Cruiser (and copies of the same hull for other nations)
  2. Okay I currently have 65% accuracy at 40km range. What? Am I firing cruise missiles? This is a custom battle Bug report sent in-game (surely this is a bug, right? Right?)
  3. I kinda still treat this game as if it was in beta and therefore avoid any modifications to be able to provide correct feedback for the devs. When the development is finished I might start looking into making a mod myself to fix a few of my pet peeves. IDK, haven't looked into the mod API yet, don't know how much of what I want to do can be easily implemented I poked around in the shipbuilder, the break point between stereo and coinc seems to be indeed around 20km, which supports the linear theory. I might do the test you suggested later if I decide to make a mod after all and therefore need to have a more detailed understanding. So far I'm just switching most if not all my designs to coinc RF for the foreseeable future
  4. True I'd say the break point where S RFs start giving more accuracy bonus than C RFs should be at around 12km And lowering the accuracy across the board, except in the early game, seems like a good idea
  5. And I assume it's linear? So at say 10km I get 23% of the long range accuracy bonus? Wow that's a scam On a sidenote, I wonder if there are historical examples of actual gun hits in ship vs ship combat (so no training exercises) at 48km. Or even in training??? A quick google search suggests that 40km is more or less the maximum theoretical range of any naval gun ever And Guinness book of world records suggests that the longest range naval gun hit in history was only 24km! Can we have the upper limit for "long range" switched from 48km to 25-30km? That would seem reasonable. (I don't necessarily mean "buff Stereoscopic RFs", I mean "make it so the accuracy bonus you see in the ship builder has at least some relevance to the actual bonus you'll get in battle") Also I would prefer the minimal value be 0 instead of 1500, and then Stereoscopic RFs would just have a minor bonus to base accuracy Just for clarity's sake, because the fact that "long range" begins at -1500m is not exactly intuitive UPD: so I opened the game and did the math. At 20km range stereoscopic RFs are just marginally better then coincidence RFs in terms of the accuracy bonus (and even then it's like 1-2% more). In my experience so far with the game, actual fights almost never occur at that range. Sure, splash interference reduction is nice, but simply keeping main and secondary batteries firing at separate targets does the trick just as well (with some passive techs reducing splash interference from other ships I think it won't be much of an issue, unless your whole fleet is firing at a single target) So yeah, I do mean "buff Stereoscopic RFs please" after all
  6. BTW can anyone explain what is considered "long range" for rangefinding purposes? Is it some fixed distance or does it change with the year/available tech/gun caliber? Does the full bonus for Stereoscopic RF just kick in at a certain range (like +0% accuracy at 9.9km => +12% accuracy at 10km) or does it gradually grow with distance?
  7. Capital ships were definitely more than half the tonnage. There were no enemy TFs in the invasion area, but there was one in the same region (Irish sea) Also there were no ships in the attacked port itself
  8. Okay, so at first my understanding was that I need roughly 4 times the "Needed Tonnage" to more or less guarantee success. And now I get this, which is insane. Almost 5 times the "Needed Tonnage" for a grand 39% chance of success. What does the "Needed Tonnage" even mean then? Like "we need this many ships, but actually we need 5 times as many and even then it's not even a 50/50" Then ASK FOR MORE SHIPS IN THE FIRST PLACE!!! Honestly, if I knew this would be the case, I probably wouldn't have started the invasion in the first place, but I can't see these odds beforehand, only the "Needed Tonnage". So I would very much like to see at least something of the following: Move naval invasions from a dice roll to a "progress %", like land invasions Make needed tonnage be actually connected to the tonnage necessary to successfully capture the province with the relation between those figures being clearly explained somewhere (tooltip?) Make needed tonnage just higher across the board, so that when capturing with minimum required tonnage there was at least 10% success chance If any other factors (like enemy TFs in the area, transport capacity in the region or whatever else) are negatively impacting the success rate, please display it clearly in the invasion description/tooltip
  9. Same here, but I'm talking from like an in-game strategy standpoint Also of note, if at 1920 I decide to toss the pacifism and start my conquest (which I might do on a copy of this save), I'm in a much better position than everyone else, as I had 30 years of booming economy unburdened not just by war, but even by maintaining a navy at all Basically there's no game mechanic that would make me actually fight or even build a decent fleet at any point, therefore allowing me to store up on resources as much as I want, gaining an (unfair) advantage over the AI Like I legit have one 1890 BB in my fleet the entire 30 years of the run and no country even thought of attacking me In Civ V for example if other leaders thought player's army was pathetic, they would smell blood like sharks and try to gobble you up instantly Which actually forced the player to, you know, have an army at least. I think there was a similar concept in Stellaris And it makes sense to have something like that in a PvE strategy game, disallowing some cheesy strats
