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


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I know people have mentioned how slow boiler tech is, I think we just need another research node that is all the funnel tech, and that would leave the rest of the boiler tech much faster to progress through. 

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2 hours ago, kjg000 said:

1.06.18 build.

 

Many, many still unresolved problems and no indication that the Devs are even listening to any but a very few of us;

- STILL getting the “building Ships” lockup. In 1.06.18 games these have started as early as April 1900 after a 1900 start.

- STILL getting battles with 40 or more TB, DD and LC. While such battles can be rewarding if encountered once in a while, when it is nearly EVERY battle it is game breakingly tedious not to mention historically inaccurate.

- STILL getting “chase the horizon” encounters where an encounter is forced but the player just spends hours chasing an unseen enemy, even when our ships are equipped with RDF or RADAR and are faster than the enemy ship. Once again, if the enemy is not going to engage DO NOT generate the encounter, or at least don’t force the encounter.

- STILL getting the AI building far too many small ships.

- STILL difficult, sometimes impossible, to balance ships but no hint of a solution such as an auto balance. Although at least the Devs have instigated the center of gravity indicator.

- in 1.06.17, unconfirmed as yet in 1.06.18, STILL getting a free pass for transports once all of their escorts have been sunk. Either let us chase them down or assume they were sunk.

- STILL no way to force a war.

- STILL getting info boxes disappearing off the screen/window.

- STILL no scroll bar on info boxes. I assume such boxes are an object, add a scroll bar to the object!

 

Less importantly;

- Still no link from ships in the Fleet screen to the Refit function! C’mon guys, this should just be a link!

- Still can’t build directly from a Refit design, again little more than a link.

- as of 1.06.17, surrendered ports still not working. Unreliable whether we can dock our ships but if we do and that ship needs repairs, then the repair function for that ship can be permanently disabled.

- as of 1.06.17, still having problems with prize ships stuck in enemy ports. Still can’t correctly manage prize ships.

- Still effectively only one war/alliance option. If more than one war then the campaign breaks or at least becomes unreliable. Similarly, if non-standard alliances form then the system breaks.

- Still no way to force a war.

 

And more I haven’t mentioned because I’ve lost track. This happens when there is no feedback, not even a simple “Yep, we heard you” no matter how many people post comments on the same issues.

I don’t expect every thing to be addressed right now, but, unless the code is very strange, some of these are as simple as adding a link.

I would like to add:

- Hamburg STILL a Baltic port (this triggers me a bit)

- STILL no way to force battles with hostile fleets

- shipyard build size is not timeline progressiv and depends entirely on when you start the campaing

- research tree with lots of empty entries, please remove them till they have an effect or give them a small basic bonus. (e.g. secondary quad turret reseach for Germany)

- GDP and therefore the total money spent on the tech budget has no influence on research whatsoever. At least to me it looks like only the % makes any kind of difference

- Port capacity growth needs to be addressed

- War anouncements for already comencing wars

 

Edited by Zombie1914
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Ok, I now got stuck not being able to leave a battle. I click on end battle, I click on leave battle, either way nothing happens I just have a dark screen.

By clicking return to menue I got back to the batlte screen, all ships gone and no way to leave the scene.

 

 

This version appears more broken than previous versions and the mixture of being stuck on end turn and exit battle means for me the game is rather unplayable right now and I will wait until further updates.

Edited by Sandermatt
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On 6/20/2022 at 4:44 PM, Kiknurazz91 said:

How are you all even playing the campaign? I've finally created my ships one by one over an hr. I got to where I can click start campaign, I do and it freezes and doesn't do anything else I've left it for 6 hours and still nothing. Also I have noticed during ship customization in campaign and in custom battle sometimes later in the build the computer will lag really bad trying to place parts anyone else had this issue and how'd you fix it? Graphics settings are on low btw.

Please note I have been to the bug report section and seen I am not the only one with these issues as many others cannot play the campaign due to freezing. Why has this not been addressed there (no acknowledgement of the issue) nor here? Your releasing all these updates for the campaign and some of your player base cant even play the damn campaign.

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.  

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Seriously, Update 18 is pretty bad.

