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>>>Beta 1.05 Available!<<< (Update: 18, PRE-RELEASE)


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Can confirm that the reverse VP bug is still in the game, but significantly less common than it used to be. For me, it happened for the first engagements against the French and Italians when I first started a new Germany campaign, and again with the first engagement against the Italians after loading the campaign the next day.
Also, the AI sometimes sends their ships into battle with less than 10% hp. I had a French CA attempt to raid a convoy while on death's door. It only took 2 hits from an 11" gun to sink it.

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2 hours ago, Mutsu said:

MjYPLfV.jpg

This force is just stuck

I can't move it or do anything with it

These wunderwaffen experiments are going a bit to far. 
Jokes aside, this is a pretty serious bug. That's ~200k tons stuck inland during a war, and completely unusable for the rest of the game.

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17 hours ago, Littorio said:

My poor CL got 1-shotted stem to stern, clear through the bow and all the way aft. It sank immediately from 1 main-battery hit. I have never before seen such accurate and damaging main battery fire since this game went public, so watch out to the unwary....and this was 1890s base technology. Close range accuracy from large guns in later years must be practically 100%....

good!

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2 hours ago, SodaBit said:

These wunderwaffen experiments are going a bit to far. 
Jokes aside, this is a pretty serious bug. That's ~200k tons stuck inland during a war, and completely unusable for the rest of the game.

you can scrap the ships but it shows the task force still in the strategic map. first picture of my post was for that. you  can scrap the ships but it still shows on strategic map 

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17 hours ago, Littorio said:

Also, damage from said guns seems higher than ever before. My poor CL got 1-shotted stem to stern, clear through the bow and all the way aft. It sank immediately from 1 main-battery hit. I have never before seen such accurate and damaging main battery fire since this game went public, so watch out to the unwary....and this was 1890s base technology. Close range accuracy from large guns in later years must be practically 100%....

As it should be. TBs, DDs, and small CLs (like the ones found on early capaigns) should be oneshotted by main gun hits from BBs. Anything else is simply not reallistic.

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33 minutes ago, The PC Collector said:

As it should be. TBs, DDs, and small CLs (like the ones found on early capaigns) should be oneshotted by main gun hits from BBs. Anything else is simply not reallistic.

That is a simplistic way to see it and not a good one.

You would need to consider if the BB is using HE or AP, where did it hit, if managed to explode the magazine, if had enough armor to arm the fuse, etc.

A very good example why your assumption fails is looking at Taffy 3 engagement at Battle off Samar.

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I know a bit about physics. Don't try to make me buy that a 12" shell won't oneshot for example the 200t TBs on early games. The sheer kinetic energy of the 12" shell would snap it in half, no matter what. That is my point.

As much evidence as it might be, that is the exception. Exceptions like that exist in warfare. Ye Olde Pub B-17 bomber is a good example of it. I'm talking as in the general rule, and as general rule, light ships should be oneshotted by large caliber guns.

Edited by The PC Collector
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16 minutes ago, The PC Collector said:

 

"I know a bit about physics."

If that was the case then you would know the angle of impact , the part the ship got hit and the shell and explosive weight and type being used would make an huge impact but you are cleary ignoring those factors.

"I'm talking as in the general rule, and as general rule, light ships should be oneshotted by large caliber guns."

The japanese captains at Guadalcanal would like to have a word with you.😁

"Though Atlanta shot out Hiei's searchlights, Hiei scored main battery hits on Atlanta's bridge, crippling her and killing Rear Admiral Norman Scott."Didn't sink her with one shot?

"Hiei and Kirishima then disabled two American destroyers (one of which later sank)" Not one shot kill?

https://en.wikipedia.org/wiki/Japanese_battleship_Hiei#1942:_Combat_and_loss

"More Japanese hits followed. A massive explosion caused by several 14-inch shells tore an over 30 feet–long gash on the destroyer escort’s port side, obliterated the No. 2 engine room, ruptured fuel tanks, and started fires. All power and communications were lost, and Samuel B. Roberts was abandoned at 0910."

