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RNV

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Everything posted by RNV

  1. I finished a campaign (in 1898). After a war with the UK as Italy my income became $NaN and the following turn, by consequence, my funds became $NaN. The following turn I got the screen "The campaign has ended". Don't know if it's relevant to the end game, but in this campaign China, Spain, Austria-Hungary and the British Empire all collapsed within 10 turns from one another.
  2. Hello, I briefly tried the beta. Some flags are wrong (as others have indicated), Italy has the Republican Navy's flag instead of the Royal one in 1900. I have not been able to see ship behaviour in battle or whether ships go back to their base port as intended instead of going to a random one (please, if somebody sees this bug report it, it's really frustrating when you have large empires). What I see is still happening is that some areas of the map are hardly clickable, I was not able to click on either Taranto or Bari to send back my ships to port. I also get "mission marks" for rebellions in the territory of others that I'm not sure I am supposed to see.
  3. I would add to this that being able to explicitly indicate one or more sea zones where the mission should take place would be nice. Unless the sea zone or mission generation system is changed substantially which would surprise me at this point.
  4. Hello, The recent fixes made the campaign experience much smoother, thank you. I would like to ask other readers if they're experiencing this too: are your ships going back to random ports after actions instead of home port / closest port? I one of the release candidates this was fixed for me, in the live version however it started happening again. If I'm the only one experiencing this, please disregard this post and I'll try to reinstall the game and see if something happens, however, if others are experiencing this too, I think it should be pretty high on the bug-fixing priority because it makes large empires very hard to manage with ships reappearing on the other side of the world after a campaign.
  5. Hello, After about a year playing the game I finally decided to make an account and post here to signal a couple of issues that I was hoping would be addressed in the official 1.09 release and to make 1 suggestion for the future. Number 1 - [BUG] Fleets going back to random ports after missions This issue was solved in one of the last Betas (I think on Release Candidate 1 or even earlier) but suddenly resurfaced in the official release, at least for me. To put is simply, my understanding of how the system is supposed to work is as follows: Ships 1, 2 and 3 appear in a mission in Sea Province Alpha; The battle is over, the closes port to the coordinates of the battle is Port 1, Home port of the ships is Port 2 and is either less or more than 1 turn of movement away from the coordinates; If Port 2 is less than 1 turn away, Ships 1, 2 and 3 go back to Port 2, otherwise they go back to Port 1; What I see in the current version of the game is Ships 1, 2 and 3 go to Port 3, or Port 4 that might be on Sea Province Alpha or Beta or Gamma, apparently randomly. Now, this is first a major issue for countries like Britain, Spain o France that have extensive oversea territories at game start, but is also extremely frustrating for people like me that like to organise fleets neatly. I don't know if the fix in the beta branch was a temporary fix used as a stop gap before Task Forces and fleet management are fully fledged, but if that's the case, I would kindly ask the developers to re-fix it in a hotfix. I have made 2 or maybe 3 bug reports in game about this I think. Number 2 - [BUG] Ports and Map I know the map is WIP, and I believe this has already been brought to your attention, but when 2 ports are close to each other on the map, it is sometimes impossible to send ships to one of them because the game thinks you clicked on the other. Number 3 - [SUGGESTION] This is more of a broad suggestion regarding the way convoy warfare is done and creating incentives for players to strive to strategically acquire naval bases around the world. As of now, my impression is that convoy raiding missions and convoy sinking in general can happen only in Sea Provinces where the enemy has a port. While this makes sort of sense, there is little player agency in the whole thing. What I would imagine would make the mechanic more fun, would be to have countries have "sea routes" between ports along which trade happens, and on which the intensity of traffic is determined by starting and destination port capacity, GDP of the destination province and, maybe an abstract cruise speed of convoys. What this would mean is that 1) you'd have to actually protect specific routes (maybe even have the ability to interdict sea tiles like in HoI IV?) and if raiding you would have a specific target in mind; 2) it would make chokepoints, like Bab el Mandeb, Suez, Gibraltar, the Channel or Panama meaningful and real strategic positions; 3) it would tie the amount a country has to spend on convoys not just to its GDP but also to the extent of its colonial empire. Overall, I think there is good potential to make the whole campaign experience feel more alive and give players more agency while keeping the core concept of "you're the admiralty not the government". I think the ship designer has gotten much much better over the past year and that the AI designs are better.
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