Jump to content
Game-Labs Forum

Nick Thomadis

Administrators
  • Posts

    3,905
  • Joined

  • Days Won

    461

Everything posted by Nick Thomadis

  1. The Patch is going to be released tomorrow, with potentially some hotfixes based on your continuous feedback. Thank you all!
  2. The starting years we offer now, it is uncertain if they will stay as is. We offer now a way to start at different years, so that people can enjoy and play-test more easily the tech eras, which would otherwise be unplayable, as the campaign now is not having all the necessary features to prolong for many years with guaranteed consistency. Therefore, a new balance will come later.
  3. In 1890 is the minimum date you start the campaign, so the potential development is minimum, smaller than the next years.
  4. *UPDATE FINAL* (5/7/2022) - Improved Auto-Design speed/memory usage. (Campaign turns will pass faster, in general the auto-design will be faster and equally effective). - Lessened greatly some penetration randomization factors which could create unfavorable shell hit results. - Added temporary extra mechanic for Game Over: When all non-allied major nations are totally defeated, then the game ends. (Previously it would continue forever with small chance to break alliance). In the next update we will add more mechanics to prolong the campaign further. - Crew Pool Reserve cost will become minimized when it reaches a certain ratio vs the amount of crew used in ships. In this way, any excessive crew not used, will act as a cost-effective reserve. - Increased Port Capacity Growth. - Crew damage from HE penetrations and Fire lessened. THIS IS THE FINAL BETA UPDATE (WE WILL RELEASE THE LIVE BUILD IN A FEW HOURS - WE CAN FIX ANYTHING ELSE YOU FIND CRITICAL IN A HOTFIX)
  5. Did other large ports have growth? Can you check that? EDIT: It works normally but growth can be too small if GDP is low and initial port capacity is small. We will increase the growth.
  6. These are old images of older beta. The final, upcoming version, will have fixed most of these unwanted outcomes, which should be less now already, in the current build.
  7. You mentioned something related to the conversation I had with another user. If you see my post 10 times again there is no tangent. You should not heat up the conversation when there is no point in doing so.
  8. In this game you see a 3D armor viewer while in the port. When you play do you see this? Do you have explanations why something penetrates or not?
  9. Please show me a 3D game which explains more than our game in terms of statistics. We should try to offer more info in next updates, but currently, we show much more than needed already, with penetration tables, penetration info when clicking on target, angle estimations and so on. Please show me another 3D naval game, as a reference, to understand what you want to see more, although most players always ask for more, and cannot understand that there are development limits.
  10. The accuracy indicated is per gun barrel, and it is the actual using all dynamic parameters plus the aiming progress factor, which increases according to fire rate and bearing offsets of target per time interval. It is highly complex, as in real life, to fully control the outcome of those values, but in general it works as expected. Large and slow ships are easier to target than fast and maneuverable ships which change course often. Moreover, large guns which turn slower and have slow fire rate, will not target so easily against highly maneuverable targets. This is why secondary guns can be much more effective in close range vs the bigger guns. The accuracy is highly depended on many factors, all listed in the stats for someone interested to read them and understand if the AI cheats or not... the AI certainly does not cheat, we do not make a cheating AI game, I assure you, I despise such approach in games.
  11. When you see visually a shell to land on the deck, why you should not accept this phenomenon? We are playing a 3D game where you see what is happening, not a Text Adventure 2D where in theory everything is documented strictly. So again, if we see a deck hit, why we do not accept it? Moreover, when deck hits happen at a very small angle, because the target is near, why you do not like the possibility of a partial pen? Why everything must do zero damage, ricochet or shutter of the shell? Partial pen means that a shell hits and does some minor damage to the armor, but it does not pass through. Why it should always do zero damage, unrealistically, as in other games? A shell explodes on the surface of the ship, it must often do something.