The stability is actually getting worse and i am experiencing more issues than in the last 4 updates combined.

 

On a positive note:

Seems the number of deck hits is reduced but i have not had enough battles to really get a feel.

 

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1 hour ago, Sandermatt said:

I am now also running into being stuck on "Building New ships" for a long time, every turn starting at some point in the campaign. However nothing in my PC is especially strained, not CPU or GPU.

I am now locked up on the “Building New Ships” yet again. CPU normal, 10%. Memory steady 44-51%. No HDD activity. GPU 0 (AMD Radeon RX 5700 XT) 0%.

No response from screen, Game window grayed out with “busy” icon, unable to send a bug report.

Note: By locked up I mean the window the game is executing in is unresponsive for more than 15 minutes. Sure it could still resolve itself but how long do I wait? Hours? Days?

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2 hours ago, Zombie1914 said:

Here is a new one (for me at least):

Campaing battle (convoy escort in this case) that goes decently well for me with 2 hostile DDs getting away. So i click the "End Battle" button and it switches to the black loading screen and is basically stuck there. Settings button still there and working, menue pop-up opens -> "Leave Game" i get the pop-up but nothing changes, -> "Exit to Main Menue" i get back to the battle view. UI still there but no ships rendered and time counts forward.

Closing the game is the only thing that works but once i load the campaing i get the same pop-up for that campaing battle again. Doing the battle again gets me the same as above.

Trying to replicate this now with a different battle/campaign.

...

different battle same results, will try with new campaing now

 

I just had this very same issue! Also with a Convoy battle, so might be related to this type of battle.

What I noticed was that the battle no longer ends when you destroy all the escorts. However, when you do complete the mission (sink 50% of the convoy or somesuch) the battle fails to end.
You cannot leave battle, you cannot exit to main menu etc.

I haven't had this issue with other battle types, so I think it's related to the Convoy mode.

 

Given that I continued my old save game, I also noticed that Alliances now actually work when it comes to wars. I (Germany) had an alliance with both Italy and Austria, yet Italy was also in a war with Austria (and so was the UK and France...damn Austrians and starting wars. xD)

So now I'm suddenly dragged in that war om Austria's side.

Edited by JeeWeeJ
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25 minutes ago, JeeWeeJ said:

I just had this very same issue! Also with a Convoy battle, so might be related to this type of battle.

What I noticed was that the battle no longer ends when you destroy all the escorts. However, when you do complete the mission (sink 50% of the convoy or somesuch) the battle fails to end.
You cannot leave battle, you cannot exit to main menu etc.

I haven't had this issue with other battle types, so I think it's related to the Convoy mode.

 

Given that I continued my old save game, I also noticed that Alliances now actually work when it comes to wars. I (Germany) had an alliance with both Italy and Austria, yet Italy was also in a war with Austria (and so was the UK and France...damn Austrians and starting wars. xD)

So now I'm suddenly dragged in that war om Austria's side.

I also just had the same with a convoy battle, managed to send a bug report in game though so hopefully that helps - incidentally potentially happy accident - I usually group all the transports into one division so they don't take up the screen as many small groups, except I accidentally dragged a set into my TB division and they became controllable. They followed my tb where ever I ordered it to go lol and even better I turned the avoid torpedoes option on and let the enemy close and guess what it turns out the transports can make a good effort of avoiding enemy torps

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5 hours ago, Doomed said:

I get exactly the same although in this case I'm attacking the convoy.

This was with a new campaign

Is it rude to quote yourself ? :)

 

So I've now had 4 convoy battles - all resulted in the black screen and 4 non convoy battles all of which ended properly

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Same with me, black screen for convoys so have to skip them or risk auto resolving and having half my fleet sunk by 1 DD. Also the crashes are back worse than ever it feels like, have to build one ship at a time, and hope it doesn't crash exiting the design screen, so at least it saves it should it crash designing the next ship

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1. Can confirm what others have said with respect to convoy battles being game-killing, only option is to try an autoresolve
2. I am observing a war between UK/FRANCE v Italy/AH AI - France/britain keep tag teaming out of the war, neither of them appears to have any fleet strength in the med though fleet clashes are occuring between each turn. I don't see any fleets in the actual seas so i assume they are all in port. That might explain why UK is losing so many transports. Eventually UK/FRANCE economy will implode and they'll be forced into a revolution. 
3. I do not know if the event popup is bugged or if the AI is bugged but they keep announcing wars between UK/FRANCE v Italy/AH. I can't tell if one side is trying to peace out only to immediately get dragged back into a fight. 





