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JaM

Ultimate General Focus Tester
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Everything posted by JaM

  1. 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...
  2. Dont you think this is a bit too much? (playing as USA)
  3. Suggestion for AI dissolving - Every single province in game, should have a "home faction" assigned. When Empire dissolves, it should "release" all provinces into "home faction" owner. This way, If Britain dissolves, it loses all seaborne colonies, but Britain as it is would stay in game and would start from scratch.. Similarly - Austria-Hungary, if it gets dissolved, every region with different owner would get its independence (CzechoSlovakia, Hungary, etc..) with Austria remaining.. At the same time, Home provinces should be negotiable with peace deals, and Winner of war should not be able to keep home provinces of different country. Instead, he should be compensated the price of the province. Again, this would help keep majors in game.
  4. Not just that... sometimes you have front or rear towers that match each other available at different times or not at all, which is quite frustrating..
  5. Overall, Campaign AI is behaving very very strange.. In my current campaign as UK, war broke with Germany, yet entire German fleet was moving into Japan Sea, so when my fleet got to North Sea, i instantly blockaded them... AI needs to protect home ports better.. not use BBs on raiding missions.. that's what BCs are for.. I would even suggest making AI to always form something like a MAIN FLEET, with most of BBs and keep it close to home ports protecting own bases.. this way, we could get some nice fleet battles (Jutland) instead of chasing enemy fleets all around the world (which just deteriorates situation with other AI due to tension points these fleets rise)...
  6. Maybe quite unpopular opinion, but i would like to see shorter campaign - We play as head of Naval Board, and early start of 1890 means that we can keep playing up till 1950, which is 60 years.. There is no way any country would have 20years old Head of Navy, and even less probable is for him to serve in same position till his 80ties... So, my suggestion would be to shorten the campaign to let say 25 years tops, and give player summary when he achieves to retirement age. If you start at 1890, you would serve till 1915 and then campaign would end and you would see your results.. Right now, if I start 1890 campaign, when i hit 1915-1920 period, usually world is almost completely broken and lots of countries are dissolved, so most of the time i just quit such campaign and start over.. having option to "retire" to get the statistics, or have campaign end at 1915, would prevent that, and would also make choosing Era more viable due to limited duration of 25 years...
  7. Something really has to be done about overall economics and AI survivability.. countries are dissolving left and right, i had two majors gone in single turn, map becomes full of "ungoverned territories".. AI builds huge fleets and kills itself by creating too much tension around the world against each other so the whole world crumble eventually.. This makes long campaign extremely boring and almost impossible.. im in 1915 and there are just 5 Majors left..
  8. What is the point of this particular research?? It literally removes you option to build ships, but doesn't provide anything in return.. ( playing as USA)
  9. Expansion is kinda out of whack right now.. There should be some distance based threshold that would make AI expand in near area instead of sending fleets across the globe to conquer lands that have nothing to do with them.. like for example Japan conquering Italy, ignoring China and Korea completely...
  10. This is just ridiculous.. 103 TBs in a fleet... guess what will happen - they run away, but it takes time.. and while its happening, game runs 15 FPS due to all those small ships somewhere... There needs to be a limit how many ships AI can have in a fleet, especially because Game itself cannot handle 100 AI ships at once.. just find the limit (im guessing around 50) and dont allow more ships at once in battle
  11. Semi-Armored Cruiser - gun placement is very bad - there is no obstacle around, but gun line of sight is still showing as obstructed: Game it seems simply assumes Tower will be always placed in that place:
  12. I'm getting this missing text (dd_5_stern_large_russia?): (its not new, seen it in previous versions of mod too, just forgot to report it)
  13. SUGGESTION - Transport Ship Losses: - Current way its reported is very unfortunate, because if there are multiple areas you are losing Transport Ships, you have to remember them by head.. there is no way how to get that info again while in game, besides that single popup at the start of the turn.. Please put that info in the game log, so player can check where he is losing the ships.. From gameplay perspective its completely useless to see info about other factions scrapping their ships etc, while not getting important information that are relevant to the gameplay.. Player should have option to took through that info during his turn if he doesnt remember..
