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>>>Core Patch 1.0 Feedback<<<


Nick Thomadis

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Edited the Savegame and swapped spot with AI to see what it was up to:
5os8E2l.png
Crew training is at 100% and has 2500 available. Not sure why it did not activate these ship. I do not understand how it ended up with so little crew. I was under the impression that crew were returned when scraped.

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37 minutes ago, RedParadize said:

@Nick Thomadis Did another test, I gave the AI 10000 more crew. It instantly activated some of the mothballed ship. I guess mean that crew management fix done few patch ago worked.  There is still a crew availability issue trough. Given how much ship were built in the 11 years I cant see why AI do not have enough to fill the ship.

Apparently, when the AI has many crew losses due to ships getting sunk in battles, the crew becomes progressively too scarce. When the player persists to sink the AI ships and succeeds, then it gradually creates a huge problem to the AI, which does not cheat, does not get any more resources than the player does.

So the solution would be to either increase further the potential crew pool reserves or continue to make the AI more effective, cause many crew losses and the same problem to the player.

 

EDIT: Additionally, the AI should have more balanced manner in its decisions on when to build ships. Now it can build too many, creating a very difficult financial management for it.

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1 minute ago, Nick Thomadis said:

Apparently, when the AI has many crew losses due to ships getting sunk in battles, the crew becomes progressively too scarce. When the player persists to sink the AI ships and succeeds, then it gradually creates a huge problem to the AI, which does not cheat, does not get any more resources than the player does.

So the solution would be to either increase further the potential crew pool reserves or continue to make the AI more effective, cause many crew losses and the same problem to the player.

Only a handful of ships got sunk. 1BB, 2CAs and very few lesser ship. All of them in the first 5 years of the campaign, 5 years ago.

While I can't explain why AI did not had a huge stack of crew by the time it started to build more ship. There is clearly a issue when it get to that point. Crew seems to be equally distributed to new ship. If the IA produce ship at a faster rate than its crew training capacity then no ship will get enough crew to operate.

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3 minutes ago, RedParadize said:

Only a handful of ships got sunk. 1BB, 2CAs and very few lesser ship. All of them in the first 5 years of the campaign, 5 years ago.

While I can't explain why AI did not had a huge stack of crew by the time it started to build more ship. There is clearly a issue when it get to that point. Crew seems to be equally distributed to new ship. If the IA produce ship at a faster rate than its crew training capacity then no ship will get enough crew to operate.

Yes, as I edited above my message, the AI may build too many ships than needed. We will fix this.

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@Nick Thomadis
I think I found one of the reason why there was such a shortage of crew.

Here is my crew pool before exiting to main menu:
Iu2BKHu.png?1
And that's what I got when I reload the game:
suMlB5G.png?1

Crew pool isn't correctly saved. I do not think its the only problem as I ran the first 11 years without interruption, but it certainly do not help.

Edit:
Before everyone mention the difference in monthly balance, it is due to the fact that there is much less crew to pay. It cost $320 monthly for each crewmen in 1930 it seems.

Edited by RedParadize
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14 minutes ago, RedParadize said:

@Nick Thomadis
I think I found one of the reason why there was such a shortage of crew.

Here is my crew pool before exiting to main menu:
Iu2BKHu.png?1
And that's what I got when I reload the game:
suMlB5G.png?1

Crew pool isn't correctly saved. I do not think its the only problem as I ran the first 11 years without interruption, but it certainly do not help.

Edit:
Before everyone mention the difference in monthly balance, it is due to the fact that there is much less crew to pay. It cost $320 monthly for each crewmen in 1930 it seems.

Issues such as this can happen if you edit the save file. Crew pool should save correctly for player if you just play the game without any edits, does it not?

In any case, the AI must manage shipbuilding better. It will do, in the next update.

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4 minutes ago, Nick Thomadis said:

Issues such as this can happen if you edit the save file. Crew pool should save correctly for player if you just play the game without any edits, does it not?

In any case, the AI must manage shipbuilding better. It will do, in the next update.

The 36000 crew I had happened naturally as I have no fleet and did not build anything for 10 years. I did not edit save before reloading it. I had the file opened in the editor trough. Give me a minute I will close and retry. Its fairly quick to test that part.

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1 minute ago, RedParadize said:

@Nick ThomadisNew game with auto generated fleet and "add crew" off, skipped two month and reloaded:

Before reload
9FL7WRv.png?1
After Reload:
jVJpeQp.png?1

It seems to always revert back to "BaseCrewPool" value. I ain't sure what that is.

Maybe some ships were completed (ships can still be in build mode at the first turn). Can you check that?

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3 minutes ago, Nick Thomadis said:

Maybe some ships were completed (ships can still be in build mode at the first turn). Can you check that?

I skipped the first two turn and no ship were being build. "add crew" option in the fleet tab was off, no battle occurred. I find it very suspicious that the value it reverted back to was the "BaseCrewPool" value of the save game.

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Glad to have helped.

Btw, the 1910-1930 run I just did was with 100% research and tech lagged behind quite allot. It was roughly equivalent to a 1920 start.

