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Astor

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Everything posted by Astor

  1. If this gets solved we could finally get some more interesting nations coming in from the minors.
  2. Can you check if you find some clues in player.log (in the games AppData folder) why it does crash? It could pinpoint to the file/line maybe. Alternative you could try with the Ironclad class instead, maybe that one is more complete.
  3. Loving the changes/additions! One thing I'd like to ask, can we get the division leader ships icons be visible in the division view (similar like the enemy division view at the top). Currently it still has the generic white ship symbols and it makes it a bit troublesome if you have many divisions to tell each one appart. This would also make it look more polished and less placeholder stylish. Something like this (just did a quick and dirty mockup): Also regarding barbettes, there is a trick/hack you can do: This is a 1895 Light Cruiser 1 - you can place any barbettes as long you have one of the small quad shaped ones placed. It would be really cool if we could unlock these barbetttes for this older ships just to get more variation. Because I think this is not intended. But it's still possible with ANY hull. Another example 1895 TB with the barbette workaround:
  4. I did some further digging into this. The problem are not enemy AI divisions. It's player AI divisions. They just sail straight forward, pass the enemy ships directly and keep going. So I can also confirm his report (no mods used and reported ingame): Just do a AI vs AI custom battle and watch the player side AI ships be brainless. It looks like they lock on the enemy ships, but then do not engage like the regular AI - it looks like their scripting is not triggered at all.
  5. Yeah I mostly see just a single line of ships, like all ships staying on one rail. Enemy and player ships on AI. TB, DD are not affected that much at all. It's mostly always CAs and BBs. My BBs on AI control just followed the enemy BBs, bypassed them while beeing as close as 100m next to them and overtook them, while not bothering to circle the enemy at all. Then they kept going on that same line in front of them.
  6. No, I mean not the parameters changes you did Barao. It's more like the general behavior of the AI differs now with the last game update. They mentioned some AI logic changes Probably should have been more specific in my last post.
  7. How much will you mess with the gun and hull models or their compartments? Do you want to go your own way, or use NAR as a base once Baron is finished?
  8. You can make mod installers with UABE, they only carry the changes you made and assign those when "installing" to the files. I did it once for a no obsolete hull mod. Should be somewhere in the general forum. Currently not at home to go into further details on how to do it. The advantage is that the download is just a few kb instead of the whole asset file. After a patch just rerun the installer and you are good again - as long the files haven't changed dramatically (new lines or content, etc). Here is the link to the thread:
  9. Could you please check target priorities? I often catch my BBs targeting a lone DD 10km away, while an enemy BB is 3km next to it. The DD had a 0.5% hit chance the BB was a 3.5%. Shouldn't the ship switch target here by default? And that enemy BB 13" was targeting my own DD about 9.5km away, and it's 10" guns where targeting one of my TB at about 11km away... But on both sides the Battleships secondary guns all where targeting the enemy BB. DD/TB are crazy magnets for target aquiring for big guns.
  10. Also I would like to add that AI BC should not always follow BB ships. They loose their speed advantage this way and are easy prey for enemy ships.
  11. Just wanted to report that this new clamp changes are awesome. I tried with approach_clamp_torpedoes 0.15 too - did several 1900 battles and it was really fun to watch the AI vs AI engaging. Seems you really did find good values, my tests earlier with different values where not as good as your ones, I had problems finding good ones. One thing I did additonally is to increase the individual division distance to 7000 to give the faster ships more freedom, but otherwise this turned out great.
  12. Could you please add a minimum fire distance for torpedos? Its always frustrating when ships fire torpedos point blank and the torpedo just vanish into nothingness (no dud or explosion fail).
  13. So what can we expect from the early DD rework? Will you use the Torpedo Boat Destroyer Hulls as early Destroyers? I think currently only Austria has those. I hope to get some variation in towers, as they are all the same mostly (smae for funnels except Germany/Austria.
  14. Could it be that in the latest version the casemate changes are missing? I can only pick 2" and 3" for my CL classes.
  15. There seems to be one line in shiptypes. "optimal distance for shooting at enemy (ratio of max distance)" My guess that this is in relation to ai_distance_mod, but I could be wrong.
  16. Yes, should be no problem to test those values too. Will do some further investigation there this weekend. Sadly we dont have early/late game parameters for those values. Prominent example beeing the division distances and torpedo evasion. So we have to find a good middle ground.
  17. BTW I was playing around with the AI parameters more. I noticed that these parameters work very nice: ai_independent_range_away,5000 optimal_battle_range_mulitplier,0.5 (distance was 1.25 in the screenshot below, but 1.1 works too) The independet range beeing closer helps to keep the fleet together and not wander too much away from the flagship division. Here you can see the TBs staying at front harrasing, the BB slowly engaging, while the CL and CA stay close to it.
  18. Is it intended that the flush deck destroyer has only the advanced towers available? It looks quite barebone compared to other DD options. In fact I see most earlier DDs seem to miss the new introduced towers? My guess is that you haven't touched them properly yet.
  19. I noticed the weapon getting stuck problem too. It appears but only to one specific class, that one happens to have 7.7" main guns. while my others with no problem have X.0" guns. I also noticed this behaivor with torpedo tubes getting stuck. So far saw it only once with underwater one.
  20. One thing I would like to point out is about shared design. Can you please set those up in custom battles that both player and AI can select shared design when desiging yourself ships? On AI side you can only use shared design with the selective/always option, but can't select manually the designs. This would help a lot for tournament stuff and other things.
  21. Yes a rework of the DD 1-4 is really needed, it's also nice that we get new towers with the update 1.4 here too, which help to diverse it more. Also something that bothers me a bit are the german pre-dread cruisers. Armored Cruiser 1-2 are literally the same hulls (AC3 is also the same design but different enough to 1 and 2 at least) and are actually BB hulls. We have not really something like a Scharnhorst hull (or at least close to it).
  22. So what can we expect from the 1.0 release? Will it be more like 0.9.5.8 but adjusted to 1.4 update, or are there some new adjustments too? Looking forward to it!
  23. Thank you for the quick fix. The double torpedo on the medium cruisers is gone now. Also great to hear the tower/funnel blocking is going to be fixed! As for the Chinese Experimental Turret Ship, the slots work now with the minimal possible segments, but if you use max displacements and the segments get expanded, then this two slots get still blocked.
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