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>>>Core Patch 1.0 Feedback<<<


Nick Thomadis

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16 minutes ago, Ehrler said:

Yes, got this bug after the update, too. Started a new campaign und choosed to design my own ships. 

Please send a bug report when this happens, so we can fix it.
EDIT:
Apparently this bug happens when you choose (wrongly) to not build any ships initially and continue. We shall fix tomorrow.

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11 minutes ago, Nick Thomadis said:

Do you continue to have this problem, as we cannot reproduce. Is anyone else having such a bug?

Me too! I started the German campaign, designing my ships, with Random AI. I designed them, built them, crewed them (maybe? I don't know what was happening there, the game did not provide much feddback on what I was doing), and when I clicked next turn, the dialogue showed "Updating relationships" and it didn't budge.

 

BTW, the only instructions the game gave me was a pop-up saying "design and build a fleet". In the build-a-ship menu, it shows you how many ships you're gonna buy and how much they will cost, but not how much money I have. The Research menu is similarly criptic. You have three "free priorities" but I can't tell what technologies I'm researching or when can I expect the research to be completed. Are the "free priorities" a boost? Are they the 3 technologies I am actually researching? Are there any downsides in selecting all 3 versus only 1? I do not know, the game does not tell me. The fleet menu has the option to "set ship crew". Should I? Do I have to? How many crew do I have available? And why can't I choose to which ports my ships are assigned to instead of their homeport being chosen at random?

Just a few of the many questions that popped into my head when I played the campaign.

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6 minutes ago, Nick Thomadis said:

Please send a bug report when this happens, so we can fix it.
EDIT:
Apparently this bug happens when you choose (wrongly) to not build any ships initially and continue. We shall fix tomorrow.

That happened to me and I did design and build ships. A few of each type, too.

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4 hours ago, ReefKip said:

Anyone else got enemy DD's that simply refuse to sink and sit at 1% floatability despite getting penned and flooded again and again by 11 inch guns?

It seems the damage sytem currently favours small ships far more then big ships.Especially where flooding damage is concerned.

Can't wait until they have added accurate damage models for ships interior modules. right now it seems the interior is just a damage zone that gives random crits to shells that penetrate through it. an example is a shell hitting a mid ships taking out a turret at the front which is physically impossible. location of penetration does not matter much. Exception to this rule seem to be torpedoes that always only damage the area they hit.

 

My own TBs have survived laughable amounts of damage as well. If an 15 inch torpedo hits a 200t TB it should be blasted to bits, but instead they tend to make it. Some have survived multiple hits with 11/12 inch HE as well. There should be some fix for that at some point.

In addition to that heavily crippled ships with 2 to 3 engines wrecked should have a chance to sink after battle if they are far from port.

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Bad Parts Error is in the campaign too. In case you missed previous post - placing components on visible snap points is fine, it's when you use CTRL-Move, or fine adjust away from visible snap points.

k0Mqgkp.png

e.g. rear funnel is placed on a visible snap point, 2 forward funnels have been fine adjusted.  

Edited by Skeksis
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59 minutes ago, ColonelHenry said:

I just had a game where the 2 enemy DDs that were supposed to attack my transport, ran away before even making contact, and was at least 30-40km away from the transport at that point seeing how my BC couldn't see them either, and it was 20km away from the transport. So I pressed leave game, and somehow, my BC and DD got heavy damage... from 2 DDs that were actively running away. Really need to work on enemy retreating so that it does not waste the player time. Timer went nearly 30 mins.

In this game, just because they are not visible does not mean they are 30-40km away. Spotting distances in this game has been notoriously low since forever. You literally need to build escortiing screens and rely on the "Collective Engagement Capability" if you want to use the full range of your main armament.

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1 hour ago, arkhangelsk said:

In this game, just because they are not visible does not mean they are 30-40km away. Spotting distances in this game has been notoriously low since forever. You literally need to build escortiing screens and rely on the "Collective Engagement Capability" if you want to use the full range of your main armament.

The enemy was at least 30 km away from my transport. My BC is 20.5 km away from my transport and the enemy is still not spotted, still being reported as West of my location AND the timer after 30 mins is still on x10. And no, it was not a night action.

Edited by ColonelHenry
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4 hours ago, Nick Thomadis said:

Please send a bug report when this happens, so we can fix it.
EDIT:
Apparently this bug happens when you choose (wrongly) to not build any ships initially and continue. We shall fix tomorrow.

Getting this as well, British 1900s. designed own ships. Only started happening about a year into the campaign

Im presuming it started to occur, once my power projection increased to the point where I was gonna break the blockade, kept using the main menu trick to continue the game and now at ~4500 to Germany's ~3000 and they are still blockading as of now. That coupled with the fact no mission have spawned for the past few months, means im probably gonna wait for the hotfix to continue

Edited by beepboop6
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Few quick observations/bugs, based on having played German 1890, 1900 and 1910 campaigns;

1. Getting the same 'Updating Relationships' bug as of last patch

2. AI seems to build ships very rarely, if at all. Seems to vary a bit, and they do make designs, just not build them. May be related to #4 below.

