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RNV

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Everything posted by RNV

  1. Hello. Interesting update. Just a quick thing: The towers used for the Italian Small Modernised Dreadnought do not allow the use of same year 12 inch guns (the model clips even with the largest tower) hence making it impossible to recreate the Giulio Cesare (10 12.6inch guns in the refit, so the towers should have an even longer barbette to allow the large italian towers to turn).
  2. Good work on the new beta, good to have new hulls although some feel rough on the edges. Also please, I have signalled it before but I understand it's just cosmetic and low priority, change the Italian navy flag (for all monarchy/constitutional monarchy governments) to the one used for the country. The one currently used is the republican navy flag.
  3. Great! Any indication on what will be the scope of the next update?
  4. Ok, after a couple of campaigns I can say that: 1) it's good to be able to influence the government to invade minors, although it is still a hidden modifier so it is hard to know if you're actually making a difference 2) ships now go back to the closest port after mission, in itself it's good, because it means the mechanic is working, but I personally would prefer if they went back to the port they departed from for missions (what I would call "home port") unless they're too damaged. "too damaged" could be maybe 75% structure/flooding damage or something arbitrary like that to signify that they had to reach for the closest safe port 3) Less but longer wars (at least in my perception) are good and I'm liking the balance for now 4) On legendary and hard the economy feels tight but manageable, I'm ok with it. I have not tried later start dates, but I felt like i had a budget constraint (althout a relatively lax one) when building and maintaining a fleet without having it ridiculously tight as was the case in some previous patches on legendary Final consideration: good improvements, I've not encountered any significant bug yet. Other than that, I have 2 suggestions I've been repeating over the months: 1) having a way to assign ships to a role and to a squadron or a sea zone would be great and would let players build much more diverse fleets in the ship designer because there would be a role for very specialised ships 2) please change the Italian Navy flag to the Royal one instead of the republican one used right now 😃
  5. Being able to set one would be nice. I meant the port they left to get to the mission anyway.
  6. Has anyone else experienced, again, the "ships returning to random ports instead of home port" issue?
  7. I would like to use this as an opportunity to remind the Team that the flag used for the Italian Navy is wrong and it should be the same used for the country (the Royal flag). The flag with the Merchan Republics ensign was picked after 1946, with the abolition of the Monarchy.
  8. Ships continue to go back to ports that are different from the one they departed from for me. It happens mostly when they are dragged in a different sea zone than the one they're based in from my observation, initially I thought it was because it was the closest port but it doesn't seem to be the case. I know I'm boring but I think a "home port" setting that is overridden only when the ship cannot go back home in 1 turn, at its post-battle travel speed is needed to solve this. I would also like to be able to tell my ships not to go engage outside of an assigned sea zone.
  9. Same, initially I thought it was because of poor steering technology / low engine power, but then I started getting it with modern BBs with geared turbines and electrohydro steering.
  10. I completely agree with this idea. I also think that the best way to implement it would be to have a mission system similar to the one of Hearts Of Iron II or Hearts Of Iron IV with semipermanent task forces that you can either move out as you do now or assign to a sea province (say, Bay of Biscay), with a mission (in being, sea control, convoy raid, convoy escort). It would however require a complete remake of the Fleet page UI and the introduction of "divisions/squadrons/flotillas" on the campaign map as a concept.
  11. For me the snowballing effect and the fact that land war is completely out of player control (which makes sense in the philosophy of the game) are the main reasons to have more provinces: it reduces the impact on the game of an uncontrollable variable while keeping it in the game equation. Then there is the merely aesthetic issue of modern day borders on the map which just look funny.
  12. I agree that the map, while certainly not the biggest concern with the game, has to have more, smaller provinces to better represent borders in 1890-1945. Also, as other posters pointed out before, a way to push the government for invasions against minors would be great, and there is already a mechanic which increases tensions when a Great Power invades a Minor that is friendly with another Great Power. On a more general note: in my opinion peace treaty should have a truce period of at least 2 years.
  13. I think there are 2 things I would like to see: 1) a form of semi-permanent task forces / squadrons where you can have ships assigned to a squadron and the squadron assigned a home port 2) Some way to intervene against minor countries or at least to use naval prestige to lobby the government to do it. Also, it has happened to me that invading Egypt, which had a sizeable Navy, no battle was generated.