  14. 1. - Technology Trees - just reverse order of techs, so newest are first and oldest are last. would prevent scrolling 2. - Add few second delay to the popup window so its possible to see stuff behind where the popup is usually shown
  15. Will there be 1.3.7R update or are you waiting for further fixes? (would totally make sense to wait)
  16. Semi-Armored Cruiser (Germany) cannot fit rear towers except the first one:
  17. Recently i had a fun battle where my BB and 5CA met 20 DD and 60 TB.. guess what. i never saw any enemy ship because they all just bailed and ran.. If they charged me, i would most likely lose my ships as they would just swarm me with torpedoes.. instead, battle ended without single shot being fired... (and yeah AI is terrible with building choices..) i think if there is any type of ships that should use "kamikadze strike" tactics at all times, its TB..
  18. Yeah, it totally unreliable - reported south west, found them west..
  19. I have some strange "Enemy smoke is spotted" messages recently... At first, it says Enemy is South West, then next message says enemy is North West.. thats quite wide margin for error.. fun thing, it keeps switching between these two, until it settles for the one. its no the AI ship that causing it, happened to me in a battle against very slow obsolete CA (16.5 knots) while my chasing CAs had speed of 24knots, so really doubt that old CA could do half a circle around me..
  20. you can still sail near it, I usually end up instantly with a battle. But yeah, not be able to enter it is kinda strange.. it should be a force field, but area that always results in battle..
  21. Yes you can. Just sail where enemy destination will be.. Or place your fleet in a chokepoint their path goes through.
  22. But to not sound just too negative, must say recent gameplay changes made this game instantly a lot better.. ability to block/intercept enemy fleets just opened the strategy map on whole another level.. Owning strategic ports near crucial paths is worth everything, as you can easily deny access to certain areas. At the same time, ability to take a fleet, and just directly attack enemy big fleet to force decisive battle is great, and makes this game much better on strategic and tactical level. Anyway, some suggestions - size of Area of Control could probably depends on amount of fast scouting ships in the group, making light and fast cruisers more important and overall making fleet composition less about weight of the guns, and more about proper "combined arms"
  23. Problem is that entire UI elements scale to its size no matter the resolution. In some game, there is at least a slider option to increase/decrease size of UI, but here, its "one size fits all" approach that doesn't really works due to UI spill outs and windows being out of screen.. Strangely enough, no other "Ultimate" game had this issue in the past so i kinda dont understand what's the issue here..
  24. New font/text size.. is HORRIBLE.. on a huge display having to scroll up and down all the time is extremely frustrating experience.. so making it all bigger is the step in the wrong direction.. Its like entire game is designed for Elderly people with very bad sight, so they can see better.. but for normal person with standard sight, having those HUGE texts everywhere is quite distracting. And of course, thanks to it, unit info window is even harder to read as window spills out of screen hiding details completely..
  25. In terms of gun accuracy, i think there needs to be bigger link between muzzle speed and short range accuracy - faster the projectile flies, easier it is to hit a moving target at short range, but as distance increases, other factors are much more important, like gun dispersion.. Of course, primitive projectiles had terrible aerodynamics and were losing speed a lot faster than later ones, so even same gun would have different velocity for different type of projectiles.. and of course, there is this whole thing about HE damage potential from high velocity/high pressure guns, which required much thicker shell walls to "survive" being fired from such gun, therefore these shells had less HE filler than shells suited for lower velocity guns.. Overall, i think lengthening the gun should improve short range accuracy (1000 to 2500m max), but slightly decrease HE damage. (but of course, muzzle velocity also needs to be capped, as 1000-1100m/s was practically maximum achievable with full bore projectiles, while APDS rounds had no real usage in ship to ship combat as far as i know). And of course it should slow down the rate of fire. Shortening the gun should improve long range accuracy due to dispersion, but should not be too dramatic and should be more about gun technology than anything else. Shortening the barrel already provides Rate of Fire bonus and saves weights, which are both quite valid goals..
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