3. Battle opening ranges in the 1900 and 1910 starts are far too long, and the enemy often just retreats. 1890 start was workable, the other two have been a pain to play.

4. Transport losses on Finances page works oddly. If you dip under 100% at any point you get hit with the full amount again, potentially totally wrecking your budget. I would suggest that any accumulated losses slow 'depreciate' towards 0, with the rate dependant on you transport %. Being over 100% would cause them to decrease to 0 a lot faster than being under, but in both cases if you are no longer taking losses then a gradual decline would make sense instead of the 10+ million budget swings.

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Finished my first batch of 3 campaigns, here's some things I think still need work:

1. AI's tenacity in battle: It would seem that the AI is very concerned about who lands the first major hit in a battle. During a one on one duel with an enemy battleship, the enemy BB, ~3,000 tons heavier than my own BB, retreated after a single 12" hit. The rest of the engagement consisted of me running down an enemy who seemed absolutely determined to run as far away from their responsibilities to King and Country as their ship would take them. The enemy was eventually sunk, but did minimal damage in return, my own vessel only needing 1 month in dock after the engagement, the damage was light enough that if it wasn't automatically sent in for repairs it probably would have stayed on the front lines.

2. AI's tactics for escorting convoys: On the surface, the tactics the AI uses are historically accurate, and proved effective in real life. The escort makes contact with the enemy, either luring them away from the convoy, or buying the convoy enough time to escape. The problem in the campaign is the AI's execution of this tactic. The escort usually advances to contact, with the convoy sailing in the opposite direction. However, the AI will maintain this course if contact is not made with the enemy, or the enemy draws away. This results in the escort going off in a fixed direction, irreverent of the convoy raider's course, even if the raider is heading straight towards the convoy the AI is supposed to be escorting. If the escort is badly damaged while on this fixed course it will retreat, and will continue to do so, even if the convoy it is assigned to protect comes under attack. The result being that raiding enemy convoys becomes incredibly easy. It's entirely possible to completely ignore the escort, and sink the entire convoy without the escort actually doing anything to stop you. If any of the AI's I encountered raiding enemy shipping where real ship captains all of them would be court martialed and dishonorably discharged, assuming the actually make it back home in the first place.
 

3. Finances: (mainly for 1910 campaign) With the tech available in 1910 you can build some very capable ships. The problem is that all these bells and whistles cost a bit much, and building the best possible ship you can will cost you greatly. While I understand that we can't have all of our ships be the absolute best, I think it's reasonable to assume that you should be able to afford at least 1 class of outstanding design. The cost of doing this however, is so high that, having built a high end battleship for the era, I was only able to afford 2 battleships (understandable given how much went into these 2 ships), and 2 armored cruisers to start off with. That was all, no light cruisers, no destroyers, and no torpedo boats. The other classes weren't that impressive, both CA and CL were about on par with their British equivalents, although I didn't build any smaller ships, as they probably wouldn't survive that long in a real fight, and I'd simply have to build new ones to make up for the loses. So, having one good class of BB's that could reasonably take on any British BB in a one on one engagement meant that I ended up outnumbered about 4 to 60. You could argue that's my fault, as I designed the BB's in question, but I think that the top of the line might be a bit too expensive.

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Bug with casemate guns: their weight is counted twice:

First off, without any casemate guns, this ship weighs 8930 tons:unknown.png

Now let's add a single 3.3 ton 51 mm gun to any of the broadside slots:

unknown.png

Suddenly, we're getting confronted with an increase of 16 tons when the expected increase - mirroring is enabled - is less than 7 tons.

With mirroring disabled, the single gun will still weigh in at more than twice its stated weight.

Also, while we're on the topic of casemates, once you arrive at suitably large calibers, their weights become ridiculously high. For instance, a 203 mm casemate gun will have a published weight of around as much as a twin 203 mm turret.

I for one remain doubtful a casemate gun should weigh even close to that much. In fact, I would expect it to weigh a good bit less than a singe barrel turret.

 

E: Note that this is not specific to casemates alone - it seems anything placed off the centerline is affected for some reason. This was in the campaign, going to check custom battles now.

 

E2: Yep, everything is affected. Just tried it out in custom battle - turrets, casemates, torpedo launchers, you name it. As soon as a component is put off the centerline, its weight gets more than doubled for some reason.