  10. AH, which is convenient, as I only get negative relations regularly vs Russia And even then it's so few tension points I can usually go right back in the next 3 turns
  11. So I hadn't played for a while (since like 1.3.4 iirc), and now decided to come back. But when I started the campaign, I noticed how much more we can influence diplomatic relations now, and I decided to do a little experiment. So a pacifist run! No wars (with major nations, as invasions against minor nations aren't always player-controlled) allowed, additionally I restricted myself from going bankrupt, having a revolution or going below 0 Naval Prestige (the latter only applies since like 2nd year of the campaign) I'm playing on Hard difficulty It's been 30 years (1890-1920) All my diplomatic relations are above 50 My unrest is exactly 0 My NP is 382, the highest among all nations (next contender is the Italian admiral with 318, then the French with 111) My GDP is rising quickly and will seemingly within a few years surpass all other countries except France, which for no apparent reason has a GDP growth rate of 10% even while at war My technology level is Very Advanced, only matched by Britain and France I have 20 trillion in naval funds, more than anyone else except France. This amount of money will presumably allow me to buy myself out of wars more or less indefinitely even if my diplomatic strategy fails So what's the point of fighting wars in this game about naval battles? Like, getting provinces, sure, but I don't think provinces give you anything other than a sense of achievement (for finally rolling the dice well on a naval invasion) and a bunch of unrest It seems like the balance could still use some work
  12. So I forgot how this mechanic works: at what point are technologies like Medical Department and Fire Control Table applied to a ship? When it is laid down, built or commissioned? Or are they constantly updated even without refitting? If the latter is the case, how does it work for ships transferred between nations? Suppose a ship was captured as a war trophy and later sold to a minor nation, how will that affect the tech levels?
  13. "Fixed issue which allowed, wrongly, to receive orders from allies for refit designs." But why? What was wrong with it? So I kinda already came to terms with the fact that we will never get the constantly requested feature of building refit designs for ourselves. But at least building refits for allies was possible, giving the ability to sell them latest ships, which actually enables them to fend for themselves until player forces arrive in the region. Now every time I make a refit of a ship class I have to make a copy of the design for export purposes and delete the old copy, which will be a hassle and will also flood the ship design list with double the designs for no apparent reason "The refit designs can already be sold as used refitted ships." Sure, but the alternative option of just building them was nice, and at least for me saw a lot more use
  14. So, a few suggestions for the Campaign: Some sort of an "auto-diplomacy tool", which would be (at the minimal viable product level) able to automatically cycle between two player-selected actions every other month. Quite a lot of turns are basically just insta-skip, except you have to go into the Diplomacy tab, choose the desired action and confirm it every single time, even if for example you are just trying to improve relations with the same two countries over and over again. Quite quickly it becomes a chore. Please add a filter system for beginning-of-turn messages. I don't want to click through a dozen messages about mine damage, land battle losses and failed relations influence attempts, especially when they are about third countries and do not influence the player empire in any way Please add "hyperlinks" into mine damage messages, so that the player is able to quickly find their affected ships instead of scrolling the map to and fro while desperately trying to remember where is DD V-123 specifically located at this time Please, please add ship damage level into the pre-battle screen and ship moving screen Please add "Default strategy" option into the ship builder which would affect autoresolve battles. Suppose I have 3 destroyer types: A counter-destroyer gunboat that I would like to screen for my capital ships, A torpedo boat type destroyer that I would like to torpedo-rush enemy capital ships A "frigate" destroyer with minimal armor and armament, which is meant to set and sweep mines and hunt subs, which I would like to just retreat in any fleet battles Last but not least, a "First contact" option for battles. Let me explain: Suppose your TF of 100 ships faces an enemy TF of 100 ships. Actually playing this battle would be a huge undertaking, requiring like an hour of real time, a lot of effort and a beefy PC. The alternative - autoresolve - feels a lot like just rolling some dice and may lead to serious losses, that would be easily avoidable if I played the battle manually I propose a compromise: give the player an option to manually play a short battle between vanguard squadrons (like the BC clash at the start of battle of Jutland) or maybe between destroyer screens, or maybe a time-limited convoy raid "before the arrival of the main fleet", somethig like that Then the rest of the battle would be autoresolved with a major bonus to the side which won the first contact.
