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Deathbringer221

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  1. Same for me crash to desktop trying to start a new campaign. Loading any previous saves will also result in a crash. The current version is definitely not working for 1.3.3.
  2. Are you currently invading territories of both nations? As in Naval Invasion? If so while you are invading territories peace will not be offered or even replied to. So as long as you chain invasions in the current version of the game you can perma-war a nation.
  3. Hmm I don't know if the problem lies with the new update or the mod, but currently I am unable to "peace out" any of the AI factions in my game. The peace offer button is grayed out, even when the event "they ask for peace" launched it didn't go anywhere. I guess I'm stuck in limbo right now?
  4. True actually, this may have been implemented to stop the AI from going bankrupt, it's just weird to see in my game started in 1900 that in 1909 Germany only has 10 ships, feel like they went overboard pretty hard
  5. Really loving the mod changes so far, the submarine change in particular is very VERY nice. Quick question, would you happen to know where the devs made changes to the economy to make it slower? I'm mainly asking because I've noticed that the AI just outright doesn't make ships most of the time. They have so much money in the bank but since they have mediocre income they don't want to make any navies. This makes most campaigns quite boring because you won't encounter decently sized battles at all. I wish the economy changes made by the devs could be reverted to be honest.
  6. Is anyone else running into the issue of the AI not building ships? or at the very least not building a lot of them. 1900 start currently in 1906 : Britain : 44 ships, building 98 (good) (3,038,406,000) France : 42 ships, building 1 (? they have 2,451,412,000 in the bank , like why?) Italy : 27 ships, building 3 (1,909,006,000) Japan : 30 ships, building 3 (1,151,939,000) while in a war with Russia Russia : 51 ships, building 0 while being in a war with Japan and Austria-Hungary (1,644,561,000) Austria-Hungary : 0 SHIPS, building 35 (before they got declared on Austria had 14 ships for like 4 years wtf) (1,579,413,000) China : 42 ships, building 0 (309,395,100 in this case I can possibly see this being okay since they don't have a super insane budget like the others) Spain : 16 ships, building 0 (1,244,280,000) W.T.F Germany : 10 ships, building 4 (1,472,374,000) What the hell is going on. I'm playing the USA on Legendary Difficulty and not a single AI is actually building anything aside Great Britain and Austria-Hungary because they got bodied. Why is the AI not building actual navies , how is this supposed to be fun for the player. I picked Legendary difficulty so that I could fight a lot of battles were I could be outnumbered. Instead If I wanted to I could outnumber nearly the entire COMBINED navies of the AI here. The last time I played this game 1.2.9R the AI built ships fine, what the hell changed for them to be so neutered now? Surely I'm not the only one that noticed this right?
  7. Hello! Just dropping by to ask if this mod will be updated when 1.3.0 drops in the near future? I'm still playing on a older build with this mod and I don't see myself playing without it!
  8. Hello! from reading your previous posts I was wondering if you knew that your GDP growth is pretty much directly tied to your transport quantity. Usually when a new campaign is started it is highly recommended to put the transport slider to the maximum until you reach 200% (I believe it to be the max) transport quantity. Transports directly affect the GDP growth of your country and while yes some governments do get bonuses to naval budget like Japan, they get massive penalties to GDP growth to compensate. While on the other hand France and the USA get a HUGE bonus to GDP growth since they are democratic. So in this case you not putting your transport slider from the start to the max probably cost you around 100.000.000.000 GDP , you would be close to tied with the US if your transport quantity was 200% or at least close to. Since the way GDP works in this game the faster you can get a good GDP growth rate per month, the more you reap the benefits in the later stages of the campaign. For example a 1900 USA start with max sliders on Transports will usually reach the one trillion mark around 1929-30 depending on how many wars your fought! EDIT : I went to check my Germany campaign that I started about 3 weeks ago in 1900, I'm currently in 1924 and 371.013.300.000 GDP with a 15.4633% GDP growth per year or 1.205% per month. So yeah Transport pretty good! Imagine if I was France or the USA probably close to 600-700
  9. The moment you research Radar tech almost every single fight in UAD is a long range one, I'm talking 20km + so that's not really true. So if you increase the gun barrel length you gain range, but don't pen anything. Like what's the point...
