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


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I've had this bug for a while, but it's still there in update 15. The fleet screen reports different monthly costs for my ships before I click on them than it does afterward, and the updated value after I click seems to persist and be reflected in my monthly costs, so it's not just a visual bug (I've saved millions per month by clicking on each ship in my fleet and updating its running cost). Usually the new cost is lower but not always.

Related to this update in particular, I got into a war with Austria-Hungary as France and was unable to change my ships' status to Sea Control; only In Being and Limited were allowed as options (even at sea) and I don't think Limited is supposed to be possible in wartime.

On the plus side, I was able to actually complete a war finally! I won against Austria and forced them to cede their remaining battleships and a bunch of armored cruisers to me, which then appeared in my fleet screen. I couldn't take their ports (or provinces?), but I assume it wasn't a decisive enough victory to allow that. Now I'm fighting the Italians with my next generation of battleships (proper Dreadnoughts this time!) and thoroughly enjoying myself.

As a side note, the new French guns look very nice on their early dreadnought hull, and I was able to comfortably arm that hull with 13" mark II twins even on the wing turrets. Nice work with those!

20220613163647_1.jpg

20220613163650_1.jpg

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3 hours ago, Terminus Est said:

I am doing like this and it works: after I design a ship I leave ship designer and go built some and return back to designer, design another ship, rinse and repeat. By not spending too much time at ship designer at the start of campaign I prevent the freezes.

 

 Apart from all the problems, I wanna add smtg else. when you acquire a ship as a war reparation, she continues to flies her previous flag instead of the new one.  

I do that and yes it works but when I go to click start campaign it freezes.

Edited by Kiknurazz91
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*UPDATE 16 * (20/6/2022)
- Fixed the remaining issues with the GDP growth. Now the money, crew, port capacity should grow at a steady rate, always according to the GDP growth per month.
- Fixed some remaining issues with alliances.
- Fixed ship/province reparations not working for the one who takes them.
- Fixed bugs that caused scrapped/mothballed/low crew ships being used in the mission system wrongly.
- Upgraded the ship hit box mechanics to a new system. This new change affects the shell ballistics, which sections are eligible for becoming hit according to angle, and fixes rare bugs showing different sections becoming hit than those shown on the 3D model.
- Balanced the crew losses according to the new citadel mechanics. Losses should not be so excessive as before.
- Improved the weight offset mechanics affected by the citadel.
- Fixed some other bugs that were reported.

PLEASE RESTART STEAM TO DOWNLOAD
Saves are reset.
If someone wants to play with older saves, then argue with us if something does not work as expected, he should better stop playing the beta than report or post negative things. Unfortunately, the saves wipe out is essential very often while we add mechanics, and those who participate in the beta should be aware of this, before opting to test the beta. We thank everyone who truly understands this and helps us with sincere feedback and criticism.
Note1:
- A bug that sometimes causes ships to be repeatedly damaged until sunk, may have been fixed with the new mechanics. We will find out tomorrow, if it needs further fixes. Please report to us if you notice the bug, making sure that you have updated to the full version and you do not use ANY old save.
Note2:
- The beta is almost ready for a full release, probably by the end of this week, after adding the new hulls and fixing a few more bugs with the help of your continuous feedback.
Enjoy!
 

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37 minutes ago, Nick Thomadis said:

*UPDATE 16 * (20/6/2022)
- Fixed the remaining issues with the GDP growth. Now the money, crew, port capacity should grow at a steady rate, always according to the GDP growth per month.
- Fixed some remaining issues with alliances.
- Fixed ship/province reparations not working for the one who takes them.
- Fixed bugs that caused scrapped/mothballed/low crew ships being used in the mission system wrongly.
- Upgraded the ship hit box mechanics to a new system. This new change affects the shell ballistics, which sections are eligible for becoming hit according to angle, and fixes rare bugs showing different sections becoming hit than those shown on the 3D model.
- Balanced the crew losses according to the new citadel mechanics. Losses should not be so excessive as before.
- Improved the weight offset mechanics affected by the citadel.
- Fixed some other bugs that were reported.

