Jump to content
Game-Labs Forum

Panzergraf

Members
  • Posts

    207
  • Joined

  • Last visited

  • Days Won

    18

Posts posted by Panzergraf

  1. 2 hours ago, Admiral Donuts said:

    Can I build a refit version of one of my designs yet?

    Make a copy of the refit design and build that.

    Next refit of the original design can also be applied to the copies (even if they have different names), and they will then be unified as refits of the original class (copies will gain the original class name).

    For example, my Frankfurt class CL (1921). A year after launch I research new main guns for them, and do a refit (refit 1922). I decide I want more, and make a copy of the refit-design to be built directly with the new guns, these are the Frankfurt II class.
    A few years later and new technology is applied to the original Frankfurt class, both Frankfurt (refit 1922) and Frankfurt II will now be named Frankfurt (refit 1925).

    • Like 1
  2. Cutting the size of army forces in occupied territories makes some sense, but has also resulted in massively increased naval budgets.
    I went from a monthly balance of roughly 0 (+/- depending on number of ships at sea) to almost a billion +.
    More money than I can spend as shipyard capacity was also reduced with occupied territories no longer counting towards the total.


    I think shipyards in occupied territories should still count at least a little bit towards your total capacity.

    • Like 2
  3. I'm still a bit bothered by the inconsistent application of Unrest from the different types of invasions.
    There are three types of invasions in the game, all of them affecting Unrest differently depending on result:

    Naval Invasion (VS Major power)
    Success: -10 unrest
    Fail: +10 unrest
    (exact Unrest ammount will differ based on your government type, but I believe +/-10 is the baseline)

    This is fine, and as expected. You succeed, and your people are happy. You fail, and your people are unhappy that there are so many dead young men on a beach somewhere.


    Conquest Battle (i.e. a Naval Invasion VS Ungoverned or Minor Power)
    Success: Nothing?
    Fail: +10 unrest

    So with conquests you get +10 unrest if you fail, just like with a Naval Invasion. That's OK, fine by me.
    But your unrest does not go down if you succeed. This makes Conquests extremely risky in peace time where you have no enemy ships to sink to decrease Unrest.
    With, on average, a 50% success rate, half the Conquest battles you engage in will add unrest.


    Major Offensive (i.e. Army work VS Major Power, Minor Power, or Ungoverned)
    Success: +10 unrest
    Fail: Nothing?

    I get that the people living there would be unhappy with being invaded, but surely if you pull it off the population at home should be happy? I don't understand why this one punishes success. Especially as you have no control over when and where the army attacks.


    Again, when you're fighting a nation with a large navy, none of this is a problem, and you barely notice it at all, as defeating enemy fleets remove a lot of unrest.
    But in peace time or more low intensity warfare VS a country with no surface fleet? It becomes a big problem.

    I'd like to see this made consistent, preferably -10 for success and +10 for failure for all three.

    And ideally add some more events or something that decrease Unrest during peace time?

    • Like 1
  4. 18 minutes ago, Aurora said:

    Isn't that boost supposed to represent the fact that your fire control acquired an accurate heading+speed lock on the target and can thus land shots with great accuracy?

    The "Range Found" bonus is supposed to represent that, yes. And it typically sits at around +200-400% or something. Which gives you reasonable accuracy after the aiming and ranging process has been completed.
     

    But when that 2900% bonus kicks in, you get levels of accuracy a Harpoon missile would get jealous at. And it sticks for a while too even if you/your target perform some wild maneuvers. I don't know exactly what causes this sudden accuracy bonus either. It just suddenly appears some times, and then goes away by itself after a short while.

    Maybe it's actually working as intended, but that still feels strange to me.

  5. 2 minutes ago, Urst said:

    It increases unrest because now you've got a pissed off population you just conquered adding to it.

    Then that's inconsistent. When a Naval Invasion is successful (against another major power that is) your Unrest goes down. Why is the conquered population OK with being invaded by sea, and not by land?

    And when a Naval Conquest (against Ungoverned) is successful, Unrest doesn't change at all. However, it goes up when unsuccessful (as expected).


    I would just like to see it consistently applied, either:
    Success: Unrest goes down 

    Fail: Unrest goes up

    Or the other way around.

    • Like 1
  6. On 7/9/2023 at 3:43 AM, Panzergraf said:

    Also it seems the Army very rarely (if ever?) tries to conquer ungoverned territories, even if I have army forces garrissoned in bordering regions.

    It's happening more often now that the Nationalist party won the election, I'm not sure if that's by design or just random chance, but if by design then that's a pretty cool bit of flavor.