Several hits from 14 inch guns to sink one destroyer?

https://www.history.navy.mil/browse-by-topic/wars-conflicts-and-operations/world-war-ii/1944/samar.html

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33 minutes ago, o Barão said:

"I know a bit about physics."

If that was the case then you would know the angle of impact , the part the ship got hit and the shell and explosive weight and type being used would make an huge impact but you are cleary ignoring those factors.

"I'm talking as in the general rule, and as general rule, light ships should be oneshotted by large caliber guns."

The japanese captains at Guadalcanal would like to have a word with you.😁

"Though Atlanta shot out Hiei's searchlights, Hiei scored main battery hits on Atlanta's bridge, crippling her and killing Rear Admiral Norman Scott."Didn't sink her with one shot?

"Hiei and Kirishima then disabled two American destroyers (one of which later sank)" Not one shot kill?

https://en.wikipedia.org/wiki/Japanese_battleship_Hiei#1942:_Combat_and_loss

"More Japanese hits followed. A massive explosion caused by several 14-inch shells tore an over 30 feet–long gash on the destroyer escort’s port side, obliterated the No. 2 engine room, ruptured fuel tanks, and started fires. All power and communications were lost, and Samuel B. Roberts was abandoned at 0910."

Several hits from 14 inch guns to sink one destroyer?

https://www.history.navy.mil/browse-by-topic/wars-conflicts-and-operations/world-war-ii/1944/samar.html

Those are all full-steel construction destroyers that are far more durable than a shitty 1890s or even 1910s era destroyer or torpedo boat. Think more about what would happen if a 12 inch shell hit a modern crab fishing boat or yacht.

Edited by Urst
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So to condense my earlier multi-post feedback and add a few new things:

1. Big guns are more accurate at close range and do increased damage in this update

2. The janky sinking animation suddenly introduced in 1.5 needs to go

3. The Austro-Hungarians need to respect their own port tonnage limits because this is ridiculous

4. Their 1890 economy also needs to be examined because they started with 15 BBs worth 4.2 million each, and 34 CAs worth 1.5 million each. That's 114,000,000 in starting cash even before CLs and TBs are added. Considering I get between 40 - 60 mil, that seems absurd

5. Battles w/ allies, in this case the French, seem more prone to the old stuck ship bug from past versions of the game. I had a French CL just sit in place when I took him out of formation and he didn't begin moving again until I reattached him to a formation. Its like he thought he would hit something, but nothing was there, and collision avoidance was off anyway

6. Please add more backgrounds and actual, physicalized weather, it is time

7. This will tee up nicely the ever-needed spotting overhaul. If a ship is shelling me, how can he be invisible when I can literally trace his shells right back to him? I move two meters closer and he magically appears? Better towers and optics help you hit better what you can already see, not reveal them magically as opposed to someone else...

8. Please, please, please, please, please for the love of the game change how ships re-enter ports after battles. There is literally no point to strategically placing ships in certain ports (unless you have very short-range designs and actually need to move to be in range) because after each battle, your AI seems to flip a coin to decide which port out of ALL of yours that a given ship should return to. I spend more time searching my ports and checking the fleet list to figure out where the hell all my ships are than I do actually fighting. It is honestly the most maddening part of the game currently.

Ships should always return for repairs to where they were deployed from. The only exception should be if a new ship B was built there that turn while the one that left, A, was off fighting. If this puts the port over the tonnage limit, move A to the next closest port down the coast. I am absolutely damn tired of having ships sail off over the horizon to the farthest possible port in my empire just to effect simple repairs. The game is currently just a musical chairs of port shuffling ships, and this has real effects regarding power projection...

Edited by Littorio
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54 minutes ago, The PC Collector said:

You know what? Two people don't argue if one doesn't want to. If you're going to keep using exceptions as the general rule, okay, you win, you're right.

Clearly you're correct, I mean sure, you never gave any actual examples, but you know a bit about physics so who am I to say?

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I really hope the team is working on continuous campaigns in the next version. 

