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Azerostar

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Landsmen

Landsmen (1/13)

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  1. The same to me, but I felt enough with the poor targeting programe so rather find a solution even it is crazy😂
  2. This is truly the biggest problem, there are too many towers need to edit. And if the Devs finally solve the problem, then this work will be no used. But I'm sure this is a way to get a better battle performace for some specific environment players, for example players focus on custom battles, they can modify some parts which they used themselves. Thanks a lot!
  3. In this screenshot, the AI BB can't spot my DD, so it focus fire on my battleship. If not use the concealment based spotting, at this range it will focus on this DD. Then if the DD is nearly enough to be spotted, AI BB will focus on it imeediately, this situation is easily recurrentable. I found it really hard to upload pictures, what happened to this forum...
  4. Since small ships have better concealment than big ships, they can come closer to enemies, and if they been spotted, then AI will get some light armor targets that they prefer to shoot at. So small ships get better survivability because they won't be shot at long range, and the AI will also begin to focus on nearest targets because those targets will be the kind which they like so much. And it's reasonable for battleships to shoot some DDs or TBs if they came in deadly tropedos attack range. In another side, for now player can use small ships as baits and push their capital ships forward to destroy enemies easily.But if AI DDs could also come very closer to player's capital ships, then player will need to use DDs to stop them and use cruisers and secondary guns to provide fire support. This situation certainly will make it harder to push capital ships.
  5. I think there maybe one way to solve the targeting programe defect without the Devs. The main problem is AI always shoot at the light armor target in their fire range and sight, so here comes the point, if AI can only find some heavy armor targets,than AI had no choice but to shoot at them, until they find lighter targets. UAD use main and secondary towers to offer spotting range, if towers can't offer enough spotting range, then use the surface visibility of enemies ships to decide how far they will be spotted. So if delet all towers' spotting range modifies,and increase surface visibility of big ships, so the small ships will only be spotted when they are close to enemy ships while big ships can be spotted far away. Through this we may get something like the spotting and concealment rules of WOWS, not histroy at all but may suit the game better. A test screenshot, if use concealment rules depend on surface visibility, DDs could work as player did in WOWS. And so it will be useful and necessary to use DDs and CLs than just bring them as baits to attract firepowers.
  6. As for now the AI prefer to shoot one target to death than stop firing and shoot a new high threat target, so everything which reduce accuracy will hurt AI more than the player.
  7. A suggest, if you need to improve the balance between heavy shells and light shells, move heavy shell tech to 1909 and super heavy shell tech to 1930 maybe a good and histroy-based choice. Light shells(used with big guns) in histroy are evidences of poor technologies or false ideas , even both with some examples,so the more realistic you are, the more useless they become.
  8. You're welcome. I always need to modify something to fit my game style so easier to find these bugs.😁
  9. Maybe you need to check the files you uploaded, I download again and still seen the shell datas from v10.1 .
  10. I seen this in params.txt, so this is truely the v10.4 file. Then, in technologies.txt, for example You add range() modifies to shell datas in v10.2, then change to he_range() and ap_range() in v10.3, now they were all rollback to v10.1. This problem happens on projectile_shell_11,13,14 and projectile_shell_20 to 31.
  11. I think it seems that you have done v10.4 update based on v10.1 than v10.3,because the changes made in v10.2 seem all be canceled.
  12. As AI prefer to shoot light armor targets at far to death than to shoot a heavy armor target on their face, the correct ways to use DDs are bring some of them with your capital ships and use them as baits, or you can just use many fast DDs to take a swarm attack. And the CLs? God blessing those junks so they don't need to show their faces in battlefields. This problem most blame to the Devs' poor AI targeting programe,it can't work reasonable since vanilla patch v1.4.
  13. BETA v10.2 has a serious bug, the types of HE or AP shells will effect the other sides' fire ranges. You are using 'range()' to modify the fire ranges of HE and AP shells at projectile_shell_20 to projectile_shell_31(technologies.txt), compared with the vanilla file, I'm sure this parts need to use ap_range() or he_range() instead of range().
  14. In fact, the APBC shells always been called APC or AP in the NavWeaps, for example, http://www.navweaps.com/Weapons/WNUS_16-50_mk7.php call the USA 16-inch Mark 8 shells as AP. However, as you can see in the picture above, the 16-inch Mark8 can be used as an AP, an APC, but if it is assembled, then it of coursely is an APBC. The AP shells designed to use in long range battles may have less room for a bursting charge, however, the AP shells are bigger and heavier in the later years, those changes already gave them more rooms,so I think the simulate of bursting charges in UAD maybe should set as AP=APC >Improved APBC > APBC. This sets as accord with the datas from http://www.navweaps.com/Weapons/WNBR_15-42_mk1.php , as the Mark Ia( standard APC used in Jutland) has more bursting charges than all the other improved AP shells, and the later APBC have more bursting charges than those before them. And a feedback, I think the fire ranges in recnt BETA v10 are very very great, especially at the later tech years custom battles. In the past, if not modified the shells data, those MK5 big caliber guns easier have more than 50km fire ranges so the battle may begin immediately when player enter maps. So this patch felt so good in this parts.
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