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>>> Beta 1.06 Feedback<<< (FINAL UPDATE 6th Release Candidate)


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10 hours ago, M3rky1 said:

I have this happen to me a lot. It is usually during the ship building or updating relationships where mine freezes.  If I am able to exit to main menu or just restart the game it usually continues just fine. 

I had a couple of freezes on Building Ships and Update Relationships too in the past, which is why the Update Research stood out as something new to me.

Though I could do nothing at all anymore, except Alt+F4 and starting the game again.

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@Nick Thomadis the recent changes to the accuracy, made small ships a nightmare again to get hit. But for them to get a good hit against a bigger ship is not an issue. Maybe the idea was to balance them because the torpedo nerfs? Well this is just my IMO, but it seems the changes are too much. Is it possible to find a middle ground?

Y6skOT2.jpg

Enemy CL. Veteran crew

lI7ky1g.jpg

In general, a good AI design. No weight offset values issues.

o8b8kC4.jpg

My small gunboat with regular crew. Not an issue. Yes, I was using long barrels, but still.

We returned to the situation where we see small torpedo boats sailing one km away without any issues. My gun accuracy is less 1% for most guns in those situations. (aiming at TB and DDs)

Edited by o Barão
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Yet another battle where my 2 BB "engaged" an older CL on a clear, calm day. My BB's (22kts) at least 4.5 knots faster then the CL (17.2kts), yet I spent 40 minutes, real time, chasing the horizon, again. Eventually I just ended the battle. Plausible that I might not see some smaller TB's or DD's on a clear day, or larger if the weather is bad, but not a CL on a good day.

If the enemy will not engage, don't generate the encounter!

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I notice that the first DD tech unlocks DD's for "any Displacement" while later tech then limits back to 900 ect.

 

Which in my French campaign lead me to build a 1200 DD first and then wondering why I couldn't refit it later.

Edited by SiWi
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28 minutes ago, kjg000 said:

Yet another battle where my 2 BB "engaged" an older CL on a clear, calm day. My BB's (22kts) at least 4.5 knots faster then the CL (17.2kts), yet I spent 40 minutes, real time, chasing the horizon, again. Eventually I just ended the battle. Plausible that I might not see some smaller TB's or DD's on a clear day, or larger if the weather is bad, but not a CL on a good day.

If the enemy will not engage, don't generate the encounter!

Agreed. It's especially annoying when you get the withdraw button, you are told you were unable to withdraw and then the enemy runs away.

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1 hour ago, o Barão said:

@Nick Thomadis the recent changes to the accuracy, made small ships a nightmare again to get hit. But for them to get a good hit against a bigger ship is not an issue. Maybe the idea was to balance them because the torpedo nerfs? Well this is just my IMO, but it seems the changes are too much. Is it possible to find a middle ground?

Y6skOT2.jpg

Enemy CL. Veteran crew

lI7ky1g.jpg

In general, a good AI design. No weight offset values issues.

o8b8kC4.jpg

My small gunboat with regular crew. Not an issue. Yes, I was using long barrels, but still.

We returned to the situation where we see small torpedo boats sailing one km away without any issues. My gun accuracy is less 1% for most guns in those situations. (aiming at TB and DDs)

I think that the DDs of the 1930s and 1940s are now in a good balance. But in the early eras, gunboats just go berserk and destroy everything. Only a 2-inch wunderwaffe can save you from this hell.

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I think this is a BUG. In my yesterday campaign   there was no shortage of  money for countries to build ships but they simply  did not replace their losses neither  expanded their fleet. As can be seen here France has more than a BIllion in reserves and zero Ships. It continued like that  for 3 years (at the point that I  dropped the campaign  since no other country except me had ships anymore)

image.png

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You see the problem right in your screenshot. They other countries have no crews to put on their ships. I'm faily certain you'll find them having plenty of ships sitting mothballed in their ports in the tooltip if you mouse-over them, but without crew they won't go anywhere and aren't shown among the active fleet.

This is a bug that supposedly has been fixed with update 14, though I haven't played long enough to confirm it for myself.

Did you start the campaign with the current update or continue on with one from an earlier version?

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On 6/17/2022 at 12:15 PM, Nick Thomadis said:

I replied above. Please look at the elongation of the citadel. You move a tiny gun and your citadel becomes extended.

 

That isn't it. Look carefully, the aft weight offset goes down as the citedel moves aft, it should go up instead unless the balance point of the ship is right at the stern of the ship.

 

The only way i can make sense of this is if the citadel is allways assumed to have it's centre of mass line up with the centre of the ship in the calculations. That would mean as the citadel gains more mass, you'd in turn need more mass aft of the centerline to get the same aft weight offset resulting in moving a gun aft causing a drop in aft weight offset. But that is itself complete nonsense as the citadel's centre of mass is dependent on the length and weight distribution which should change when it's lengthened.

Edited by Carl_Bar
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Once again, I cannot declare war on Britain

Italy 1930. My ships are in the English Channel, the North Atlantic, the Northern and Irish Seas. Relations with Britain fall to -99, then reset to -89, the war does not begin. I've been at war with France 3 times already, but Britain doesn't care.

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1 hour ago, Norbert Sattler said:

You see the problem right in your screenshot. They other countries have no crews to put on their ships. I'm faily certain you'll find them having plenty of ships sitting mothballed in their ports in the tooltip if you mouse-over them, but without crew they won't go anywhere and aren't shown among the active fleet.

This is a bug that supposedly has been fixed with update 14, though I haven't played long enough to confirm it for myself.

