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Nick Thomadis

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Posts posted by Nick Thomadis

  1. Uploaded Optimized x2 version including the following:
    - Further optimization in the Battle AI logic affecting fps performance and, also, addressing issues where the AI could desire to fight too far away, even beyond its main guns' firing range.
    - Fixed issue of the torpedo friendly fire mechanics, making torpedoes unreliable in shooting, in several cases.
    - Fixed a tower issue which could result in some ships not having available a tower to design the ship, if they haven't progressed in the tower technology. This problem could cause random turn delays as ships could not be auto-designed in several tries.
    - A few other minor issues solved, in UI and localization.
    You need to restart Steam to get this update with no problems

    • Like 7
    • Thanks 3
  2. Hello,

    can you please send an in-game report? 

    In general, the recon value of nearby fleets should matter. If your destroyers operate at sea with enemy fleets having very high recon values, you will most likely not get any offensive missions (except meeting missions against enemy fleets which are near).

    Having cruisers in your task forces, will ensure in most cases to have effective recon level and generation of missions.

  3. Uploaded Optimized version including the following:
    - Further optimization in the auto-design process making it faster and more effective than never before. Campaign generation in 1890 should take less than 2 minutes in fast machines.
    - Further battle optimizations for a faster fps performance during combat.
    - Some fixes for minor issues that were reported recently.
    You need to restart Steam to get this update with no problems

    • Like 8
    • Thanks 2
  4. Uploaded optimized x5 version including the following:
    - Fixed old rare issue which could cause guns to not fire, thanks to the dedication of kind players that reported to us very useful information. At modders: please be extra careful when you edit the values "shootDelayMin" and "shootDelayMax". We made hard coded changes to lessen the chance to get a bug but still, you need to not increase too much these values.
    - Minor Battle UI fps optimization.
    You must restart Steam to receive this update with no problems

    • Like 3
    • Thanks 4
  5. Uploaded optimized x3 version including the following:
    - Further optimizations in auto-design and saves processes. There should be a noticeable increase in the speed of loading for everything. If you notice a very short windows process freeze when you click buttons during campaign's generation "Creating World" just ignore it. We will try to optimize further with parallel cpu threads processing.
    - Reduced the tension caused by enemies of ally. If diplomatic relations are good, then very small or no extra tension will be caused.
    - Reduced Torpedo Arm time from 3 sec to 2 sec to fix rare issues of no torpedo firing at very close distance.
    - Minor UI and localization issues fixed.
    You must restart Steam to receive this update with no problems

    • Like 5
    • Thanks 4
  6. Uploaded optimized x2 version including the following:
    - Fixed issues that could cause inconsistent Task Force interaction. In the next turn you should always get battles between Task Forces which intersect, unless the enemy was able to retreat.
    - Shell Ballistics and Ship Movement mechanics optimizations. Some slight related balances for a smoother 3D battle experience were needed for compensation and were done.
    - Further Battle AI optimizations. The Battle AI should not approach so much at an ineffective range, as before.
    - Adjusted Friendly Fire mechanics so that they do not cause issues, as before, in torpedo launching.
    - Other minor fixes and improvements in localization and UI.
    You must restart Steam to receive this update with no problems

    • Like 5
  7. 16 hours ago, brothermunro said:

    I’ve tried doing this, it doesn’t change mission generation as far as I can tell but at least allows you to bypass task forces that refuse to fight. I seem to remember Nick saying at one point that you can have fleets trying to engage but not generating a mission as one of them withdraws (he’s free to correct me on that though!). There’s also a limit of 5 missions per turn generating (not including submarines I think?) so it could also be that.

    There is no limit for mission featuring Task Forces but there can be a limit for ships that involve ships stationed in ports. The latter may eventually interfere so we will check to fix.

    It would help greatly if such incidents of missions not generating were reported to us with the bug report button.

    • Thanks 1
  8. 1 hour ago, Lima said:

    This post was made by the AI: Please, in the name of holy semiconductors, fix the submarines.

    Well, this man finally lost his mind and is now sending submarines (Ocean-going subs I) against me. And there's nothing I can do.

    Below you can see 16 battles with submarines. I sent grpups of 1-4 DD and CL against them, but they did not cause any damage to these submarines.

    1701875577151017.jpg

    These are my designs. I used the best possible ASW available to me, but these Ocean-going subs I are simply invisible.

    En1.png

    Maybe some very late super submarines can be very strong. 
    But, you  have to test average subs vs average destroyer fleets.

    You can sink now 4x subs with a single destroyer. I am serious. This is what can happen from now on with the latest update, so insisting on making submarines even weaker, will just make submarines useless, and this is not the goal.

    • Like 1
  9. Uploaded optimized version including the following:
    - More 3D battles fps optimization.
    - Fine tuned Submarine auto-resolved battles.
    - Fixed "Task Force Failed to escape" mechanic which made Task Forces to not trigger all meeting battles consistently.
    - AI Task Force pathfinding optimizations.
    - Fixed double geared steam turbine engines having a double maintenance cost.
    - Other minor fixes.
    You must restart Steam to receive this update with no problems

    • Like 6
    • Thanks 1
  10. Uploaded optimized version x3 including the following:
    - Further optimizations on auto-design, making the AI balance more effectively the firepower, protection, speed and range of its ships.
    - Battle AI further improvements, so that it chooses effective fire distances in most if not all cases.
    It is mandatory to restart Steam to get this update without possible issues. Steam may not update the game successfully for players who tend to leave their PC and Steam client open for a large amount of time

    • Like 4
    • Thanks 2
  11. Uploaded optimized version x2 including the following: 
    - Further optimizations on auto-design, making it faster and more effective, affecting positively campaign generation and turn times.
    It is mandatory to restart Steam to get this update without possible issues. Steam may not update the game successfully for players who tend to leave their PC and Steam client open for a large amount of time 

    • Like 5
  12. Uploaded optimized version including the following:
    - Battle AI improvements so that it is overall more effective and not desire to keep a large ineffective distance as it happened before.
    - Fixed potential problem which could cause AI task forces to get stuck when their ships were in "Low Fuel" state, so they would be unable to refuel.
    - Auto-Design further optimizations reducing the time it needs to accomplish its goals in an effective manner. This is not final. We will continue to improve this aspect to reduce further the campaign generation time and overall turn times.
    It is mandatory to restart Steam to get this update without possible issues. Steam may not update the game successfully for players who tend to leave their PC and Steam client open for a large amount of time

    • Like 3
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