PLEASE RESTART STEAM TO DOWNLOAD
Saves are reset.
If someone wants to play with older saves, then argue with us if something does not work as expected, he should better stop playing the beta than report or post negative things. Unfortunately, the saves wipe out is essential very often while we add mechanics, and those who participate in the beta should be aware of this, before opting to test the beta. We thank everyone who truly understands this and helps us with sincere feedback and criticism.
Note1:
- A bug that sometimes causes ships to be repeatedly damaged until sunk, may have been fixed with the new mechanics. We will find out tomorrow, if it needs further fixes. Please report to us if you notice the bug, making sure that you have updated to the full version and you do not use ANY old save.
Note2:
- The beta is almost ready for a full release, probably by the end of this week, after adding the new hulls and fixing a few more bugs with the help of your continuous feedback.
Enjoy!
 

In my opinion from the Note 2 part, I'm proud of this about the 1.06 Beta as I mentioned earlier that beta itself has been through for almost a month. I can't wait to play with the new update in the end of this week but before the month June would end

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49 minutes ago, Nick Thomadis said:

*UPDATE 16 * (20/6/2022)
- Fixed the remaining issues with the GDP growth. Now the money, crew, port capacity should grow at a steady rate, always according to the GDP growth per month.
- Fixed some remaining issues with alliances.
- Fixed ship/province reparations not working for the one who takes them.
- Fixed bugs that caused scrapped/mothballed/low crew ships being used in the mission system wrongly.
- Upgraded the ship hit box mechanics to a new system. This new change affects the shell ballistics, which sections are eligible for becoming hit according to angle, and fixes rare bugs showing different sections becoming hit than those shown on the 3D model.
- Balanced the crew losses according to the new citadel mechanics. Losses should not be so excessive as before.
- Improved the weight offset mechanics affected by the citadel.
- Fixed some other bugs that were reported.

PLEASE RESTART STEAM TO DOWNLOAD
Saves are reset.
If someone wants to play with older saves, then argue with us if something does not work as expected, he should better stop playing the beta than report or post negative things. Unfortunately, the saves wipe out is essential very often while we add mechanics, and those who participate in the beta should be aware of this, before opting to test the beta. We thank everyone who truly understands this and helps us with sincere feedback and criticism.
Note1:
- A bug that sometimes causes ships to be repeatedly damaged until sunk, may have been fixed with the new mechanics. We will find out tomorrow, if it needs further fixes. Please report to us if you notice the bug, making sure that you have updated to the full version and you do not use ANY old save.
Note2:
- The beta is almost ready for a full release, probably by the end of this week, after adding the new hulls and fixing a few more bugs with the help of your continuous feedback.
Enjoy!
 

Any Info on fixing the problems with the campaign freezing or having to back out after each ship design?

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Still seem to be unable to delete old designs from my Ship Design screen, even if I have no ships of that class left. I was able to do this in my last save as France only once, with some old armored cruiser design, but thereafter the button was grayed out. Is there something I'm missing, or is this a glitch?

EDIT: Forgot to say I appreciate the frequent updates! Game is coming along nicely, and I look forward to the new hulls for this patch.

Edited by Speglord
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What needs to be adressed is the possibility to bring crew up to veteran with the crew training slider.

and please let us build refitted hulls from the get go. It makes no sense to build a old ship only to refit it right after it came out of dockyard.

 

EDIT: I was gone for a week on vacations. Now I am losing convoys like mad in the north sea without me being able to defend them. I only get "Meeting" battles and nothing else when back in Beta 12 or so I regularly had even fights on convoy battles.

Edited by Sturmalex
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It reset my save file so I am assuming I have a new save.  The number of times it's locking up at the "Build Ships" screen has gone up by a factor of at least 5.  I feel lucky to be able to get three turns in before I have to end the game and restart it.

