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Nick Thomadis

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Everything posted by Nick Thomadis

  1. Hello Admirals, We offer an update which aims to be the last before the next major update. It includes important fixes and improvements that you can read below. https://store.steampowered.com/news/app/1069660/view/3390666490409597275
  2. Hello Admirals, Please be informed that another important update has just become available to improve the gameplay and fix some longstanding issues with the long campaign turns or slow Campaign generation time. https://store.steampowered.com/news/app/1069660/view/3379406856653944586
  3. Using ancient videos to showcase something irrelevant to the current state of the game is not helping anyone. Closed.
  4. Hello all, We have just deployed a necessary set of changes as per your recent feedback, which should surely improve your gameplay experience. https://store.steampowered.com/news/app/1069660/view/3379406856640287599
  5. Citadel armor costs much less weight, simply. It is exponential but due to the smaller radius, it does not cost the same in weight. EDIT: But will check if there is something that does not work as expected. EDIT2: No, it is just a matter of balance. If the inner layer armor needs bigger weight, it can be done by the new system.
  6. Hello Admirals, We have repaired a major problem that caused lag and crashes, especially in the campaign. Furthermore, we offer fixes and improvements that you recently requested. Please take a look at the changelog: https://store.steampowered.com/news/app/1069660/view/3379406856635797688
  7. Dear Admirals, We just deployed a small update which includes significant fixes and improvements. Please read below: https://store.steampowered.com/news/app/1069660/view/3390665221826450124
  8. The system does not work purely additively. When a shell penetrates the 12 inch belt, then it loses a large portion of its penetration power and checks to penetrate the next layer of armor. This is done successively and then if the shell reaches the barbette, it has to have enough penetration to pierce it. So the overall protection can be up to 30 inches in your example, but not always 30 inches, and so sometimes, depending on the circumstances, it can be defeated by a large shell. EDIT: The Citadel armor schemes save a lot of weight compared to pure armor equivalence, which could be impossible without this system, as in your example, 30 inches of armor would cost a tremendous amount of extra tons, and if the tonnage would be available, then it would be restricting you to use it for other vital aspects of your ship.
  9. It appears to me that the last ship found some other ships obstructing and did not proceed to ram them... As it is a big ship, it takes time to turn, accelerate and keep up with the formation. If players want to order their battle lines through other friendly ships disregarding them completely, and ram them, then they can disable "Avoid Ships" and the formation can be kept always.
  10. Dear Admirals, We offer another important update which addresses several of your recent requests. More importantly, we have repaired a major portion of the old memory leaks issues, which became more apparent when the campaign became expanded with more features and nations. You should notice a significant improvement in fps performance and much better game stability. There are many other fixes, balances and enhancements which you can read below. https://store.steampowered.com/news/app/1069660/view/3390665221822194463
  11. In your image the two frontal guns cannot shoot at all and only your rear gun contributes to the aiming, which makes it much more difficult to eventually find the range and have progress in the aiming procedure. In order to gain aiming in a steady manner, you need to keep a parallel course to the target, utilize all main guns and try to keep the distance as much as possible steady. When players move their ships erratically or away from their target at high speed, the guns will usually lose their aiming.
  12. Hello, do you put your whole fleet in a task force or you distribute your fleet in your ports? When using all your ships in a task force, this fleet is not separated in combat and the AI counters it with at least equal forces.
  13. There are technologies which are not yet filled up. Austria just does not have this destroyer type, available to other nations with the same tech.