  12. *UPDATE 23* (5/7/2022) - Fixed critical bug of gun ranges not being actual in campaign battles. - Fixed an occasional critical bug causing no maintenance cost when ships were built and entered the sea as Task Forces on the same turn. - Fixed bug that allowed an ally to deny declaring war against an enemy of the alliance and continue to be an ally. - Fixed some bugs related with the ship instability calculations. - Fixed campaign intro text not appearing in 4K monitors. - Fixed after battle stats showing inaccurate speed status. - Auto-Design improvement. - Battle AI improvement. - Minor shell penetration mechanics adjustments to make AP more worthwhile. - Fixed collider unwanted interference for guns with other guns on barbettes. PLEASE RESTART STEAM TO DOWNLOAD (Saves are reset - We now make minor fixes - The release might come tomorrow)
  13. HOTFIX II - Fixed Task Force battles happening all over the place with merged doomstacks, ignoring actual task force zones and distances. - Reduced effect of events for Naval Funds and GDP. - Technology progress speed fine tuning. You can restart Steam to receive the update. We are aware of some bugs that we will try to fix tomorrow. It appears that there is nothing so critical to prevent a full release for all the players very soon. After all, we will be able to provide more fixes after the full release.
  14. Have you tried reducing your own Task Forces at Sea or splitting them? If you mass your fleet to destroy the AI, it must respond to this. If you want to have less action, keep most of your fleet in your ports at In Being or Sea Control status, to get more balanced battles.
  15. HOTFIX - The new French Armored Cruiser is now available properly in 1914. - Increased the potential growth/dissipation of Port Capacity / Population growth in Campaign. - Increased the potential damage to ports in port strike missions. - Battle AI fine tuning. You known the drill
  16. *UPDATE 22* (1/7/2022) - Fixed problems with weight offset/Pitch/Roll values in campaign having differences from the UI. Your saved designs will become modified as a result. UI may still have some differences but the important thing is that the values will be correct in combat. - Fixed problems which could cause AI Task Forces to not move out from ports and head aggressively to player. - Fixed problems with campaign events which did not allocate GDP bonuses as they should. - Some further Technology progress balance. - Tension reduction for nations at good relations reduced so that wars can be triggered more easily, if large fleets mobilize at sea. - Campaign AI personalities will invest more in transport capacity. - Fine tuning of AI auto-design. PLEASE RESTART STEAM TO DOWNLOAD THE UPDATE (Saves are not reset - We have to fix a few more things so the full release has to be postponed. This version should be well playable so more players are invited to try it out before the release)
  17. "Average" compared to other nations. It is difficult to be ahead, and that is good for AI opponents which means they are developing too.
  18. Can I use the image in our release notes? I will give full credits, with your mod link, if you have one in this forum.
  19. Did you press keyboard buttons while waiting.? This might be a reason for crash that we must repair, but the game should continue fine, with no crashes. Sometimes it can load more than usual.
  20. Of course it is this. The game is far too complex than a simple math to evaluate a certain amount of penetration minus a certain amount of armor. We have so many new mechanics with the citadel. There are too many parameters, physics involved which provide a result close to realism. We provide so much statistical info to players. Yet there are players who want them to explain why a certain shell with a certain angle of impact did not penetrate, because X - Y = Z. I am sorry but I have really little personal time to explain all this currently to the players who want to explain them everything. I am really sorry.
  21. A quick improvement has just been deployed: HOTFIX - Balances on the Campaign Technology Progress.
  22. *UPDATE 21* (30/6/2022) - Fixed critical bug which caused nations in good relations to fight each other. - Some fine tunings in shell ballistics. - Battle AI balance to be overall more effective in all situations. - Definite fix for "false positive" errors when we view ships in Design interface of the campaign. The Weight Offset, Pitch/Roll stats will now be accurately saved. - Event balance to have stronger impact on GDP and Naval Budget. - Minor other fixes. PLEASE RESTART STEAM TO RECEIVE THE UPDATE (Saves had to be reset - We plan to release tomorrow with some final minor improvements. Please report if you find any critical bugs)
×
×
  • Create New...