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


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24 minutes ago, TiagoStein said:

Well that is realistic.  The British were probably complaining of the same thing during ww1 when the germans kept their fleet in harbor avoiding combat. The hard thing is, realistic  AI is a non fun AI almost by definition. It needs some tuning but one cannot forget that pushing to one side harms the other.

 

Sea Warfare tends to be boring when you have the upperhand. The only way to change that would be a system to  setup an Invasion.  IT can be done, but that is a complex feature to make it right (if you invade a plaace you get resources but you need logistics  running for that place etc).

 

Realistic? Kind of. The problem is that the enemy right now will refuse all battle regardless of the balance of power unless they have like 5 times the force or whatever which is nonsensical because the game will randomly pull one or two out of like 25 Pre-Dreadnoughts that you have in 3-4 large fleets and try to suicide charge you with infinite Torpedo Boats. And problem is that your fleets seem like they do nothing since I am having 10 Pre-Dread, 5 CL, 5 TB blocking the English Channel yet the French and the Brits sail through them like they don't even exist. But as soon as I move one BB for refit, somehow they get intercepted in the North Sea against 2 BBs and escorts which is just the most nonsensical stuff in a strategy game... like how does a fleet gets through a 12 BB, 4CL fleet to attack a lone BB?

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35 minutes ago, ColonelHenry said:

Realistic? Kind of. The problem is that the enemy right now will refuse all battle regardless of the balance of power unless they have like 5 times the force or whatever which is nonsensical because the game will randomly pull one or two out of like 25 Pre-Dreadnoughts that you have in 3-4 large fleets and try to suicide charge you with infinite Torpedo Boats. And problem is that your fleets seem like they do nothing since I am having 10 Pre-Dread, 5 CL, 5 TB blocking the English Channel yet the French and the Brits sail through them like they don't even exist. But as soon as I move one BB for refit, somehow they get intercepted in the North Sea against 2 BBs and escorts which is just the most nonsensical stuff in a strategy game... like how does a fleet gets through a 12 BB, 4CL fleet to attack a lone BB?

Yes the blockade effect thing I think must be redone . Right now it works as a simple flag for economic purposes, at least it seems so.

 

I would think we will need a Mission of blockade a SPECIFIC port or region for All traffic, with that effectively  generating battles if someone tries to leave or enter that zone/port (chance based since a blockade can not be 100% effective)

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I do not want invasion (at least as of this point of time of game development), but more options. In the end, I had a battlegroup sitting in front of each british harbor, yet I could not intercept any fleet slipping through (and they did slip through, as they pounced small group of ships moving through the baltic, also ignoring my guard ships in the Kattegatt.
I deliberately risked my fleet near the enemy coast, yet only a pair of escorts in these surface groups saw combat against coastal convoys. At least on the high seas there should be a chance to intercept enemy groups striking our, sallying to or returning from one of the above-mentioned attacks.

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yeah aside from adjusting values on gun lenght, effect of citale on pitch roll etc, a major issue for the campain is (to me) that you:

* cannot block passage of enemy fleets

* cannot engage / attempt to hunt enemy taskforces

* to a lesser degree try to strike enemy ports...currently i feel there is not much point however, i am not even sure if going over port tonnage has an effect at all, unless you can force a battle vs the fleet in port.

I do understand it sounds easier then it is, as the AI also need to be able to use these options in a sensible way. No point in beeing able to do stuff like that and the AI sitting in port all day

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*HOTFIX UPDATE 2 * (2/6/2022) is now available

- The campaign has received a lot of bug fixes and the first playable "continuous" functionality. When a peace treaty is signed the campaign should continue. Nations can now become completely destroyed (their provinces become neutral) if they collapse economically or lose a lot of provinces. There is little testing on the new campaign and various bugs are expected, but it should play far better than the previous version.
- Fixed low funds problem when you started the campaign with your own designed fleet.
- The Citadel armor system is now finalized. Fixed issues with sections which were not properly covered causing detonations and several other problems. The damage model is balanced accordingly.
- Balances in cost of engines (they could make a ship too expensive. 
- Increased the cost of the hull, reflecting better the cost of materials to build a ship of large displacement.
- Further improvements on Shell Ballistics. The various gun types fire with very distinctive curved trajectories according to their various attributes.
- Fixed collider bugs which created problems in the Auto-Design processes.
- Improved Auto-Targeting (which also affects positively the Battle AI).

