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Nick Thomadis

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Everything posted by Nick Thomadis

  1. Uploaded Repaired version x2: - Fixed temporary issue making part highlight not to work during combat. - Fixed issue that could make a shared design to not save. - Various optimizations/fixes on hulls and parts. Issues on them could cause auto-design errors or other problems. Please restart Steam to get the update fast
  2. Uploaded Repaired version: - Fixed temporary issue in shipyard causing the selected parts to appear in blue wireframes. Please restart Steam to update the game fast
  3. Hello fellow admirals, We offer a new update in response to your recent feedback. Please read: v1.3.9.6 Update https://steamcommunity.com/games/1069660/announcements/detail/6533084468191788839 Please restart Steam to get the update fast
  4. Maybe you need to re-adjust something in your mod? There are hard coded changes, so you just need to edit your mod config, to suit your needs.
  5. We will check about the highlighted areas, thank you About the guns, they work fine in most cases. We would have overlapping problems when they rotated otherwise.
  6. You can send us a bug report to check it out. Previously the time was too small, and player and AI could exploit the system by making refits applying techs of 10 years in one turn if they did not move a part. This was wrong. If your secondary battery changes and something else you edited, alters the weight too much, this is why you get a very high refit time.
  7. Hello again Admirals, We continue to optimize the game, offering this new update: v1.3.9.5 Update https://steamcommunity.com/games/1069660/announcements/detail/6533084468178371962 Please restart Steam to get the update fast
  8. Hello everyone, Here is a small update, improving further the game. Please read: v1.3.9.4 Update https://steamcommunity.com/games/1069660/announcements/detail/3647401472407520840
  9. Hello all, You can check our latest small addition which improves further the game: v1.3.9.3 Update https://steamcommunity.com/games/1069660/announcements/detail/3647401472393966446 Please restart Steam to get the update fast
  10. Uploaded Repaired version including the following: - Fixed temporary turn lag problem caused by unoptimized fixes for Power Projection calculations. - Fixed some issues of Refit mechanics: Potential wrong refit time calculations, Auto-Refit potential ineffectiveness causing also turn lags. - Fixed minor issues in Alliance logic. - Fixed a minor issue in VP calculation which though could create wrong outcome (Defeat instead of Victory). Please restart Steam to get the update fast
  11. Hello all, A small update that fixes and improves aspects of the game is now available for you. Please read: v1.3.9.2 Update https://steamcommunity.com/games/1069660/announcements/detail/3647401472381202880
  12. Thank you a lot, we will deploy fix for this, and others today.
  13. Hello Admirals, Here is a list of things that out new small update offers in order to make the game more stable and more enjoyable: v1.3.9.1 Update https://steamcommunity.com/games/1069660/announcements/detail/3647401472366982314
  14. We have received reports about bugs that no longer happen in the latest version, but players report them using older game versions. Please do not report bugs if you know that your game is not fully updated. Thank you.
  15. Uploaded Repaired Version x6 including the following: - Further aiming optimization. Works more consistently and costs much less in fps performance. - Fixed 2 reasons that could cause a campaign turn to freeze. Bugs were related to pathfinding and minefield calcs but could show up freeze during "Relationships" or "Building" processes for the player. Please restart Steam to download the update fast.
  16. Uploaded Repaired Version x5 including the following: - Battle AI optimizations. - Aiming optimizations (fix of too slow big gun aiming progress). - Fix of bug that caused inefficient targeting from both sides of the ship. - Fixed further some UI issues including large tooltip offsets for 4K monitors. - Fixed bug that caused inconsistent "required tonnage" update in naval invasions. Please restart Steam to download the update fast. Please note that after this small update it is planned to offer the next major update v1.4 that will be finished in the coming weeks. Unless something important needs a fix, no more minor updates are scheduled.
  17. Uploaded Repaired Version x4 including the following: - Fixes on target switching and further aiming progress optimizations. It is advised for modders to use the current config base for no bugs in targeting. - Fixed some issues on the mechanics of returning to port for repairs. - Fixed problem which could cause too large minelaying radius of submarines and too little area to navigate because of this. - Fixed issue that caused a strait to not change owner after being conquered. - Further minor improvements and repairs on UI. Please restart Steam to download the update fast.
  18. Uploaded Repaired Version x3 including the following: - Further aiming repairs and optimizations. The aiming progress should now work as good as possible without too frequent maximization to 30x level. Furthermore, the battle fps should be better optimized due to the new code. - Fixed issue which could cause guns or ships to freeze during battle due to a code exception. - Fixed error that did not allow to reset aiming with Ctrl + Space. - Fixed old issues of the Destroyer Tech tree in 1900-1910 era. (1100 ton Destroyers not becoming available for some nations in the correct techs and other). - Various UI fixes and minor improvements. Please restart Steam to download the update fast.