  15. A suggestion: if a country is dissolved for whatever reason during war (economic collapse, losing all ports etc), make it so it actually loses the war before dissolving, maybe even with a hefty VP bonus to the winners, so that they can claim the now ungoverned provinces. Other possible option (maybe even in conjunction with the previous) is to make invasions (land and navy alike) instantly succeed if the target country is dissolved, or at least give the attacker an option to keep going with the invasion instead of it just failing Edit: as of right now (1927 in 1890 campaign) there are 32 'Ungoverned Territory' provinces on the map, making it the 4th largest country in the world.
  16. I really love the new double barbettes, they allow for some fun builds, however, I find that for some nations at some tech levels the guns don't quite fit Suppose we take dual medium barbette II (which is the largest of the three), as can be seen here, Japanese and Italian Mk.5 6" guns don't quite work with this barbette, despite 6" being well within what is considered "medium" guns Could we maybe have some sleeker turret options? And sometimes it's not even about changing the actual look of the guns, for example it's easy to see that Japanese 6" Mk.5 guns should be able to fire over each other (screenshot 3, I've reduced the gun barrel length and managed to place all three guns, yet they still block each others firing arcs), so it seems to be a hitbox problem
  17. Military conflicts and uprisings seem to be bugged After taking over a province if it starts rebelling, I can't send ships to stop it, as it seems that the game counts the old owner of the province as the "defending" side, even though it shows me as the defender. Furthermore, after the rebels won, I now see a Military Conflict with attacker and defender being the same country (Northern Marianas)
  18. The names do not stack The name will be just 'DD-999', it will just migrate from being a DD name to being a BB name
  19. This one is an old bug from 1.0.9 iirc When a ship is sunk, its name is returned into the pool of available names. However, for some reason generic numbered names are not excluded from that, so when you sink CL-2583, there is a chance the AI will later build a ship of another class with the same name, hence CA CL-2583 Ship names seem to be limited to adjacent classes or something like that (i.e. a CL might have a DD name, but a BB can't) However, when you later sink CA CL-2583, 'CL-2583' name is once again returned to the pool, except now as a CA name I once saw an enemy BB named BB V-150 or something like that, so a BB with a DD name
  20. So patchnotes for 1.1.9 mentioned 'Auto-Design optimization', and it made me very happy, as poor autodesign is one of the problems this game had from the start and until now. One of the problems always was poor engine efficiency (among others are weight offset, unnecessarily long citadels, overprioritization of secondary guns), so I decided to check how is it going in the current version (1.1.9R). To get more or less general results, I used multiple countries, every available ship class and every decade, as well as different modes (custom battles - CB, shared designs - SD, campaign - CA) One campaign is an actual save of mine, which I've played from 1890 to 1916, the other is freshly created 1940 campaign. So altogether I ran autodesign 145 times to produce 140 designs - 20 for each of seven selected hulls. I made a google sheet with the results, but TL;DR is: Average engine efficiency is bad You can reasonably expect only about 20% of enemy ships to have 100+% engine efficiency Some hulls are really problematic for the AI, taking way more time to design ships and sometimes even failing to produce a ship at all (I'd look at all "French experimental"-style hulls, like Japanese Modern Heavy Cruisers, French Super Battleship I etc) If there is a "Further Auto-Design optimization in placing the parts on deck", as mentioned in patch notes for 1.1.9, at least visually I can't confirm it: most of the 145 auto-design attempts I made for this post produced ships with overpacked decks, citadels taking up most of the ship, sometimes empty barbettes, sometimes turrets