- Fixed ironclad missions which were unplayable due to new caliber features.
- WIP All guns of the same caliber become grouped: Guns on the centerline, or side, or with different barrels will aim together in one fire control group, increasing their efficiency.. However, accuracy and reload penalties will apply when guns are not fully uniform (different calibers, barrels, not placed on the centerline etc.)
- Conning Tower and Fire Control become damaged with more accurate system: Damage caused to the Main Tower will properly utilize the armor of the Conning Tower and the Superstructure to protect the Conning Tower and Fire Control.

PLEASE RESTART STEAM TO RECEIVE THE UPDATE

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A bunch of the British Battlecruiser VI superstructures are obstructing their own interior mount points again. These are usually great places for 76mm and 51mm guns. The side deck mounts of these superstructures, in the cut-out area either side, have the same issue. This issue comes and goes. Typically re-appears every time you guys tinker with the mounting points for the autobuild.

IJN Modern Battleship II Modern Tower I still can't mount 127mm turrets on the upper three mountings. This tower most closely matches yamato as sunk, with upgraded AA and 24 127mm guns in 12 twin turrets. Considering the hull in question is the one you guys said yourselves was intended to replicate Yamato, I feel like this issue needs addressed.

Also, maybe switch the modern Tower I and Modern Tower III designs? Modern Tower II looks like Yamato BEFORE the AA upgrade, when she had 12 127mm in six model A1 Mod.3 (Might be mod.2) mounts and 12 155mm guns in four triple turrets.

During refitting, two of the triple 155mm turrets, which were mounted on the sides, "en echelon", were removed, to fit twelve more 127mm guns, in model A1 mod.1 mounts. Oddly, the existing guns, along with their Model A1 mod.3 mounts, were moved to the new barbettes, and the new turrets were installed on the old barbettes

I've uploaded two images, with problem mount points marked in red

Also, of lesser importance, can we someday maybe get the IJN mount points marked in yellow to not get obstructed by Modern Secondary Tower I, when it's pushed up really close to the Modern Main Tower I? There's no visible obstruction. Maybe get it to work with the aft lower 127mm/102mm mount, too. It's a great place to put 51mm turrets, when it's not blocked by something.

Lastly, and also not of immediate importance, on the UK Battlecruiser VI superstructures, the point marked in yellow might benefit from fitting 127mm guns, when scaled up to 135mm. Might be helpful for a psuedo 1944-refit Hood replica.

Green Circle is something I forgot to delete. Ignore it.UK_Battlecruiser_VI.thumb.png.edce0b9a7f220314d96b559261f55991.png

IJN_Modern_Battleship_II.png

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1900's
I understand that torpedoes weren't the most reliable weapon in this age.
But I just put 7, not 1, not 2, not 3, but 7 torpedoes into the same British battleship, and every damn one of them was a dud.  Meanwhile of the 6 torpedoes the Brits have hit me with, not a single one was a dud.  I'm having my doubts that this is just bad RNG.

Edit:  Wrote original post mid-battle.
By end of battle.
11 torpedoes into the same British battleship.  Every...single...one...dud.
British DD's put 9 torpedoes into my German cruisers.  Every...single...one...detonated successfully.

Edited by Kane
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Flash Fire Chance seems alittle out of whack...

Version v1.05 example, 43.4%

jfzm4ea.png

Latest update example, at 146.3%

ZnYYLXB.png

With finished campaign ship below, the Flash Fire Chance should be about 8.0% - 8.7% but it's at 37.6%

x4gVs7O.png

 

Edited by Skeksis
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And I see that even after the hotfix the game still has cloaking technology.  I mean, I'm not really down for that in this type of game, but if its going to be here, I'd appreciate it if I could research it as well.