Edited by PainGod
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2 hours ago, SodaBit said:

3. Finances: (mainly for 1910 campaign) With the tech available in 1910 you can build some very capable ships. The problem is that all these bells and whistles cost a bit much, and building the best possible ship you can will cost you greatly. While I understand that we can't have all of our ships be the absolute best, I think it's reasonable to assume that you should be able to afford at least 1 class of outstanding design. The cost of doing this however, is so high that, having built a high end battleship for the era, I was only able to afford 2 battleships (understandable given how much went into these 2 ships), and 2 armored cruisers to start off with. That was all, no light cruisers, no destroyers, and no torpedo boats. The other classes weren't that impressive, both CA and CL were about on par with their British equivalents, although I didn't build any smaller ships, as they probably wouldn't survive that long in a real fight, and I'd simply have to build new ones to make up for the loses. So, having one good class of BB's that could reasonably take on any British BB in a one on one engagement meant that I ended up outnumbered about 4 to 60. You could argue that's my fault, as I designed the BB's in question, but I think that the top of the line might be a bit too expensive.

It's definitely hard. I think a little bit more money could really help balance it out. We should be able to build at least 2-3 BB that is as high quality as the british while having half of their CL/DD/TB fleet not 2 BB and then 5 CLs vs 75 ships. It's too unreasonable. All my battle against them 1910, their BB/BC are in the 25k ton range, costing as much as mine, how are you going to beat that with anything else? They even put 8 14'' on their BC while my BB could barely afford 3 twin 13''.

Now, this is in the context of this limited campaign... But they should really watch out for the difficulty being too unreasonable in the full campaign.

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On 11/25/2021 at 3:28 PM, Nick Thomadis said:

Due to the nature of the limited campaign, it should not be possible to reach 1940 from 1890s with constant war. Wars should last on average not more than 10 years. You can unlock initial years when you win campaigns.
The longevity of the campaign will be balanced out accordingly as we expand the campaign map and its features.

When will we be able to start in later years? Good job BTW though.

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Whats urgently needed in my opinion is the fix of 1890 gameplay being unfun, by a combination of low speed, low accuracy, overpowered torpedoes, low torpedo defense and not that many choices in term of designs.

1: Try and balance 17 inch torpedoes and under to make sure they're not be-all end-all

2: Fix accuracy issues by making the huge jump between gunnery on a year-per-year basis less significant

3: Make sure the AI will engage and sail toward players, as well as protect their convoy, to make mission not take significant amount of time for no reason

4: Give importance to more modules by making base accuracy vs range an actual choice instead of range being supreme, and give small bonus accuracy to very small caliber guns at short ranges so they can act as torpedo defense guns like they did historically

5: Have research take less time and have priorities not put such a huge malus on non-prioritized tech, currently techs that are researched are mainly those that are already very close to being done on campaign start anyway which doesn't give much choice.

At least some of those should be relatively fast to implement and at least make 1890 combat more enjoyable for everyone without taking huge steps

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1 hour ago, T_the_ferret said:

1: Try and balance 17 inch torpedoes and under to make sure they're not be-all end-all

The ONLY way to make this without ruining the already flimsy sense of realism, is to do what many people who quote naval warfare documents have said, torpedo failure. A torpedo hitting a predreadnought and actually detonate as intended should deal catastrophic damage. In fact, the torpedo protection in 1910 is just ridiculous, 3 18'' torpedo in 1910 should be a death sentence to a battleship, but it isn't in this game with torpedo defense II is just... urgh.

Edited by ColonelHenry
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Yeah the problem is there is a huge margin between having torpedo defense or not. At 1890 you have none, which means you get wreckt by a single torpedo. At 1895 you get either 1 or 2 and if you have Torpedo Defense 2 you can take a good 3-4 torpedoes of the era on a heavy cruiser or battleship

Edit: Keep in mind this is supposed to be a fast-ish solution, because torpedoes need WAY more work between defense, flood protection and torpedoes themselves to be better

Edited by T_the_ferret
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@All
With the latest hotfix, the accuracy at close range should be more consistent. Previously the angular velocity measurements created large maneuverability accuracy even for very slow moving ships. But now you should be able to notice an increased accuracy against slow or immobile ships. Can you share your feedback about this?

Early Pre-dreadnought ship combat with cadet crew were very bad in aiming at previous versions of the game. Is it now better? 
 

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It has indeed been improved in this aspect, however i am more generally talking about base gun stats in my feedback than outside factors to aiming. 

I've tested the new patch and its appreciated to be able to somewhat correctly aim at targets doing wild maneuvers and not getting -80% to accuracy but the meta of larger guns no matter what and range over anything else hasn't changed because of this

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24 minutes ago, Nick Thomadis said:

@All
With the latest hotfix, the accuracy at close range should be more consistent. Previously the angular velocity measurements created large maneuverability accuracy even for very slow moving ships. But now you should be able to notice an increased accuracy against slow or immobile ships. Can you share your feedback about this?

Early Pre-dreadnought ship combat with cadet crew were very bad in aiming at previous versions of the game. Is it now better? 
 

Yes! Thx

Two questions:

- Are we supposed to unlock other campaigns just by losing the current one? 

- Can we expect a fix for the torpedoes range? They are already to much OP in the 1890 campaign and this issue makes them much worse to deal with them.

 

 

 

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