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Panzergraf

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Everything posted by Panzergraf

  1. Or just remove the displacement slider and replace it with a length slider, and just make displacement calculated from lengthxbeamxdraught.
  2. You need 100,000 tons (in one or more task forces) in the associated sea region* to initiate a naval invasion, no matter what the actual required tonnage to complete the invasion is. Late game, this is pretty much a non-issue, as even a single super BB or a pair of BC's will provide you the needed tonnage. But early game, 100k tons is quite a lot, maybe even more than some entire navies. *hover over the province you want to invade so you get the popup showing population and income etc. It should also tell you which sea region it belongs to. For the black sea provinces it's easy; the black sea. In asia and some other places it can be a bit weird some times; Phillipine Sea, South-East Asia, Yellow Sea, Ohkotsk, etc.
  3. For those wanting a quick workaround to this problem: Before splitting, order the entirety of TF X to where you want TF A to go, then split off TF B and order them somewhere else.
  4. Or let us set a time limit to custom battles. Like some of the challenges we've done in Shipyard Champions have involved us trying to sink X ammount of ships in 1 hour. It would be nice if we could just set 1 hour as a time limit when setting up the battles.
  5. Yeah, I do the same and once the economy starts rolling, it almost becomes impossible to spend all the money. But I get the frustration with poor early game economy too. If you start a campaign in 1910, you might want to be able to have a few wars and fight some battles in the 1910's, with ships of that era.
  6. jsoneditoronline? I checked it now, and no, for some reason it won't save changes when I edit in "tree", but it works when editing in "table" I hope it'll get fixed, it didn't use to be an issue before.
  7. Would be nice if we got a pop-up event before every election, where journalists ask us which party we support. The player's answer (endorsement) will influence the election relative to their Naval Prestige. An admiral with a Naval Prestige score in the thousands is pretty much a national hero, and their political endorsement should carry some weight, whereas a fresh admiral (new campaign) with almost no Naval Prestige yet won't exactly make the front pages.
  8. My advice for anyone not wishing to update their game right away (to either finish a campaign first, or wait for mods to be updated) is to just disconnect Steam. That way your game will not be automatically updated. If you want Steam online for other games, what you could do is set UAD to only update when you launch it, that way you can disconnect Steam whenever you want to play UAD, and keep it online for other games. It's what I do so my campaign, using Baron's excellent Naval Arms Race mod, won't get messed up whenever there's a new patch. Hope that helps!
  9. 2) Yes, boosting techs will speed up research even if the tech has not been identified yet.
  10. You can play as the British and fight against France in the ww1 era, yes. Either in custom battles, or start a 1910 campaign (or 1900 if you wish) and do your best to provoke the French into becoming your enemy - enemies/allies are not locked to historical examples.
  11. Are you suffering from transport losses? If you have no operational fleet, it's likely your enemies are sinking a lot of your transports each turn without you even getting a convoy battle (this will be listed in the Transport Losses tab that pops up at the start of each turn, along with there you lost them). Check your finances tab to see if you're getting a huge deficit from transport losses. DON'T conquer a bunch of faraway islands (or take them as war reparations) before you can afford a big navy to protect their associated sea regions. GDP growth will take a hit if you're at war. If you're also being blockaded (you said you only had one ship left, right?) it will be hit really bad, and effective GDP will be halved too. Your GDP will grow a lot more during peace time. Use the months (or years) between wars to build up. When not at war, unless you're conquering colonies or actively trying to provoke potential enemies, just keep your ships in port and set them to "Limited". You will save a lot of money this way. Torpedo tech will improve torpedo accuracy, and decrease dud chances. If you're really struggling economically you can also reduce your tech budget, if only temporarily. The tech tree is the same for all nations, but not all nations get the same hulls. So while every nation can unlock the 20k tons CA tech, not everyone has a hull that can go that large.
  12. But which of those options is the closest to what it was in previous iterations of NAR, before those 4 options?
  13. You can rename ships yourself btw, I do this a lot especially to give nation appropriate names to ships I sell to the AI. Double click the name of a ship in the Fleet tab and change it from there. Sold ships have to be renamed while they're still being built, but your own ships can be renamed whenever. That still doesn't fix minor nation ships bought from AI major nations though.