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liXKPdW.jpgI don't know exactly how it happened. I was on the fleet screen with a bunch of ship selected, then went to the design screen, selected a refit, refit about a third of the ship from a class, didn't close the refit panel, changed to fleet view and got stuck into this situation where changing tabs show the tab content underneath the ship menu, with neither the ship menu nor the underneath panel working.

 

in the picture you can make out the world panel under the ship list

Edited by LoSboccacc
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Really really getting tired of the auto battle algoritim, I can't force a battle that favors me, no they ignore my task forces until I make them into smaller units, then suddenly I get over whelmed, if however i keep a big taskforce it's ignored and somehow they go around it to sink my convoys even though I'm quite literly sitting of their coast. This needs to be corrected big time, this is utter bullshit. Ontop of that because you added citadels to destoryers they are basically useless, there is zero reason at this point to use them or torpedo boats, because of the new citadel, which fyi should only be on armored cruisers and and battleships makes most smaller ships so unstable the chance to hit at .01KM is often under 1% which is again useless.

Edited by Candle_86
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On 6/1/2022 at 3:00 AM, Dave P. said:

I haven't seen anybody complain about the "god mode" button.

I dont use it, seems obviously like an early implementation that will be changed. Right now feels like using an exploit and so far with the torp changes I dont even feel the need.

 

On 6/1/2022 at 3:37 AM, PalaiologosTheGreat said:

It seems armour is useless in 1930 as 15" guns just punch through it like paper. Especially in custom battle. My 15"/80 gets me 53 km range and 28" of armour pen at 22.5 km.  

Considereing you can have i.e. +150 % effective armor due to quality, is it that outragous? Its a little over 11" of 150 % armor. Considering plunging fire will never strike at 90 ° and its requires a decoy to be able to pump AP into a BBs broadside (and even then it wont bie 90° because there is always some target angling and plunging). Probably will land at 8 " pen effective at 22,5 km which is enough for heavy cruisers and Jacky Fisher-Type-BCs. Nothing more.

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I have 3 more things, but they are for the old version (dunno if it still aplies but I suppose so?).

 

1. I got blockaded, and then I lifted said blockade (its actually possible? - who would have thought!)

jbA74sh.png

And now I am I have such supperiority in ships that I am blockading MYSELF....

Otkry1D.png

 

2. During my last campaign I had the thing where it wouldnt go past "building ships" at the end of a turn. No big deal, a trip into the menu lets you continue. However I was at -99 relations with the Italian constantly due to triggering a war with the french (which pissed also off italy) and then fighting said war (which is stupid, ofc I have ships in my and the french waters which are accidently also Italian waters because is WAR). Anyway a war would have been welcomre, but I just got so -3,x to -4,x relations each turn, sending me over the treshold of -100 every time, but no war was triggered. In terms of how the new campaign is supposed to work, thats a bug.

 

3. Cassemate guns: A single casemate guns has shitty arcs and is WAY to heavy. Usually a single barrel will weigh MORE than the same caliber double barrel on deck. Or the turreted secondaries are way to light. One of the two gotta be the case.

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ok what little i have played of the new hotfix i have found one either bad feature or bug and im unsuere which it is. if its a feature please please remove it or tell me its tempoary.

when you start a campiagn as britain in 1890 you immediatly start losing rep with germany when i have done nothing i litterally have not even put ships to sea. while i get that this is an unltimate admiral gaem we were told the cmpaign would be free form and allow us to do what we want but at the moment it feels scripted to make britain go ton war with germany. im deprately hoping that this is a feature of the campaign that is not yet implemented meaning we can make sure that wars do not seem scripted and this scripted feeling is simply because other features of the campaign have not been implemented yet.