    However, successful Army Invasions still add Unrest, for some unknown reason. Shouldn't a successful invasion decrease Unrest instead? This is the case when invading regions held by enemy major powers while at war too, but it's more problematic when it happenes in peace time VS Ungoverned territories, as you have no enemy ships to sink to reliably decrease your unrest level.

    To me this seems unintended.

    • Like 1
  7. 6 hours ago, jw62 said:

    I've gotten a number of Conquest missions that don't actually show up. I also get some that work.

    Just something to tweak

    I get that too, but it's better with the recent patch than it was previously.

    Also, related to Conquest missions: While a conquest defeat adds Unrest (like a regular naval invasion), a Victory does not decrease Unrest. This makes Conquests VERY risky in peace time where you have no enemy fleets to beat up to remove Unrest...
    Not sure if this is intentional, or an oversight.

    Also it seems the Army very rarely (if ever?) tries to conquer ungoverned territories, even if I have army forces garrissoned in bordering regions.

    • Like 1
  8. On some turns, after doing the mandatory pop-up battles, I get no notifications of transport losses.
    This seems to happen mostly if I save and exit the game before all battles are done (which I some times have to do if there are a lot of battles - I can't always keep playing for hours in one sitting), and then come back the next day to play the rest.

    I'd like to see the Log be improved, with multiple tabs that could be scrolled through:
    Battles, Transport Losses, Mine Damage, Research, Ships Built/Repaired/Refit/Scrapped, and so on.
    Currently the Log is quite useless as it fills up with too much info and you can't scroll through it.

    • Like 1
  9. 27 minutes ago, Admiral Donuts said:

    Beaten. Not once but twice by the same BB. I should have scrapped it. It had Krupp III armor compared to my Modern I. And I had a lot more of that armor in every way. Second, I'm giving that boat a 21" salute at less than 7km. With their anti-flooding a full 2 generations behind mine, I could NOT flood that ship when I hit. Yet I was almost sunk...by a ship sporting 13.8" and 8.5" mains in the first engagement. Flooding hit after flooding hit after flooding hit. They just kept coming and I ended up having to run.

    When I ran the 2nd time, I was showing 0% chance to hit at 7km. What in the devil is going on?

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

     

    0% chance to hit almost looks like the old target lock aiming bug, but I haven't seen it in 1.3.9.1 myself, or any of the later 1.3.9rx patches for that matter.

    But other than that, it looks like you're shooting HE. AP is the go-to if you want flooding. Also Mk1 20" guns are really not very good, in my experience. I still like building at least one Super BB late campaign with 20.9" guns, just to have the ship with the biggest guns ever (I pretend it gives me a propaganda bonus...).


    But overall I'd take 13.8" over 20.9" any day of the week. Because with longer barrels (and mk4 or 5 guns) and capped II, they punch hole after hole through main betls at close range (like the 7km you were fighting at) and cause a lot of flooding.

    • Like 1
  10. 5 hours ago, Deadpan_Alpaca said:

    6) no way to affect political drift if the regime allows political parties - highly successful victorious navy definitely would have political influence at least due to the fact that said navy consists of people in the end

    I would also like to see something related to this.
    So for example, before every election journalists could ask you which party you support. If the player has a lot of Naval Prestige, he is likely a big national hero. More prestige = more people swayed by player opinion. Of course that could come with some Unrest too, as a lot of people would likely not approve of the "hero admiral" pushing political opinions on the public (so there might be an option to not publically support either party, which could reduce unrest, too).

    • Like 3
  11. Can you please reduce or just remove the "fog effect" from overcast weather?

    2039817640_2023-06-2706-56-32.mp4_snapshot_29.02_2023_06.27_08_21_57.thumb.jpg.942a819d5edcfb74f9ca1337dcd7661f.jpg

    I'm fine with weather reducing in-game spotting ranges, but making it so the player has a hard time seeing what's going on is too much in my opinion. It just adds frustration. Plus it looks ugly.

    A gray sky box would be enough to visually tell the player that the weather isn't perfect.

  12. 5 hours ago, HopefullAdmiral0786 said:

    Dear All,

    As a NEW PLAYER I am struggling how to work out how I can invade a minor nation. I am playing as Japan with an 1890 start date. Before taking on any of the major powers, I fancied expanding and conquering Korea (in order to keep a semblance of histroical reality). However, despite having placed a 150,000 ton fleet adjacent to the Korea's south-eatern port, set the orders to invade, the fleet just appears to sit there for 10, 20 or more turns doing nothing!