Did you start the campaign with the current update or continue on with one from an earlier version?

I started with the latest update.  But I have kept record of the ship numbers.  The AI did not build a single ship  in the campaign. They should have been able to  build a few.

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On the subject of range, here is the original travel table
of SMS Kurfürst Friedrich Wilhelm (Brandenburg Class).
At 7 knots, after 4690 nautical miles (approx. 8686 km), 1005 tonnes of coal were fully stocked, corresponding to just under 28 days.
At 16.5 knots, the bunkers were empty after 1572 nautical miles (approx. 2911 km), i.e. after 4 days the ship was no longer ready for action. The situation was similar for the British. Unfortunately, these facts are not taken into account in the game in the event of war or when monitoring the sea.

 

Fahrtabelle.jpg

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For 2 years in peace, my fleet budget has been decreasing. In fact, it has been steadily decreasing since the beginning of the campaign. At the same time, GDP is growing. 3 wars with France took 2-3 months each only.

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7 hours ago, Fangoriously said:

These weren't legitimate hits traceable to an actual weapon firing event, no hull could mount enough guns to land that many hits in that short of time. It's not a 1 off ether, it's happening in every mission I tried after, seems to be triggered by mousing over the enemy ship, to bring up that little hit chance window.

 

On a closer inspection of my own screenshots, during this bugged 10 second stretch of time, every hit in the log without fail is a hit to the deck, no belt hits. Well, maybe the belt hits where all those 'blocked' hits, and would have only displayed those if low priority information was being displayed in the log. Naw, a CA's belt will block approximately no 14.9in main gun cap ballistic 2 shells, ricochet only.

Also i dont think this is being caused by the new gun size edits, I've gone away from maxing caliber lately, main gun reload time is too atrocious, and accuracy nerfs to shorter caliber are far less severe. 14.9 were -5%, 7.9 were -10%, 5.9in and 2.9in both +10%.

 

6 hours ago, o Barão said:

The pinball bug.

"I'm getting some weird pinball shells that hit ships and don't stop repeatedly hitting them until they sink the ship."

 

Wow seeing this in realtime is far more impactful. So you two think this is somehow caused by player interaction with the UI? I wonder how that would be possible...?

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So 1.06.14 playing German, at war with France, almost allied to AH (99).Allies.png

I get a Strike mission to attack, da da daaaaa... AH, not France. Note on the world map, under Victory points, it lists Germany (Me) and France vs AH, but in the German Empire box it clearly lists Germany at war with France. Eh, whats a few thousand lives between friends?Campaign-screen.thumb.png.2e04f291c59f5bd456553f0bfb10c38a.png

 

Strike.png

 

EDIT: The VP went to  Germany/France on the VP area AND Germany in the Germany vs France listing.

 

Next turn I was back to fighting France.

Edited by kjg000
Enter VPs
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38 minutes ago, Lima said:

For 2 years in peace, my fleet budget has been decreasing. In fact, it has been steadily decreasing since the beginning of the campaign. At the same time, GDP is growing. 3 wars with France took 2-3 months each only.

Same with mine, I am in 1900 start with AH.  When I check my finances everything is going up as it should, but my fleet budget keeps decreasing steadily. 

Even during events where you can 2% increase to GDP I notice no increases 

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I really hope that we can choose not to research certain technologies. Like that final torpedo protection tech. The weight increases are, while not fatal, extremely annoying in that I am suddenly unable to rebuild ships that I had previously been able to because the increased weight forces downgrades in other areas. Likewise, the cost increases and weight increases for various technologies should be decreased. I am fine with both the pros and cons plateauing out rapidly.

 

Maybe change the research so that you can distribute research slots a la HOI4? Or maybe have research points, with costs increasing the earlier you get them before their "intended" year (a bit like HOI4) and costs decreasing dramatically once everybody else has it.

Edited by roachbeef
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I do agree that never researched tech should take longer, while tech that has been discovered/researched by other countries should be cheaper for each country that already has it. I also think we should have on top of priority research choices, non-priority research choices, so that we can keep research in tech that we have no interest in to a minimum, giving more tech 'points' to areas we do. 

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1 minute ago, Jyson said:

I do agree that never researched tech should take longer, while tech that has been discovered/researched by other countries should be cheaper for each country that already has it. I also think we should have on top of priority research choices, non-priority research choices, so that we can keep research in tech that we have no interest in to a minimum, giving more tech 'points' to areas we do. 

When we still had access to the save files I noticed a value called intelBuget, so maybe espionage may come into it at a later stage. Perhaps it will be possible to steal tech?

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Generally Transports which loose all of their escorts are considered more vulnerable, not suddenly invincible! In convoy attacks if all of the combat ships are destroyed, then either all transports should be considered sunk or the game should continue until they are either all sunk or the time limit is reached.

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1 hour ago, kjg000 said:

Generally Transports which loose all of their escorts are considered more vulnerable, not suddenly invincible! In convoy attacks if all of the combat ships are destroyed, then either all transports should be considered sunk or the game should continue until they are either all sunk or the time limit is reached.

Personally... I would really enjoy hunting them down.

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15 minutes ago, Makko said:

image.png.18393140156059dbfcd463dd53dcc3f2.png

There is clearly enough space to mount this secondary gun but because it snaps to the hardpoint it will not let me place it. Please change/remove the hardpoint system it is very frustrating.

If you hold down Shift, it will disable the snap-in and allow you to place stuff on a finer mesh.

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