  19. Uploaded Repaired Version x2 including the following: - Fixed required tonnage of Invasions not updating correctly (Definite fix). - Fixed issue which could make camera to freeze in ship design environment of campaign. - Aiming mechanics' refactoring, fixes of issues. - Fixed allied ships staying for too much time in their allies' ports. - Fixed minor allies not refueling and re-arming properly (So they could be very weak in late battles and retreat always). - Fixed some tech issues (2x hull techs that did not have bonuses if no hull was available for a nation, a 1100 tonnage DD becoming obsolete in wrong year). - Improved part placement snapping. Please restart Steam to download the update fast.
  20. We fixed yesterday this problem of required tonnage not updating properly but it will function only in new invasion instances. Please check in new invasions if the problem persists.
  21. In the latest fix, the issue that would cause this problem is partially fixed. Tomorrow it will be fully fixed. Always a pleasure to read your thoughts. Regarding your video, it seems you play in super fast forward, of course for the purposes of testing but it shows exactly what is the problem if the accuracy is very low. You are forced to play in fast forward or come very near to the enemy because nothing happens at range. In your video your accuracy spans from 0 to 30% very drastically, whenever you maneuver. Making the effect harsher will result in guns to lose aim much more often, something that is disliked by players. but also would not make much sense in certain occasions. The UI in the accuracy window of main guns, which shows all the effects loses information, does not update as often). An accuracy from 0 to 30%, playing in normal speed, is not unrealistic in my view. If your opponent was a powerful battleship such as yours, you would be forced to change direction often to avoid enemy shells which could cripple you instantly. If the accuracy is unrealistically low, hidden with the very fast forward gameplay, then a player is just sailing straight with little to do than seeing 2 ships firing each other with no effect for several minutes. There is a certain modifier which gives you access to linearly modify the "Range Found" bonus. It is the "targeting_confidence_smoothen". You can reduce this to a number that feels comfortable for your own gameplay or the players of your mod. There are several other hard coded aspects which cannot be tuned. but other related are accessible. You can write a list on what you are seeking to edit in your mod page, and I will periodically check it to reply. Other modders who have a page in our forum can ask me, but cannot reply to all., please note.
  22. Uploaded Repaired Version including the following: - Reduced income bonus for the Ai in Hard and Legendary mode (it seems that the game became much harder for the average player who used these settings). - Fixed "Mount 2" error further. This false positive error should now appear much less often. - Fixed required tonnage not updating properly for naval invasions. (The problem is addressed only for new invasion instances). - Fixed some barbette errors appearing mainly in refit processes. - Fixed an alliance check error which could result enemy ships to wrongly use enemy ports. - Fixed an UI issue which created too large offset for tooltips. Please restart Steam to download the update fast.
  23. Hey Baron, The game, from the start of its existence, has a realistic and rather complex aiming system which utilizes all those variables you see when you analyze the target, including the "Range Found" bonus. The "Range Found" simulates the process of improving the aiming using a rangefinding system which utilizes range rate (how fast the distance from the target changes) and bearing variables (angle of target from own ship, target direction changes, own direction changes). Depending on all those we check in each firing salvo if there is going to be an increase in aiming or decrease. Typical procedures to achieve an increase of this progress are: - Use a main battery of at least 4 guns of the same caliber to fire at the target constantly (more is better). Sailing to the target using one forward gun and expecting to gain aim, is futile, unless the target is near or the ship has an advanced fire control. - Try to be in parallel with the enemy (to decrease the range rate differences) - Try to match its speed ( being too fast or too slow, will increase the angle of target per time interval) - Try to not maneuver much to reduce errors - Hope that the target does not maneuver much to increase the error rate. All these processes are given to a number, depending on the technologies of your ship and the distance of the target (you will expect the number to increase as the target comes near you). Without this number we cannot simulate the dynamic properties of our targets so we would always have a predictable and rather random result. In reality, ships made several salvoes to narrow the error range until the target was fully bracketed. At this point, no matter its distance, the target was acquired and would receive constant hits, unless it made violent maneuvers. In the game you should get an applied accuracy which is much lower. The “range found” bonus only for some moments should be so high or when the target is too near. I assume in your game you sent several shots at the target before you got the bonus, and you would lose it if you or the enemy made tight maneuvers. Concerning your source, It is very good to have credible sources on the internet, but it is advised to not use such sources as “de facto” knowledge base, just because there is no other detailed source on the internet (there are books too). We need to interpret real outcomes of real battles to bring a game closer to realism without destroying its functionality and fun factor. I cannot accept such a source which by itself clarifies it only estimates something. How would we have battle results as what happened to HMS Hood for example? Only by sending ALWAYS 100 shells to get a hit? The battles in the game should be dynamic and realistic, demanding from the player and AI constant maneuvering and evaluations. We cannot ask from the game to follow strict interpretation of one online source and have blunt gameplay which needs 30x fast forward to become interesting.
  24. True, it can happen, if the AI feels too overwhelmed, but again, I saw players cheating this factor too, even in YouTube, many use a trainer or edit the saves to have enormous GDP and income, compared to AI, or the opposite, so they play as gods vs the AI which often just chooses to leave. Anyways, it will be made a fine tuning to address "normal" cases.
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