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Nick Thomadis

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Everything posted by Nick Thomadis

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. If you have a save where this battle happens and AI retreats, please send bug report to check it out. Last time I checked such a report, the player cheated by modifying his armor and ship stats to insane levels (true, I am not joking) so the AI normally did not want to confront him, and of course I stopped checking such reports after this. Normally the AI tries to keep a safe distance and fight, not retreat. Maye this was the case?
  10. Hello Admirals, Here is another update for you.. Please read: v1.3.9 Update https://steamcommunity.com/games/1069660/announcements/detail/5730315123630573630 Please restart Steam to download the update fast.
  11. It should work also during wartime. Attacking though minor allies can have much less probability than an ungoverned territory. An invasion against a strong minor, such as Greece and Turkey in the Mediterranean will have less probability than an ungoverned territory. It will happen eventually if you have a strong navy in their waters for many turns, during war, if they are your enemies. By the way to all, we uploaded an extra campaign AI adjustment to handle better the new economy. ***Campaign AI adjustments*** Extra update Please restart Steam to get this update fast
  12. Yes, thanks, corrected. Magnet bug? Sorry i do not know this That is expected, they can happen when range has been found with increased accuracy and can lead to many shots actually finding the target. Without those moments, you just sail forward in fast forward speed with expected result, without the need to evade shots from your enemy. I know you are very experienced in the game, so I cannot suggest the known tips (aggressive mode, go closer to target because guns may not be in range, or UI delay not showing temporary problem of guns not rotating fast enough or not able to fire due to pitch/roll etc.) but any bug such as this, if it exists, must be very rare, because it is not reproduced in any tested case. Maybe it is something peculiar related to a specific design or some modded aspects. Again, the same, there are reasons: friendly fire (if you encircle enemy and there is friendly on the other side, too close), heavy weather and pitch/roll, non-aggressive mode etc. The last is something very peculiar and rare. If you have a save with such a problem it would help to have a bug report.
  13. Uploaded Repaired version including the following: - Improved the mission generation system so that the decisions to invade lesser nations take into consideration the relations with major nations. An invasion will be decided only if the county has no major ally or if the relations with a major nation are near war or at war. This improvement addresses the temporary problem of too frequent wars, happening just because major nations invaded minor allies of other major nations, causing instant decrease of the relations to the minimum level. A campaign restart is necessary to notice these changes more evidently. - Fine tunings to tension and relations adjustments between major nations, to balance the system further. - Submarines have now even more effect in raiding transports (auto-attacks per month). Combat against submarines will utilize with more importance the ASW of ships and the stealth of submarines. - Ship fuel replenishment is now more affected from nearby supply ports. Sending your fleets to unsupported sea regions should be suicidal. - Power projection matters more in the generation of invasion missions against minors. By sending a large fleet in a sea zone, you will make it more probable an event to conquer a smaller nation. - Fixed bug causing a dissolved nation to not disappear in the next turn, and still fight. - Fixed decor parts not interacting with obstacles in some cases (for example, casemate doors to not disappear when we add a gun). - Some UI minor fixes. - Other minor improvements. Please restart Steam to download the update fast.
  14. Hello Admirals, In the previous update we introduced a new and important upgrade to the Campaign System, which is the more realistic mechanics for the naval task forces. We continue the improvements with polishes on the mission mechanics system and an improved balance of the economy. Please read: v1.3.8 Update https://steamcommunity.com/games/1069660/announcements/detail/3696939164843071893 Please restart Steam to download the update fast.
  15. Uploaded Repaired version x3: - Fixed, a few minor issues regarding task forces' movement and also improved the AI so that it can approach closer to enemies and trigger offensive missions more consistently. - Fixed missions against minor nations not enabling properly. You will notice an increased activity involving the smaller nations. - Improved the logic of Ungoverned territories so that major nations will try to capture them with much more probability and persistence, after a major nation dissolves. - Fixed problems that made Ungoverned territories to be almost unbeatable in minor conflicts against them. - Fixed a very rare exception which caused campaign generation to freeze or campaign turns to freeze during shipbuilding. - Fixed some minor UI issues. Please restart Steam to download the update fast.
  16. As I see, the only issue is that when the target reset happens the aim progress shows zero and then it can suddenly get aim, but it is an UI delay, not showing all the calcs. In your video, among all the shots you had, sometimes you had aim to reset, due to low rate of fire and very fast range rate (the small guns have a very high rate of fire and lock on to their target easier, independently).. Even then, your guns found aim after a few salvoes. It would be a bug if your guns never aimed. I can understand nowadays players not wanting to see their guns be less effective for a second, and play always in fast and furious manner, but it is not a bug. EDIT: Furthermore, testing in 5x mode does not help to test if there is target reset when we switch target. Between the moment you switch to a new target and checking if there is an aiming reset, your ship fired already more than one salvo and gained aim due to small range instantly, but not with the high bonus, that increased indefinitely as before.
  17. Aim progress will surely reset at some point, depending on circumstances and surely it can get aimed status back, again depending on circumstances.
  18. I can only talk about the latest version of the game, unmodded. If you can somehow play an older version now, on Steam, then you need to upgrade your game to the latest supported version.
  19. That is not true. The AI actually tries to have a cruising speed very often, when it reaches the optimal range, and gains advantage due to this.
  20. Uploaded Repaired version x2: - Fixed, hopefully, all issues with Task Force movement in relation to their denial zones. - Fixed Refit design interface not clearing up when exiting to main menu, and resulting to merge with custom battle interface causing invalid designs and various errors. - Fixed an exception which could result in no funds gain after selling a used ship. - Various other minor optimizations and fixes. Please restart Steam to download the update fast.
  21. Players must try to get parallel to the other ship to improve their aiming. Fast forwarding and going head on to the enemy does not help the aiming process. If a ship loses aim it is not a bug, it is expected and players must do something to correct it. Decrease speed, try to fire all main guns in parallel to the enemy, correct the design which seems to not aim well? Etc. Previously the aim did not reset at all, so this was a bug, that players exploited with manual aiming, without knowing.
  22. Uploaded Repaired version: - Fixed critical bug that caused fleets to not move on the map. We will check to fix what else is necessary tomorrow. Please restart Steam to download the update fast.
  23. Hi Admirals, We have a new update with further fixes and polishes for the game. Some long standing issues of aiming should be now addressed and the temporary pathfinding errors caused by the Task Force zone mechanics should be now fixed, among other fixes and improvements of this update. Please read: v1.3.7 Update https://store.steampowered.com/news/app/1069660/view/3719456529734695613 Please restart Steam to download the update fast.
  24. Another update Admirals, improving the game. Here it is: v1.3.5 Update https://steamcommunity.com/games/1069660/announcements/detail/3719456529724651366 Please restart Steam to download the update fast.
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