Not sure if this was a result of my stratagy this time around (I didn't build any ships I played nice until modern things became available)

Playing the German Campaign Circa 1920

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16 hours ago, Nick Thomadis said:

The new save clean up should take care of this problem

I just tried to play campaign got to make my BB and Finished my BC and then bam stuck on loading screen still have my CA, LC, and DD to make. Has been stuck on loading screen for an hour. My game settings are on low so its not my pc. I will end process and try again

my campaign settings:

British

1940

historical

custom fleet

UPDATE: Tried 2 more times yesterday same thing. Removed the game and reinstalled last night tried this morning made my BB, BC, and CA and it froze it has been froze for 2 hours now. I did change to German campaign with same settings. 

 

20220620_164618.jpg

Edited by Kiknurazz91
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I have an issue to report. My ship designs are gone. I believe this might be because of the new update?

The other issue is that on Beta 16 new ship designs aren't being saved. 

I spent a great deal of time recreating the Hood and Bismarck. Hood is gone because of save wipe. Now I spent time today recreating the Bismarck, after exiting the game the Bismarck design is now gone too.

Anyone else having issues with designs disappearing in custom battle?

 

 

 

 

 

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Nice another update, thank you. 

I noticed that shells make a "woosh" noise when in flight if you have the camera close enough.  Its a really nice detail. 

My ship pathing complaint for today.   When you have "avoid torps" set, ships that are up to 3-5 times of the expected range (say 900m for early torps) will turn away when they don't need to.   Could you set it that if a ship is further than twice the max torp range (assuming you know the enemy range, if not use your own?) will ignore torp launches?

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Just wanted to whip up something quick to test if crew still gets massacred to an unplayable degree still, and discovered the citadel, engine room, and weight offset just isn't quite dialed in yet.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

This has a 19% AFT weight offset.

*edit

oh never mind, it was the "2in turret/casemate guns and their armor weight changing the balance of the ship x100 times more than it should" feature, that was causing this.

Edited by Fangoriously
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Long time lurker, I've put in about 300 hours into 1.06 and firstly I have to say I love the game and the direction it is going. Definitely worth the money. If I may make a few observations and some hopefully constructive suggestions:

SHIP BUILDER

  1. Displacement: The sliders are counter-intuitive and I understand that they are legacy from the earlier builds of the game. Draught/freeboard should be tied to displacement, not length. Displacement should not change with the other sliders, but rather the draught should change as length and beam are manipulated. This would make ship building much easier for people to grasp.
  2. Gun Barrels: I am unsure how realistic the game is supposed to be, but "accuracy" (technically it should be precision) should drop off with longer barrel length, not increase. This is a multivariant issue: comp8unding machining tolerances in the gun drives (referred to as mount lash or pivot lash to engineers) coupled with muzzle inertia (due to ship movement) and vibrational nodes (which increase with shell mass and is the primary loss of precision) are the main factors in reducing precision in long barrel guns. The sole reasons to increase barrel length is to increase velocity (for penetration) and lengthen the maximum point blank range of the guns for direct fire. Also, for those who are curious, rate of fire is determined almost solely by heat as it directly affects barrel longevity. I could write a paper on this subject (based on 5" guns as that is my area of expertise) if I had the time.
  3. CG and CB: On the paper diagram of the ship I would like to see a blue or green Center of Buoyancy (CB) crosshair on it, and a red or yellow Center of Gravity (CG) crosshair that updates in realtime as I slide parts around, much in the fashion of Kerbal Space Program (yes, I am that samesaid Scoundrel from those forums :D ). I feel this might alleviate some of the frustration we have in balancing out ships.
  4. Range: Campaign-wise, I would like this to directly affect maintenance costs, say -12.5% to maintenance costs per slider stop. Ships that are intended for long range have far more robust systems and carry more spares as they have to operate independently for long periods of time. It would have the added benefit of players having to put more thought into their designs than just eating the marginal cost of minimizing range to enhance performance.

 

CAMPAIGN

*I must admit that most of my issues with the campaign have been addressed, so I will just hit the big things that in an ideal world I would like to see addressed.