  14. So I take it there won't be a NAR update for the most recent patch (that I need to actually get battles in my campaign) that does not also wreck the current campaign?
  15. Were your secondary guns blasting away? Some times, if your secondary guns are going off, the mains will cease fire. It's an old bug that somehow returned recently... Turning your secondaries OFF will often make the mains fire again.
  16. From the recent FAQ update: So, ASW value of a task force is only the average of all ships? So if I build a dedicated ASW DD, with for example an ASW value of 2000, a task force of 20 such DD's will have the same ASW as a task force of a single DD, because the average will be 2000 in both cases? And if I have an ASW CL, with an ASW value of 1000, and I indend this to be a "destroyer leader" kind of CL, a task force of one such CL and 4 of the DD's will have less average ASW value than a task force of just 4 DD's? So for the purposes of protecting my battleships from submarines, the best TF composition would just be the battleships and as many of the 2k ASW DD's as possible, with NO other ships at all, as they would only reduce the average ASW value further? And for the purposes of hunting down enemy submarines, the best bet would just be single DD's, as they would have the same average ASW value as a larger DD flotilla?
  17. I'm saying that's what happened in 1.3.9, unlike what is happening now in 1.4 Also, one more annoying thing about submarines; If I for example have a large task force, and I move it to hopefully engage a large enemy task force (to get an actual battle, which is what the game is all about), and then my own task force encounters a submarine, I will not get to fight the enemy task force that turn. It's like the game saying "Nope! You don't get to actually play. Here, click the RNG autoresolve button instead."
  18. Submarine balance was almost opposite in 1.3.9.x than it is currently. Subs could still sink or damage capital ships, now and then, but generally if you had enough escorts the subs would not get away with it. Which caused another problem; the AI just shooting itself in the foot by building lots and lots of submarines... In my last campaign pre 1.4, at one point the Chinese navy had 300 submarines. Years later, when China dissolved, they were down to ~50 remaining subs (and they had been building more during this long war). The cost to my navy for sinking several hundred submarines? One (1!) light cruiser. I would like the option to disable subs for this reason too. Either they are too powerful, and it almost feels like something is bugged when you can't sink them, or they are almost useless and yet another way for the AI to shoot itself in the foot (and the AI has plenty of ways to do that already) I will say though, that in the latest version of the game I have not yet seen the AI build way too many submarines, like the AI would often do pre-1.4, and they just keep a number that relative to the rest of their navy makes sense. So kudos for that.
  19. Will the new powders and explosives cause issues with ongoing campaigns or existing ship designs?
  20. Me whenever I see the AI has refit a Shared Design ship I made for them
  21. Alternatively, as a more peaceful option, maybe ahead of every election the player can get an event where "Journalists ask you which party you will vote for in the upcoming election" Nationalist, Right, Center, Left, Communist And you will shift public opinion towards that option, by an ammount relative to your Naval Prestige, at the cost of some unrest. If the player 10k naval prestige, I would imagine he's a national hero, and respected and admired by the masses. If the player has very little naval prestige (new campaign or just poor performance), people wouldn't care that much.
  22. Semi-oil, Full Oil 1, Oil 2, and Oil 3 are all researched in the Boilers tech tree branch. Exactly when you get them in the campaign will vary a bit depending on tech budget and priorities, but if you start in 1910 you will at least have Semi-oil.
  23. Speaking of logs; the log in the campaign screen could use some improvements. You currently can't scroll far enough down to read everything that happened each month. Maybe the log could be separated with different tabs? So one tab for research (Spain researched Radar 1, China researched 16" MkII), one for new ships (Britain laid down 1 BB of Warspite class), and one for politics (China provoked Japan, Germany and France declared war, etc.) There's a lot of info that scrolls past as a new turn is generated, but it goes by so quickly it's almost impossible to read it all, and it's then never available again.
  24. Torpedo max range is the range at which they can target an enemy ship, but they will travel up to twice that range, if they don't detonate in the water before then. I don't think it's a bug though.
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