SeaAlex_175
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NAR BETA 3.0.3 "Major Powers update" for UAD 1.6.0.6 opt x4
SeaAlex_175 replied to o Barão's topic in Unofficial Mods
Thank you very much for your answer! In any case, I am only talking about an idea for the future and in no way am I saying that this should be done right now. First, decide on the things you have already planned. But later it makes sense to listen to thoughts about the further introduction of new countries. And it would still be logical for Greece to appear eventually. -
NAR BETA 3.0.3 "Major Powers update" for UAD 1.6.0.6 opt x4
SeaAlex_175 replied to o Barão's topic in Unofficial Mods
Hello, dear developers! I have been watching this mod for a long time and I really appreciate the work you have done. And the news about adding new nations just amazed me! I have one suggestion on this matter. What do you think about adding Greece as the seventh nation? This country has obvious reasons to appear in the mod: 1) Greece could afford dreadnoughts and would have received them if WW1 had not happened. 2) A huge number of islands can be considered colonies, because they were previously taken from other countries. 3) Well, in general, based on the fact that Greece and the Ottoman Empire had a very long feud, the presence of both of these states would have a certain meaning and historicity. I hope that you will consider this proposal! Because as I see it, there is still plenty of room for two or three nations on the "politics" screen. And it would be really cool if Greece took one of these positions! Also, I will note that the Ottoman Empire should add Three-Mast hulls, a Gunboat hull, a Turret Cruiser and a Coastal Defense Ship. Because the Ottoman fleet for a long time contained even very old ships, which received truly grandiose modernizations. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
@Nick Thomadis Okay, but there was a time when there were no such sudden stops in shooting with a reset in accuracy. If I remember correctly, in one of the patches of versions 1.4-1.5, the developers increased the influence of base accuracy. You also mentioned the decrease in accuracy from gun recoil. What if it is the incorrect values of these parameters that cause the shooting to stop? Apparently, the numbers of base accuracy and the accuracy penalty from gun recoil begin to conflict at such moments, since they have approximately the same values. Perhaps increasing the initial base accuracy values, or even more likely fine-tuning the accuracy penalty from gun recoil would solve the problem with interruptions in shooting. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
@Nick Thomadis But if instead of the player there is AI, how will the AI understand that it needs to fire aggressively and come closer? The player can always restore shooting in different ways, yes, but for the AI this is a problem that reduces its effectiveness in battle. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
@Nick Thomadis I recorded a longer video without pausing, where you can see that without switching to a ship that has stopped firing, this ship will periodically stop firing for a while. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
Hi, @Nick Thomadis I have previously written about the problem of the sudden cessation of shooting. Here's a video. As you can see, at one moment the Italian dreadnought “San Pio V” stops firing. After hovering the mouse cursor over him, you will notice that his shooting accuracy has dropped to 0%. And only after switching to the Italian dreadnought, with the pause removed, its shooting accuracy rapidly increases and the ship opens fire again. Could you somehow fix this? The problem has appeared before, but apparently it has returned again. I also confirm that I have an absolutely clean game without mods or corrections to the game files. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
I did some tests and yes, indeed. At some point, the shooting accuracy fast drops to zero, and the guns stop firing. After switching to a non-firing ship, its accuracy rapidly increases and it opens fire again. As for the second screenshot in my previous message, it relates to the second problem with the reluctance of the AI to make torpedo attacks (If you look closely, you will see that the Spanish BC is studded with double torpedo tubes, but at the same time, ship is very far from the target (French dreadnought) and far from torpedo launch distances). @Suribachi @Nick Thomadis -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
I found several not entirely clear things in the game: 1) At some point in the battle, the ship simply stops firing. The guns are aimed at the target, but for some reason there is no shot. This is known to happen when the player is switched to a different ship. It seems as that the game does not perceive the presence of this ship in battle if the player is not switched to this ship. 2) The problem with the torpedoes is still here. The AI is completely unwilling to make torpedo attacks (it is located beyond the range of torpedoes) or makes them only from the stern. But with such a launch, the torpedoes simply go around the target from the sides without hitting. A few versions ago this worked fine. The AI made a quick attack, launched torpedoes and moved into gun range to reload the torpedoes. But after one update, the AI stopped performing this very effective technique... And this does not depend on the class of the ship. Be it a destroyer or a battlecruiser. The AI simply ignores the presence of torpedoes on the ship. @Nick Thomadis -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
Hi, guys! Thanks a lot for update. But torpedoes problem is still here. Al never coming closer to launch them. And this happens on a ships of any class. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
Hi guys. I found one interesting problem in the game. Regardless of the class of the ship and the number of torpedoes, the AI never gets close to the enemy to launch them. I tried different classes of ships - it doesn't work. The AI is simply not suited to launching torpedoes. I would like this to be fixed as soon as possible, but the main thing is to fix it well. Because this is a serious problem that makes any ships with torpedoes useless to the AI. -
>>>v1.5 Feedback<<<(Latest version: v1.5.1.6)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
Hi, guys! So, what you think about adding in the game hulls of “Lexington-class battlecruiser” for USA in 1920 and “Abdiel-class minelayer” as little fast cruiser for UK in 1935? -
>>>Beta v1.5 Feedback<<<(Update 9 Final RC)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
Hi, guys. Well, maybe new “Modernised Dreadnought IV” is really useful hull… But how about other nations? I’m still thinking, that USA & France need some BC hulls in 1916-1929. Because they have only old “Battlecruiser III”, which obsolete for battles in 1920s. -
>>>Beta v1.5 Feedback<<<(Update 9 Final RC)
SeaAlex_175 replied to Nick Thomadis's topic in General Discussions
Hello, this is good update! But I'm thinking, that USA and France also need new BC hulls in 1916-1929. Because they have only “Battlecruiser III”, which is obsolete for battles in 1920s.