 

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*UPDATE 18 HOTFIX * (25/6/2022)
- Reverted code that improved the battle distance because it caused error when we left a battle that included TR. We will repair as soon as possible.

PLEASE MAKE SURE YOU RESTART STEAM AND THE UPDATE IS APPLIED WITH A NEW DOWNLOAD

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7 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.

This is the way. I dont konw about immediately building the ships (I do that last while evaluating funds vs amount of x needed) Everything else is begging for your hour or + in the designer go to waste.

 

Anyway I think, with a version 2 (or by now 3) back I had strange lockups. The game would still "work" but the world map was halfway visible through other screens like diplomacy or fleet management. You coudnt do much usefull but you could go back to the menu. Doing that and loading the game would solve the issue till the next time it came back around.

 

Some other more basic things this game is sorely lacking (which is fine-ish being a work in progress):

 

This is a proper behaviour select screen. I doesnt force stuff on me that I have to undo EVERY FREAKING BATTLE like divisions (which are unusable), avoid modus (I like my ships to go where I tell them to and not constantly collide), avoid torpedoes (I dont like to collect them all), and torpedo behaviour (I do like to ocasionally hit the enemy, and not only my own ships).

PbKxQd5.jpg

 

This is a proper menu to manage your campaigns: 

61LplCb.jpg

First of all, you can have more than one. I would be hard pressed to go back in time till I get to a game that only allowed 1 instance. Fighting Steel definitely had a campagin load/save menu, Command: Aces of the Deep defintely had one. Wings of Fury on the Amiga I think had passwords and/or save to the Disk. How about this, Power at Sea, I think from 1988 on Commodore 64 you had only 1 instance running. It might have had a save feature to 5 1/4" floppy disk or cassette tape, but its been a while and while I do remember the game, I dont remember a save option.

Anywy back to the screen: Even if you dont know the game, you can immediately gain a lot of information as it should be when properly done:

- To the left are the different campaigns, it also tells you which faction they are played with. It has timestamps as to when last played and also on the time elapsed in the campaign (this would be for example Mai 1892).

- To the right we have a map. It also help recognising the campaing. Here it in this should present a broad overview of the campaign especiall if the Wold Map gets enlarged. Maybe a short summery as well.

-Bottom right are the different saves WITHIN a campaign. This one is on the highes difficulty so there is only one autosave but it could be dozens if you wanted: Incremental auto-saves, manual saves, whatever. All neatly organised with time stamp of real time and in game time.

Edited by havaduck
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58 minutes ago, Nick Thomadis said:

*UPDATE 18 HOTFIX * (25/6/2022)
- Reverted code that improved the battle distance because it caused error when we left a battle that included TR. We will repair as soon as possible.

PLEASE MAKE SURE YOU RESTART STEAM AND THE UPDATE IS APPLIED WITH A NEW DOWNLOAD

I can confirm that  a  Convoy battle which resulted in the black screen now ends properly

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37 minutes ago, havaduck said:

This is a proper behaviour select screen

This is a proper menu to manage your campaigns

I agree that UAD’s menu system feels a bit primitive compared to many contemporary games, and some more gameplay options available as optional features would be great in a final release, but I imagine trying to deal with conflicting reports from players who chose different settings could be irritating during development. Similarly with multiple saves (since you perhaps couldn’t tell which version/patch a save came from), but in that case the devs are fine with deleting saves at most patches anyway, so not allowing more than one seems unnecessarily restrictive. Practically every other strategy game I’ve played lets you do that going all the way back to DOS, and while I’m willing to grant that there is some reason why not doing that is necessary at this point in development, I fail to see it.