@BuckleUpBones
From what I have seen the target direction seems to prioritize targeting weight over distance. If I had to guess, the one you spotted is a DD, the smoke you see in front is a CL. CL is a more dangerous target, therefore is the one listed.

Same is true for convoy escort. The direction shown is toward the escort, not the convoy.
 

Edited by RedParadize
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Just now, BuckleUpBones said:

Intuitively you would assume the closest and in that video the one attacking you! 

Ideally there would be visual representation of all of them, and scaled to the size of the engines. A carefully crafted fx could make the transition between seeing it nearly invisible. It would looks great and help the gameplay.

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I'm gonna post this here instead of the suggestion thread, because it's not a suggestion to add anything, but to remove something - the collision avoidance system.

Seriously, this thing is driving me up the wall.

Just finished a battle where my armored cruiser ate two torps because it was close to a second one and refused to move out of the way.

There are two issues, as far as I can tell

1. the game seems to calculate collisions as if the 2nd ship wouldn't move, so if I have two ships, both are ordered to turn 90° port but one ship would be in the way of the other if it weren't moving, then the first ship will continue to move in a straight line, refusing to turn and only prolonging the time

747397247_collisionavoidance1.jpg.95461d7a86e8a317f1d8e246e66c628d.jpg

2. If two or more ships get really close together, they will all just stop and sit there - and since none of them is moving (sometimes, the one at the "front" starts moving very slowly) this situation will last and last and last while the AI can launch torps at those sitting ducks.

 

This is really annoying!

Personally, I'm all for taking collision avoidance out to the backyard and shooting it - multiple times, but I'll settle for you guys just disabling it.

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im going to post this here becasue ive not heard any word on the chance that we are getting any more nations any time soon

dont know how many times i have to say this but i shall keep repeating it.
We cannot test many of the features of the campaign without the abbility for wars to either continue indefiently and this is trhe lesser preffered of the options or

we need more nations of europe and the basics of the diplomacy mechnanic. many of the campaigns mechanics and the planned mechnaics like crew pool and technologie tree are in effect un testable properly at the moment as the shortness of each campaign makes the mechanics either redundant or of little concern. the planned features like ship refits and updates are also redundant until the cmapaign is mjuch much longer as tech updates are not needed on the majority of vessels due to the little technologie that would be created.

the reality is that the campaign as it is right now is great fun dont get me wrong but im only using half the deatures it feels like as their is no incentive to invest in technology. i put all my budget into keeping the economy open and making sure my ships can recrew when they take damage barring that their is no incentive to upgrade my shipyards or reserch new tech and thats in all the cmapigns era due to the shrotness of them

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Major problem in gameplay that heapened to me. So i have 1 bb (23 knots, 13inch main) enemy have 2 CA (39 knots 9 inch main) 1 CL i 1 DD

i will write battle in points to ensure it is simply writen

1 - I go for CL as it closest

2 -when it is atempting to evade hostile fleet get seperated in to 2 groups, i sink it. Now group of 2 CA and DD forms up. 

3 - They move in line while i give chase.

4 - I am shooting evrything in to the most dengerous and closest enemy that is ignoring it, becouse it is in line formation following 2CA. DD armed to teath with like i think 12? torpedo tubes total ignores me instead of charging.

5 - lucky shoot destroys DD i give chase to 2CA's that are left.

6 - Few lucky shots. They get outside of all but main guns. Obviously they keep distance what ever i do. They keep it outside of all but my main batery and theirs 9inch which are now out of ammo.

7 - enemy ships still are out of main guns ammo. They do have torpedoes mind you, ammo for other guns they have (6inch i think) but honestly they wouldent be able to do anything with things other then torpedoes.

8 - They still keep distance, i atempt to withdrow as it is damn boring to have this long range duel.  I cannot they ensure i am at range that they want me in. They do not care that they have no ammo.

9 - it is over 2 houers (fortunetly time compression works well :) tho 5X speed still means i have spend over 20 minutes chasing impossible to catch ships, that will not let me withdrow.

10 - At this point i have already fainted charge and retreated multiple times, but those damn CAs wont let me. I ask machine spirit for end battle pop up but it doesent arive.

11 - Its over! battle time is up! But wait... nothing heapened? Is it becouse i alt tabed? Is it becouse i had x5 speed?

12 - I give "leave battle" button hesitant press, it works.

13 - I write this rather amused :)

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It seems that turrets, towers and other object cost are applied up to twice under certain circumstance:
h45RdGd.png
HwVEUSu.png

It will do so on all hulls past 1907+ I tested. Around 1906 there is hulls that has unaffected and affected towers. Such as Japanese Dreadnought I hull. Higher the stat of the tower, worst it get. As for the gun I am not sure.

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7 hours ago, BuckleUpBones said:

Intuitively you would assume the closest and in that video the one attacking you! 

This brings me to something else. Not to start the whole spotting thing again after I laid it to rest for now, but given the restraints of the current system, it would at least be helpful to say which ship spotted smoke. Is it NE of my BB in the center of the flotilla? Is it NE of my TB screen to port, or the ones to starboard? Some basic indicators of which vessels are involved would go a long way right now.

Edited by Littorio
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