  10. Simulated gun barrel erosion, so that there is a diminishing effect on accuracy for gun barrels that produce very high muzzle velocity for the shells. This improvement realistically balances the gun accuracy and fixes the human player exploit to create ships with overpowered long barrel guns with extreme accuracy. Really? There was already a discussion on this forum a couple days ago how increasing barrel length makes your guns lose almost all of the deck penetration of said gun. When in reality it should be increasing the deck penetration values at the new increased range brackets at the cost of about 20-25% penetration at the old maximum range value, not a 90% drop in penetration like currently in the game. Why introduce a new mechanic that further makes increasing the barrel length of guns WORST than simply keeping them standard length? Why not just focus on fixing the penetration deck penetration values first instead? There is no "exploit" here, increasing the barrel length on anything but possibly secondary guns is completely useless in game, you are simply hurting your own ships long range capabilities (Which makes absolutely no sense again)
  11. Wow you actually went above and beyond here to pretty much put in a clear well defined post what I was trying to convey here! I love you this is such a beautiful post. This is what I would have expected to happen to guns in game if I improved the barrel length. Worst penetration values (at least about 20% from the looks of it) at the mid-range brackets (probably because of the ricochet angles being quite sharp from the increased velocity) but better penetration at the new increased brackets of range. Thank you very much for this post it must have taken you quite some time to make.
  12. Except no that's not how gun length should work at all, while yes the velocity does increase, it also means that Penetration values should remain similar but at increased range brackets, instead here all range brackets become near impotent if you increase the barrel length too much. It's just a bug straight up the values are definitely not matching a linear increase. Edit : For example if my 20 inch gun has a maximum range of 30km and has 127 inches of pen, increasing the gun length gave it a new possible range of 45km. The new extended barrel should have lower penetration values of course but still in the same ballpark at 45KM logically. That's the entire point of higher velocity to begin with so the shell can retain it's energy at longer distances. Edit 2: If the game values were to follow proper physics and proper velocity. All increasing gun barrel length should do is change which range brackets you will hit the belt instead of the deck, nothing more, the gun itself would not lose 80% of it's penetration values at the new range bracket where the deck will now be hit.
  13. First I just wanted to say that you guys did a good job with 1.2.4. Penetration values at least belt penetration values have vastly improved. BUT! the last two patches introduced a new problem that I'm surprised not a lot of people are talking about. Deck penetrations. For example a mark 3 15 inch gun with 17% increased barrel length currently in live patch has about 3 inch of deck pen at 20km (???!!!) And this is not the only gun currently suffering from this issue almost every single gun right now has barely any deck penetration regardless of velocity, shell type, gun length or caliber. It would be really nice to increase the deck penetration values next patch because right now you can get away with about 2-3 inch of deck armor which really should not be normal. Having any significant range advantage has no use since you won't be penetrating anything unless you get to about 10km or so (at least if you are targeting CAs, BBs or BCs) and at this point you are better off building ships for brawling. I can't be the only one that noticed this issue right? I mean I get that not everyone likes to play in 1920+ but it's really easy to notice the moment radar fights start to happen. The bottom left feed is filled to the brim with "main deck blocked" it's pretty much all you will see. EDIT: After doing some quick testing in custom battle, it would seem the culprit of this bug is increasing gun length. Increasing gun length passed 10% you will start seeing MASSIVE drops in deck penetration. A mark 3 15 inch gun with 0% extra length has 30 inches of penetration at 20km, while if you increase barrel length to 15% you go down to 7.8 inches, and 17% goes down to 4.6 inches again at 20km. A 20 inch gun mark 3 goes from 127 inches pen at 30Km to 33 inches again at 30 km (17% length increased) , barely sometimes penetrating a 11 inch main deck with with modern 2 and definitely not penetrating even the first layer of citadel. This can't be normal again and has to be a bug. This would mean that currently any increase to barrel length to try and squeeze in a bit more accuracy, range and penetration makes your ships impotent at long range sniping. Removing the entire point of increasing barrel length at all to increase said range and accuracy.
  14. Yeah at least I'm really looking forward to the next mod update, the game seems in a decent spot now. Just the gun reload times from this mod are a must for me now. Same thing with the government and tech changes.
  15. And they just released 1.2.3 the same day, I'm so sorry for you my dude. I love what you do but I still feel like an apology is needed. Even if I have nothing to do with it, hopefully it's a good patch though!
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