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9 hours ago, Aloeus said:

I know people have mentioned how slow boiler tech is, I think we just need another research node that is all the funnel tech, and that would leave the rest of the boiler tech much faster to progress through. 

And while we're at it, I think that diesel and gasoline should be moved to fuel, instead of the engine tech or at least deactivate the fuel slot, like they already do with the boilers.

Cause right now you have to decide whether your diesel and gas engines use coal or oil as fuel, which makes no sense.

Edited by Norbert Sattler
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1 hour ago, AdmiralKirk said:

I agree that UAD’s menu system feels a bit primitive compared to many contemporary games, and some more gameplay options available as optional features would be great in a final release

This is more than just about the this beta branch. There is a regular 1.05 as well and you cant have proper campaign management there as well. Its also nothing that I expect to happen over night, but it does need to happen. I did present this as basically a template

 

1 hour ago, AdmiralKirk said:

but I imagine trying to deal with conflicting reports from players who chose different settings could be irritating during development.

Not really, as these options are allready in the game, put in by the devs themselves. I change them every battle anyway. Its only about setting for the default at the beginning of a battle to for example set the torps to off instead of normal or turn avoid the hell off.

 

1 hour ago, AdmiralKirk said:

Similarly with multiple saves (since you perhaps couldn’t tell which version/patch a save came from), but in that case the devs are fine with deleting saves at most patches anyway, so not allowing more than one seems unnecessarily restrictive.

Ofc you can. I am not willing to believe that with every bug report ingame a internal version there isnt a internal built number sent along with the file (or as part of the files). That would be highly amateurish. Also saves are periodically wiped anyway, and encrypted so that excuse went out the window. Again, in the immage I posted there is a "enable all saves" button. That is because these game recognise modded or different version and you can enable them at your own risk. Another thing that should be there but ofc at a much later stage.

Finnally if I report something on the forum, I have to keep track of the version by myself anyway. I literally could have played yesterday and have reported the convoy bug after the new rollback code version went live because I didnt close steam yet. The burden to check is already on the users side, ones that do wont magically stop.

 

1 hour ago, AdmiralKirk said:

Practically every other strategy game I’ve played lets you do that going all the way back to DOS, and while I’m willing to grant that there is some reason why not doing that is necessary at this point in development, I fail to see it.

Beyond DOS imho, beyond Amiga time and back to cardridges, cassette tape and 5 1/4" floppy disk. Remember Legend of Zelda? That battery enhanced cartridge had a least 3 save slotts. Links Awakening on gameboy had 3 character slots built in. Mega Men 2 had a password system etc. Befor those examples the games had technical limitations, no one was consciously chosing to design it that way.

 

Like I said, I dont expect it over night. I might also not be the most pressing issue but what I put up there is something they can litteraly use as a tamplate to trace when creating their own campaign managment screen and game settings. It does need to happen in the long run.

Edited by havaduck
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1 hour ago, Norbert Sattler said:

And while we're at it, I think that diesel and gasoline should be moved to fuel, instead of the engine tech or at least deactivate the fuel slot, like they already do with the boilers.

Cause right now you have to decide whether your diesel and gas engines use coal or oil as fuel, which makes no sense.

OK, I wasn't going to mention this for a while, but RADAR should either be dependant on RDF or placed in the  same technology stream. It's not plausible that you could develop RADAR without first developing radio.

A minor point and I'm sure others will have noticed other dependencies which should eventually resolved. 

It irks me a bit because in one of my many former lives I was a weather RADAR technician.

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Hanging in "Building New Ships" again but at least the GPU is doing something (whatever that is):

image.png.0dc142c6eaded55ca7740ef32b9f8885.png

image.thumb.png.be9096bce288f2187159be0251006611.png

Rest of the system is bored though.

I really hope that this gets fixed as a priority. Having to restart the game every few rounds is rather frustrating.

Edited by Zombie1914
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Tried to recreate a pretty standard DD, the Turbine class of the RM. Absolutely impossible with the new pitch and roll mechanics. This whole system has to be reworked - hard. I mean, how is this even tested? Don't you try to build ships of each class in your own game? 

Turbine_UAD.jpg

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