It really would help stop the constant fleet rebuild at the end of every short war. And I'm very keen to see how prioritizing certain research lines will give you advantage - wars just don't last long enough for any meaningful researching. Plus, choosing who to actually war with and who to make an ally. 

Edited by Skeksis
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16 minutes ago, slightlytreasonous said:

Clearly you're correct, I mean sure, you never gave any actual examples, but you know a bit about physics so who am I to say?

You gave only examples that are far past the time-range that he was talking about. A DD from 1945 is about as sturdy as a heavy cruiser from 1900

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7 minutes ago, Urst said:

You gave only examples that are far past the time-range that he was talking about. A DD from 1945 is about as sturdy as a heavy cruiser from 1900

the-office-thank-you.gif

I never made references to such modern ships. I was referring to the small ships found in the early game and similar. Of course a modern 7000 T cruiser like the Atlanta will be able to take some main gun hits and survive. And of course a small ship can take border, barely hit. But I'm talking about small ships and full, direct hits.

Edited by The PC Collector
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OK some more feedback.

The Germany v Italy VP switch doesn't seem wholly consistent. I've done about 6 or 7 battles and some do and some don't (I have not auto resolved any though) It doesn't seem to be connected to the battle type so I don't know

Ships now seem to be able to go through multiple refits which is amazing 😀

It seems that a task force after a battle win or lose damage or no damage always return to port, is that intended or a bug?

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There is a bug with custom battles that makes some battles impossible to start. 1940 IJN (1 CA) vs 1940 USN (3 CA). I build a valid heavy cruiser as the IJN and allow the AI to auto design, so there are no saved designs for the USN. However, when I go to start the battle, the game doesn't allow me to start the battle. When I hover over the Launch button, the game says "Design Invalid: Cannot Build: Select a ship of the required type". Same thing happens with the IJN BCs as well, but not with BBs or DDs.

I have no idea what causes this issue, but it means for the time being, we can't play IJN CAs or BCs.

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  • Nick Thomadis changed the title to >>>Beta 1.05 Available!<<< (Update: 8 26/3/2022)

Update: 8 (26/3/2022) Available

- General bug fixing in campaign. Not all issues are solved. Please continue to report. Saves have been reset to prevent extra bugs.
- Further collider fine tuning. Saves of designs have been reset (they would cause bugs of floating guns, clipping guns etc.)
- Battle AI/Campaign AI improvements.
- Some hull fixes for issues that were reported.
- Further Auto design improvements.
- Some new armored cruiser variants for Russia/Germany/Austria replacing the previous.

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This is not on the most recent update released in the past hour, 

First off, I also encountered the issue where the other side got the VP for a battle I won, which especially hurt because in that battle I had destroyed their entire fleet of 8 battleships, 6 heavy cruisers and some smaller ships, resulting in a 40000vp win😩, but I see above that someone else reported this and a fix was in the works

The main thing Im mentioning here is that, the ship counts arent accurate. As can be seen from the attached image, AH has 3 BB in the port of Spalato, however in the list on the left they only have 2 BB total

image.png

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6 hours ago, Littorio said:

6. Please add more backgrounds and actual, physicalized weather, it is time

7. This will tee up nicely the ever-needed spotting overhaul. If a ship is shelling me, how can he be invisible when I can literally trace his shells right back to him? I move two meters closer and he magically appears? Better towers and optics help you hit better what you can already see, not reveal them magically as opposed to someone else...

Please. For the love of god, the 1890-1910 campaign are just unfun playing as the Central Powers. The new french light cruisers torpedo spam with this kind of 8km visibility at midday is just not even logical, let alone realistic. And on top of that, just with a tiny difference in weather like overcast, and somehow I can't see a cruiser until 6km in. By that time, yea 4 fast torpedoes in 1910 with 100% accuracy might as well be a magic beam from Warhammer universe for all I care.

Please, make spotting how it is IRL. There have been a million posts about this mechanic...
 

Edited by ColonelHenry
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  • Nick Thomadis changed the title to >>>Beta 1.05 Available!<<< (Update: 18, PRE-RELEASE)
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