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Oxygenes

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Landsmen

Landsmen (1/13)

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  1. Models will be not create by itself. Team is small, it is not so easy to pay good designers. If you want to do historically accurate ships, you need to see photos, tech. documentations, ... So devs used simple trick of resizing of many objects models everywhere, when was possible. Still, it seems, that critical bugs are more important to fix for now.
  2. Nothing new. If you will learn history of WW2, there was such case, when British war ships leaved convoy and run away, because of news about submarines. Many cargo ships was then sunk.
  3. Player as high commander of all fleets could have strong vote, when government will decide about war or peace. This way player can avoid AI illogical behavior in some situations, when AI is capable to do stupidity.
  4. I do not play campaign, because i do not like turn based mechanics. So may be it is already implanted - player could decide, where ground army headquarters can start to plan and execute invasion.
  5. There could be possibility to divide main guns into front and rear target group. Many times, when you fight multiple enemies (BB vs DDs), main guns try to aim at just one target, often impossible to fire by front or rear turrets and other enemies are everywhere around at other side lurking unharmed. If you switch off firing (just want little delay salvo), then guns stop aiming at target. Guns could be still loaded and aimed at target and just waits for command to fire.
  6. You can consider to allow friendly fire, it is normal thing. Then player will be able switch target, when has 2 or more ships and enemy just one, if targeting problem will occur.
  7. I agree, but for me Unity engine is famous resource eater. My pal do own game in Unity and says, that engine calculate all twice for some reasons. But here is another fun thing. Basic start menu - if you have not created profile yet( or you delete old), run game for "first" time is capable charge all cores for 100%. I can hear it, how fan start work loudly, checked state of cores by HW-Info too. But if you save graphic settings, then all goes back to normal.
  8. Allow to use more cores can be the solution. I have game, which could effective charge all cores even in Win-XP in year 2007. :)
  9. @HaMaT May be do you mean Russian empire in 1911. Similar error is for Ottoman empire in 1940. Modern Turkey was created in 1922. If I start campaign in year 1940, creating scenario is quite long, about/over 5 minutes (I7-3.6GHz). It would be good display this gray messaging window about scripting process more brightly/colored, otherwise not experienced player can start to think, that game is frozen.
  10. May be i missed something, like some fictional events, invented by engine, but I still have no idea, where or how engine took data for map, if you play historical campaign. I started campaign for France in 1940 year, but quick view on map show to me, that engine likes do jokes. Austria-Hungarian empire was canceled in 1918, but it it still in descriptions - Controller: Austria-Hungary. Germany grab Austria in 1938, but here is still independent state of Austria, Czechoslovakia was ripped and occupied by Germany in 1938, but still in Bohemia-Moravia is controller - Czechoslovakia under strange flag. Slovak part is displayed as Galicia, controller - Slovakia under new flag from 1991 year and almost 10 millions peoples, even over 10000 barrels of oil. Poland was ripped in 1939, here like Western and Eastern Poland, controller - Poland. States of independent Kingdom of Yugoslavia has still controller - Austria-Hungary. I am somehow confused, what i can think about such map.
  11. This GB 8.9 in turret is for 1920 year. Another fun turret has GB for 1940 year. sec turret 7.0 in is gradually bigger than 7.9 in. And here Japanese BB ugly set. Sec. turret deep cut into both tower and funnel, still all green.
  12. It would be good eventually to do revision of secondary turrets at superstructure positions for all nations, because it is still possible create "Frankestein sets", where sec. turrets are deeply cut into tower/funnel body. Collision detection somehow do not work here, so my idea is set these hard-points down to 5 in at max. If we look at historical ships, there BB Iowa class had 5 in, even bigger Montana-class had planned 5 in too, japanese BB Yamato the same. Russian WW2 BBs had planned 6 in and 3.9 in sec guns, so in overall 5 in too. These guns were reliable and effective enough in practice. Left - 8.9 in GB sec - real ugly. Right - 5.9 in still somehow acceptable at this positions.
  13. One possibility to avoid such unpleasant moments is do backup of game directory before start install update.
  14. Then probably players will need more detailed log file (Player.log or some another), which will thoroughly describe process of running game from very start to end. This log can be then sent to devs for debug.
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