with next to no firing arc etc. (and 5 failed altogether) High weight offset, pitch and roll seem to also be quite frequent for autodesigned ships DDs seem to be doing MUCH better than everything else When engine efficiency for desired speed is easily achieved, the AI quite often doesn't stop adding unnecessary funnels, sometimes even producing 300% engine efficiency ships In one particular case (one of the 300% AH large heavy cruisers) I manually removed a funnel and increased the speed from 17 and change to 21 knots without moving a single part, dropping below 100% engine efficiency or getting over weight limit, which left me confused about why autodesign placed the extra funnel in the first place Please, please seriously rework the Autodesign ASAP. I can't speak for other players, but at least for me it would be a higher priority than getting new features or even fixing some of the minor bugs. I can't manually create shared designs for all enemies and every single year, and autodesigned enemy ships, especially capital ships, are usually so bad they can't compete with player-designed ships, unless the AI torpedo-rushes the player fleet with numerous small ships. Edit: also, at least for me, and under condition that the game is able to process turns in the background, I would rather have the AI design fewer ship types and take more time to design ships, if it helps with the quality of the design
  21. I'm currently fighting a fleet of about 80 ships, 64 of which are DDs. The year is 1907. It's a lagfest and water is basically torpedo soup at this point. Credit where credit is due, the AI is now much better at managing multiple ships, so it is putting up a hell of a fight, but I'd say it's still a few too many ships in one battle. Please, please, introduce a ship count limit for TFs in some form
  22. A few possible reasons: 1) You are actively using research focus. While active, it greatly slows down the overall research speed, while boosting the selected tech 2) You are playing on a high difficulty setting, thus your Naval Budget (and therefore max research budget) is smaller than in other countries 3) You are not at war, while other countries constantly are. When at war, the naval budget is greatly increased, and therefore so is max research budget 4) Through low transport capacity or some unfortunate choices in random events, you have driven your GDP and/or Naval Budget % to the point where it's much lower than that of other countries
  23. Ballast! I do not remember who proposed it, but it was a genious idea. Add 'Ballast' ship component (with matching research possibly in Hull Construction) that would eliminate X% longitudinal weight offset at the cost of extra weight and maybe floatability with X growing with each level of Ballast tech
  24. Some sort of Naval Prestige mechanic to have more influence over government decisions at the cost of NP (More details here) Being able to build refitted ships. Minor nations can already request them, so why can't we? It would be a minor change yet great quality of life improvement Ship count limits for TFs instead of or together with crew number limits AI improvements as described in the comment above plus AI ship design improvements Being able to launch naval invasions against minor nations and ungoverned territory Change '100k tons' requirement for naval invasions to a flexible one, tied for example to average shipyard size. Currently in 1890s launching an invasion often takes my whole fleet, while in 1940s it's just 1 BB and a few DDs.
  25. Okay, so I figured it out When a naval invasion is launched, there's an insta-conscription, which can more than double the number of troops in a province (710k from less than 350k in this case) After the invasion ends, the conscripts are immediately sent home Which makes about zero sense to me Also IDK if the losses are counted towards those 'summoned' soldiers or actual soldiers Edit: on second thought, it's only fair that the defender has a clone army, when the landing force seems to also be a clone army, as I don't see myself losing any actual troops from any province except Hungary, which is under a land invasion
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