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8 minutes ago, Toby said:

ok what little i have played of the new hotfix i have found one either bad feature or bug and im unsuere which it is. if its a feature please please remove it or tell me its tempoary.

when you start a campiagn as britain in 1890 you immediatly start losing rep with germany when i have done nothing i litterally have not even put ships to sea. while i get that this is an unltimate admiral gaem we were told the cmpaign would be free form and allow us to do what we want but at the moment it feels scripted to make britain go ton war with germany. im deprately hoping that this is a feature of the campaign that is not yet implemented meaning we can make sure that wars do not seem scripted and this scripted feeling is simply because other features of the campaign have not been implemented yet.

Don't worry mate, the campaign is in beta form. It is currently scripted to start a war pretty much soon as it starts.

The final version won't be like that.

Also, completely different note, but did deck armor get buffed in the new patch?

Suddenly I'm getting deck partials at much longer ranges again.

Wasn't mentioned in the update 2 post, but if this was intentional, then nice!

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Another thing I wanted to point out for ages but keep forgetting, but its in this update as well so I might as well ......

 

I am using this example but its the same with all hulls from what Ive seen:

So here is the basic hulls, nothing adjusted, nothing added yet. Its at 16.222 tons.

SBiFyRx.jpg

 

And here is the same unadjusted empy hull just ~500 tons lighter at 15.753 tons!

Hu6Bmwc.jpg

 

The trick? just click on the basic hull a few time. I got hulls over 16.3xx tons and I got one under 15.700 tons too, which is obviously stupid and not intended.

 

€: 16.600 tons! 

OPlMFvj.jpg

 

On this hull alone one can save potentially ~1.000 tons of base weight just by clicking!!! on the hull enough times.

Edited by havaduck
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6 minutes ago, havaduck said:

Another thing I wanted to point out for ages but keep forgetting, but its in this update as well so I might as well ......

 

I am using this example but its the same with all hulls from what Ive seen:

So here is the basic hulls, nothing adjusted, nothing added yet. Its at 16.222 tons.

SBiFyRx.jpg

 

And here is the same unadjusted empy hull just ~500 tons lighter at 15.753 tons!

Hu6Bmwc.jpg

 

The trick? just click on the basic hull a few time. I got hulls over 16.3xx tons and I got one under 15.700 tons too, which is obviously stupid and not intended.

 

€: 16.600 tons! 

OPlMFvj.jpg

 

On this hull alone one can save potentially ~1.000 tons of base weight just by clicking!!! on the hull enough times.

When you have an empty hull. you randomize the starting armor, initial armor is different, so the weight changes.

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18 minutes ago, Draco said:

Don't worry mate, the campaign is in beta form. It is currently scripted to start a war pretty much soon as it starts.

The final version won't be like that.

Also, completely different note, but did deck armor get buffed in the new patch?

Suddenly I'm getting deck partials at much longer ranges again.

Wasn't mentioned in the update 2 post, but if this was intentional, then nice!

Citadel armor layers are now checked properly in all cases.

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4 minutes ago, TAKTCOM said:

This hull in 1890 looks hopeless.

3vNUtKg.jpg

I just put four inch cannons in the casemates and already have terrible penalties, like - 33% to accuracy and such😕

The hull is empty. By adding main guns on the ship, towers on the center, funnels, and by adjusting the citadel to be offset correctly you minimize pitch/roll. 
The new system is more realistic. You cannot have small boats with almost zero pitch/roll. You just will not be able to achieve this, in order to abuse the system and make a fantasy ship to beat the AI.

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I had a weird bug with the  wars in campaign yesterday. I was with Germany at war with UK.  At the same turn later France declared war on me and Austria into UK. but.. when the battled happened, the French ships were with MY fleet and firing at the British .. when the battle ended the French ships destroyed counted against British  side of the war (even if I was controlling them and suiciding them into British ships.

 

I tried to replicate the bug but it seems I need to get 2 wars at the same turn for that to happen and that is not so easy to replicate.

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