  1. Ship maintenance costs are way too high. The cost of maintaining a $100m Iowa class battleship at sea was roughly $500k per year in 1944 (less ammo expenditures). Of course, with supply vessels being abstracted this would be higher, so I accept that there is some additional costs that we as players would need to eat to keep our fleets at sea. Likewise repairs are crazy expensive for superficial damage (green damage). Would it be possible to re-examine these numbers and find a reasonable balance that fits within the context of the game?
  2. The AI has issues with fleet building. Might I suggest having the AI build primary fleets for the zones that they operate in, such as Germany having a Baltic Fleet and a Northern Fleet, and perhaps a grand fleet for power projection? Then as they unlock new hulls they put the old ships in reserve, then do a check of any ships of that class in reserve that are older than the ones going into reserve, with the older ships then being scrapped. You could also have the AI refit and activate reserve ships when tensions with a country reach -60 (or whatever). This would reduce the amount of ship building the AI does while not leaving them vulnerable. Ports could also have flotillas of destroyers and TBs for coastal defense, which use the same system of reserves... or they could just be the most modern versions to make life easier for everyone. This system would have the additional benefit of the AI building fleets for zones they intend to go to war with, say Germany building a West Mediterranean Fleet.
  3. I would love to see an Annual Intelligence Report button that summarizes the technologies that other countries have unlocked, as well as "speculated" ships that they are building, as well as the size of their transport pool. Speaking of which...
  4. The transports slider is a little too abstract. I would love to see a transport pool or something of the sort that would make the "so-and-so loses 15 transports" have more meaning. If it could be linked to both GDP as well as ability to service fleets in a way that players could grasp, I think it would go a long way to giving us players a greater grasp of how the in-game economy works.
  5. I also kind of feel that the AI is kind of suicidal in that they are a little too willing to draw out a war when their ability to wage war has been severely compromised, either economically or militarily. Might I suggest that 12 turns of consistent blockading lead to surrender? Likewise, are things like non-aggression pacts and cease-fire treaties planned? What about diplomatic fleet missions that do not spike tension?
  6. Would it be possible to set ships in port to "escort" duties so I can set up ships and fleets specifically for escort missions? Likewise for commerce raiding? I feel like these need to be more specific than "protect" and "invade" settings for task forces.

All that said, I am looking forward to what the devs come up with next. I hope everyone has a fantastic week!

Cheers!

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Those are some mighty large casemates you have there mr. ai built CA! Not that i am opposed to main gun caliber casemates or anything.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

1 BB vs 3 CAs, with the CAs firing the full gambit of mostly harmless secondary gun calibers at my ship, was causing damage to my crew pool with spacious accommodation slower than it was causing damage to my structure. Compared to last patch were 2BB vs 3CA would result in my 2 BBs surrendering befog they could sink 2 of the cruisers. This is probably balanced fine now.

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1 hour ago, o Barão said:

Some issues about weight offset.

jfhw8Rm.jpg

k1xZwxf.jpg

Removing the forward gun (A turret) will make the bow heavier?

jIbvTbJ.jpg

pR1uNsQ.jpg

Increasing the citadel in the stern will improve the ship stability?

 

That's weird...

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1 hour ago, o Barão said:

Some issues about weight offset.

jfhw8Rm.jpg

k1xZwxf.jpg

Removing the forward gun (A turret) will make the bow heavier?

jIbvTbJ.jpg

pR1uNsQ.jpg

Increasing the citadel in the stern will improve the ship stability?

 

OK, I may have cracked this... or it could just be bullshit!

I think the pivot point for the pitch offset may be the center of the citadel, thus, in your first example while you have reduced the weight at the bow, you have also moved the center of balance towards the stern. Likewise in your second example, you have added weight to the stern, in the form of both moving a weight backwards and extending the citadel, however this also moved the center of balance towards the stern.

WOULDN'T IT BE GREAT IF THE CENTER OF BALANCE WAS INDICATED ON THE Sections VIEW (shouting intended.

)

 

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