    I'm sure this must be possible as the AI major nations seem to be invading minor nations constantly, many of which are not adjacent land borders (Russia invaded Eqypt as an example).

    I'm sure this is a basic question, but as a beginner please have some sympathy and if anyone has a 'step-by-step' guide that would be greatly appreciated.

    Hi! The "invade" stance on fleets doesn't actually cause invasions, it just makes your ships more aggressive towards enemy transports, and less defensive towards your own.
    To invade a major nation you are at war with, select "naval invasion" from the politics tab.
    To invade a minor nation, you just have to wait for a popup at the start of a turn, where your government has decided they need to be invaded... Sadly there's no way to force it.

    Japan does start with Korea under control if you go with a campaign starting year of 1910 though - and possibly 1900 as well, though I'm not sure.

    • Like 1
  13. 24 minutes ago, JaM said:

    hmm, yeah, i always play 1890 campaign.. this particular battle was happening in 1915 and AI was using quite old designs.

    Btw, what about allowing player to "retire early" from the game? I like early game, but this forces me to play very long campaigns to see end result.. i would prefer having option to end it on my terms after let say 30 years instead of just deleting the save once i dont like to continue.. You could just add a popup after 30 years, which would ask if you want to continue, so player could chose either to keep playing or retire and see the campaign results.

    Or let the player choose when generating a campaign, both a start and end year? So if a player chooses, he can start in 1890 and end in 1950, or start in 1890 and end in 1900, or 1900-1920, or whatever.
    I don't think it would be too hard to implement.

    • Like 1
  14. 2 hours ago, Nick Thomadis said:

    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 did normally did not want to confront him, and of course I stopped checking such reports after this.

    Could this happen naturally if the player was playing a long campaign (for example starting year 1890) and after many decades the AI was just really really behind in technology?

  15. I get that insane range found bonus from time to time too. I believe it's a bug because of how it jumps from a reasonable 200-something% to at least 1500% and some times close to 3000%, with accuracy some times jumping up to almost 90%, and then after a few salvos it's back down to the regular 2-300% and accuracy around 10% as you would expect.

    The range found bonus is fine when working as intended, it's just when it jumps to 10x what it should be that it becomes a bit silly.

  16. 13 minutes ago, JaM said:

    Did UK ever fielded 43 BBs??? and i dont mean ships of the line... And more importantly, is game even capable handling such huge number of ships... i had battles with 120 TBs before...

    Task force sizes are limited by total crew numbers, so you won't get 43 BB's in one battle.
    But I had it happen back in 1.08 or something, before task force sizes were limited. Lots of fun.

  17. 8 hours ago, Schmitty21 said:

    Something seems bugged with allied fleets. Minor powers are showing up to battles with ships I've designed but never sold to them. 

    Seems minors will build ships designed by majors, including the player nation. I often see them building ships with names obviously belonging to major nations (for example Russia or Japan).

    I've seen minors I've not been allied with build my designs too, and ended up facing them when that minor nation was allied with an enemy major nation.

    Not sure if it's bugged or just how things work.

    • Like 1
  18. AI splits its fleet into too many tiny task forces currently, making it very hard to get those large satisfying battles.

    Moreover, they spread the ships out too much and don't even bother with having any kind of home fleet. I think it would be better if the AI tried to have at least some max limit task forces.

     

    2 hours ago, Kiknurazz91 said:

    3: 112k VP for me and 3k VP for the British= minor victory and 582 mil in reparations not even close enough to get territory and only enough to get a few outdated ships (DDs and CLs). War is not worth anything at this point.

    If you want big reparations with lots of territory, you often need to make use of naval invasions to make the wars last longer so you can farm more victory points. Especially later on in the campaign, where the value of each territory is much higher. 200-300k VP should be the goal.

    • Like 1
  19. Previously in my German campaign (in version 1.3.4) when I invaded Eastern England, the British navy sent what they had left in the pacific home to try and defend, and we had a nice big battle. All good. It could have been just a coincidence, but the way they acted seemed to make sense to me.

    Now, currently in the campaign (1.3.8r) when I invaded Wales, they wanted nothing to do with it. They have a 200 ship navy, and every new ship they build gets sent to the pacific. They have nothing around their home islands, even as I'm invading them.
    To me that doesn't make a lot of sense.


    I think protecting their starting regions should be the number one priority of the AI - with a 200 ship navy they should be able to spare at least a few dozen to act as a home fleet.

    "We will fight them on the beaches... in Thailand, where the weather is nicer."
    -Leo Churchill (probably)

    • Like 1
×
×
  • Create New...