  14. Thanks Nick, I will try a new campaign and I'll see how it plays. Anyway, I wish you good luck with the release, I think you made a great game with a great concept. And this is probably the reason I was hoping some things would be developed a bit more, but if this is the final stage, I will still enjoy a campaign every now and then. I'll just use this opportunity to remind you to change the flag of the Royal Italian Navy back to the accurate one instead of the Republican one that is used now 😀
  15. What about the campaign features? Will they see work after a full release? I am referring, mainly, to the most glaring one: empires dissolving leaving the world empty or filled with minor countries with which we cannot reliably interact. What about the campaign map? It is clearly unfinished with the modern province borders. The UI as well needs some modernising with ways to filter tables or better ways to control ships and task forces.
  16. In my experience task forces end up in fights in the correct sea region. Although task forces still interact in a not entirely predictable manner they seem to work. The problem for me is mostly with ships in port, hence why, when I reported the bug in game, I suggested to develop some system where you have semi-permanent divisions. I think a system sort of like Hearts of Iron's could work: you create a division, assign it a home port, assign it a task and assign it a target region in which to perform it. Task forces could be then used to hunt down enemies in a specific area, to operate far from your shores, for landings and other special missions, or to convoy raid / escort near enemy land.
  17. While the overall stability of the campaign seems to be much much better in the released version, aside from a few issues that are inherent to the campaign mechanics as they have been implemented like constant wars, I have to say that after reading that "ships going to random ports" was fixed I expected it to be fixed. It is not. I still have my ships being pulled from ports in different sea regions go back to random ports, so that I have to rearrange my squadrons all the time to avoid accidentally leaving some sea region undefended and starting losing transports. I have to continuously rebuild my battleship squadrons because when they're not used as a task force they get divided all the time by the game pulling either 1 BB, 1-2 cruisers or smaller crafts into some battle and then sending them to a port that might be on the opposite side of my homeland. Please, I am pretty sure that this was fixed in a previous patch (one of the 1.09 release candidates) and then it was "unfixed" again.
  18. Is it me or the "ships going back to random port" issue has almost disappeared for task forces (sometimes damaged ships retreat to unexpected locations) but is worse with battles generated by port-based ships? I had a battle randomly pull ships from ports in different sea regions and then send them back scattered across half of my home provinces. Additionally: maybe it would be nice to add a column in the "fleet" tab where we can set the sea region where a specific ship has to operate, for example: HMS Tiger; Valletta; In Being; Central Mediterranean; [etc...];
  19. I would like to start by saying that the shared design mechanic is great and has great potential to make campaigns more fun. However, the fact that you have to actively design ships separately from your campaign experience makes the process a bit time consuming and grindy. What I would like to suggest, if it is technically possible, is to add a toggle in the campaign shipyard to make the design shared and save a copy of it in the shared designs folder. I think that this way players would be able to progressively design more and more ships while playing the game with different countries and slowly populate the shared designs with ships having components from different years, incorporating thought processes that were started by actual campaign challenges. What do you think?
  20. Has anybody else experienced a sudden and enormous increase in Army and Crew numbers? From one turn to another I had the Army explode to 13 million people and crew to 10 million. Basically 30% of my total population is in the army or navy. I made an in game report. On a separate note: it would be nice to be able to start naval invasions against ungoverned territory. It seems not very realistic to have large swathes of land in anarchy for in-game years and not being able to invade them. For example, if Spain collapses shouldn't the US navy be able to invade (or lobby to invade) Cuba?
  21. I had the same happen to me. Question: what determines the order of the countries in the politics screen? Is it a power index? Related to this: how is the navy strength % calculated?
  22. I think it would be an interesting mechanic and it would increase player agency, which is, unfortunately, very lacking at the moment in the game. In the very far future, once all the current features are working as intended, it would be cool to be able to have a panel like the submarine one where you can recruit the regiments and maybe customise them to a certain extent. Although customisation might be pointless since the only purpose of these units would be to execute the first stage of naval invasions.
  23. I'm not sure it is what you're referring to, but I have experienced this as France, Italy and, to a lesser extent, Spain. I think the map needs much more polishing; right clicking is especially imprecise, sometimes you can't get task forces to specific points without apparent reason, sometimes it seems the "clicking area" of a port or tile overlaps with another. I've seen this mostly in the tighter spaces of the Mediterranean where I had issue selecting Tunis over Bizerte (once I placed ships in either), Taranto over Bari, Livorno over La Spezia, Marseille over Toulon.
  24. I'm going to put it here (I've made an in game report some versions ago, but I understand it is a very low priority thing). The flag and emblem for the Regia Marina used in game are wrong. They are using the Marina Militare emblem, the one adopted after WWII. Over the course of the time period the Navy flag and emblem were the following: Flag Emblem
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