  14. Hello Admirals, Another update probably finalizes the necessary fixes of the last major update: *v1.08.2 Hotfix* [16/7/2022] Fixed remaining crew training bug (Now also the crew on ships has maximum “trained” level if they do not combat). Previously only the “Crew Pool” was working as intended. Fixed fully the bug that could cause zero crew ships or ships under repair to enter combat in the campaign. Fixed probably the last bugs of alliances. Any current issue in your play session should become resolved with an internal validity check on the next turn. Fixed bugs in campaign events which did not deduct the funds from the player (although the respective amounts were sent). Fixed problem in the Refit interface which allowed you to browse normal designs and click “New Design” which eventually could cause bugs. Removed the “Copy” button from refit as it was never meant to work for refit and it was buggy. Fixed bug which did not allow you to switch to “Sea Control” role. Fixed issues in citadel weight mechanics that could cause over-weight on one side too much. Adjusted better the auto-design so that the system is more efficient, speeding up the process and making campaign turns faster. Enjoy! The Game Labs Team
  15. A very important hotfix has just been deployed, including numerous fixes and improvements as per your recent feedback. *v1.08.1 Hotfix* Fixed major bug of the new citadel mechanics which affected the penetration calculations and damage. For example, you could notice impossible deck penetrations at very close range. Now the system should provide consistent penetration calculations utilizing properly the angle of hit. Fixed major old issues causing campaign turn delays and freezes due to auto-design processes. Fixed major bug in the campaign which caused wars between nations that have signed a peace treaty. Fixed major bug which caused the crew pool of AI to stall and eventually the AI to have no active ships left because it could not convert mothballed ships to active, even when they became fully crewed. Fixed old bug which caused ships without crew to participate in Task Force battles. Fixed campaign bug which caused AI inactivity. Fixed minor problems with the Cruiser Tech progress, causing sometimes late cruisers to be researched sooner than early cruisers. Definite fix of crew pool to not provide higher training than "trained". Maximum training will be achieved only in combat. Improvements in "Speed Basics" missions: Changed hull from CL to DD in the first mission. Removed speed limit of opponent. Battle AI improvements in all aspects. Fixed British "Battlecruiser VI" which did not have non-researchable sec towers. Reduced Port Capacity growth. Tension slight rebalance to allow Nations that start in neutral relations to cause negative relations more easily. Rebalances on the events that affect the Naval Budget. Further increase in ship maintenance. Ships in Task Forces with “Low Crew” status will be automatically sent for repairs. Other minor. Enjoy! The Game Labs Team
  16. Hello all, We prepare a hotfix, scheduled for tomorrow. Here is what it includes so far: *v1.08.1 Hotfix* - Fixed major bug of the new citadel mechanics which affected the penetration calculations and damage. For example, you could notice impossible deck penetrations at very close range. Now the system should provide consistent penetration calculations utilizing properly the angle of hit. - Fixed major old issues causing campaign turn delays and freezes due to auto-design processes. - Fixed major bug in the campaign which caused wars between nations that have signed a peace treaty. - Fixed major bug which caused the crew pool of AI to stall and eventually the AI to have no active ships left because it could not convert mothballed ships to active, even when they became fully crewed. - Fixed old bug which caused ships without crew to participate in Task Force battles. - Fixed campaign bug which caused AI inactivity. - Fixed minor problems with the Cruiser Tech progress, causing sometimes late cruisers to be researched sooner than early cruisers. - Definite fix of crew pool to not provide higher training than "trained". Maximum training will be achieved only in combat. - Improvements in "Speed Basics" missions: Changed hull from CL to DD in the first mission. Removed speed limit of opponent. - Battle AI improvements in all aspects. - Fixed British "Battlecruiser VI" which did not have non-researchable sec towers. As you may notice, the list includes many, if not all, of the most serious bugs that you reported recently. Please continue reporting, and we might be able to fix more until tomorrow!
  17. 9/7/2022 QuickFix of v1.08 - FIxed bug that caused designs to not be saved in campaign. Please restart Steam to receive the update. Version nbr. remains the same.
  18. Hello Admirals, A new hotfix has become available. We are aware of some bugs you report to us regarding alliances. We will fix them on the next week. *v1.08 Hotfix* - Fixed issue with war reparations that made the old owner of a province to still use its ports. - Fixed a memory allocation problem when exiting the Ship Design in campaign (might significantly reduce the chance of a crash). - Task Force adjustments (Merging/Engage Distances improved). - Fleet withdraw chance relation from speed intensified. - Task Forces in defense now always have a “Withdraw” ability (except in Port Strike battles). - Increased the ship maintenance by +30%, to balance out the potential size of fleets. - Increased slightly the exponential engine weight according to speed to disallow unrealistic speed abuse in old hulls. - Some propellant availability adjustments to have less obsolete propellants in a specific time period - Dual Secondary guns for capital ships / Secondary guns for cruisers can be researched sooner. Note: It is advised to start a new campaign because multiple things can break, saved ships can become overweight and their refit can take longer, making turns to lag. Have a good weekend! The Game-Labs Team
  19. Hello Admirals, We just deployed the following small update. *1.07 Hotfix* - Fixed issues that could greatly delay the campaign turns ("Building Turns" Lag). - Fixed bug that could cause crew training to become higher than "trained" without combat. - Total Crew pool will now depend on population and will not increase infinitely. - Adjusted Tension to be caused a little more easily. - Fixed issue that caused Conning Tower armor limit to be very low. - Campaign AI will scrap ships or delete old designs more efficiently (AI fleets should become stronger in the long term). Enjoy! The Game-Labs Team
  20. Can you report this issue with the bug report button?
  21. v1.06 has been released including various optimizations and fixes compared to the last build you played. Thank you all for the great and helpful feedback. Enjoy the game!
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