Jump to content
Game-Labs Forum

>>> v1.06-1.08+ Feedback<<<(17/8/2022)


Recommended Posts

17 hours ago, Kowalskicore said:

I just had a very strange occurance, and am wondering if anyone has had similar occurrances?


Situation as follows:

I am Germany, I am at war with France. However, I am allied to Austria-Hungary and Britain.

Britain is allied to France. Austria-Hungary declares war on Britain.

I am at war with France alongside Austria-Hungary - yet my alliance with Britain brings me into a war against Austria-Hungary alongside France.

I can no longer fight French ships, yet they still show as red on the map. I can however fight Austro-Hungarian ships, which show as white on the map and in the battle results are on my allies' side.


We seem to now have 2 wars ongoing which conflict with each other:

Germany, Austria-Hungary VS. France /// Germany, France, Britain VS. Austria-Hungary


I was just forced to sign a peace treaty with France. This ended the first war and took me and France out of the second, but didn't end the war between Austria-Hungary and Britain. All I can imagine is that the alliance system got confused when it attempted to put me into both sides of the war, leading to the victory points of the second war to be counted for the first.

I had similar fractions at my gameplay. The Austro-Hungarians managed to get into the North Sea and I had a fight with them. After the fight, it showed me the AH-Ships on my side even I fought them :D

Link to comment
Share on other sites

some question about AI don't build ship.

A-H empire, legendary, 1900

French has money, add 1934 crews per turn, but he doesn't build any ship for a few turn.

and I notice something might is bug, or game mechanism which I don't know.

xSOyRYj.jpg

as you can see, french has 7 (+1934) crews and no ship building. so in the next turn, he should have 1941 crews.

and there is the next turn:

02W2P8D.jpg

French lost 5 crews(if he get new crews, he lost 1939 crews) with no reason, no ship building or repairing. nor war.

maybe there has relation between "AI don't building ship" and  "AI don't get new crews"?

EDIT:

I clear the entire navy of French.he still don't building ship after 5 turns.

something interesting is French has some ship(BB*2, CA*1, CL*1) in the ports, but they don't show in "Active Fleet", maybe because they don't have enough crews. and that is a problem.

French get 1934 crews every turn, so after 5 turns, they should get 9670 crews. seem it is enough for 4 ships. but those 4 ships still not in the "Active Fleet".

Which mean French can't get additional crews(or he got, but number is incorrect).

4NLtAXF.jpguEOIj7T.jpg

summary:

  1. AI don't building ship.
  2. AI don't get additional crews.
  3. they could only happen at the same time.
Edited by itolan1752
add new information
  • Like 3
Link to comment
Share on other sites

With battles ending while enemy transports are still visible or missioned, it seems like an incomplete scenario situation.  

Maybe there should be some other RoE for this situation:

  • Nation (player/AI) cannot end battle while any ship is spotted by the other side, including transports.
  • Attacking nation is allowed 5 minutes to complete mission after they lose sight of mission object.

But then, as soon as nation ships are in the clear, of these RoE, the mission defending side can end battle.

Edited by Skeksis
  • Like 1
Link to comment
Share on other sites

I have been playing a German campaign from 1890 to now 1945. It is already desided so I am going to comment on things I found.

The campaign setting are: 1890, Normal, Historical AI and Create own.

Crew

Despite starting fresh on v.1.08, I still got veteran crew without going to war. This resulted in when war broke out classes like TBs, DDs and to some extent CLs hade a hard time and got destroyed by BBs, CAs and other CLs. All sides hade veteran crew so no adventage there.

Crew pools on the other hade was a diffrent story. The brits, french and austro-hungarians all lost their abilty to get new crew so they stoped building ships and the italians collapsted but hade crew left. It looks like the problem to generate new crew might have a connection to ships being sunk. The problem seems to apper after a war which the AI lost a lot of ships and start to build new ships to replace the lost ships. Parts of the crew pool is used to crew the new ships and the other part might be used to try and crew sunken ships. Sunken ships is not allowed to have crew which then results in the crew being removed. If the AI is trying to send crew into sunken ships which effectivly functions as a black hole then that would also explain why after the problem start happening that the crew pool changes small bits after every turn. As the AI do not have spare crew to crew new ships will result in the AI stop building new ships. It also explains why the player dose not have this problem with the crew pool. But this is just a guess and should not be treaded as facts.

Taskforcres

The AI seams to have no problem creating and merging taskforces. They do have a prblem with spliting and sending taskforces back to port. When a new taskforce is created will result in the AI sending it somewhere on the map and then mayby move it sometimes. This will lead to merging of diffrent taskforces until a doomstack is created out of starting ships and ships built after the first war the AI was in. The ships in the taskforce will not be scraped or retrofited allowing them to get obsolete. An exemple of this was an austro-hungarian doomstack with 85 ships in it which hade 16 BB and 45 CA from 1890 to 1902 faced 4 BB, 7 BC and 8 CA from late WW1 to interwar period retrofited to the best tech I hade during 1930. The doomstack was destroyed with only light damage taken on my side. The problem of outdated doomstacks most likely will be fix when the AI builds new ships and send bake old ships from taskforces for retrofit or scarping.

The AI can move their taskforces in a way that can result in their own collaps. The italians was winning a war with the french and brits with the french navy almost being destroyed. Then the italian moved their taskforces from the western mediterranean to the eastern mediterranean and just sat there with their fleet. As expected, this resulted in the italiens losing a lot of transports to the point of the italian GDP started to go down even during peace time. The AI could not do anything about the collapsing economy but it was happening so slowly it allowed years to pass by. Only after I started a war with the italians and their navy being destroyed with only 2 TB left is when they collapsed. The italians hade a stronger navy than the french but did not react in time allowing several turns to pass by with the french destroying their transport.

Economy

The growth was good during the early game. It was not too bad or too good. It was importent to balance the economy during peacetime and all economies grew at around the same rate during peace time exept for the italiens which was collapsing after their war with the french. This held upp until around mid game where everyone started have a lot of money on hand. Also around mid game was when I notice that it became extrimly hard to get an AI nation to start falling into a deathspiral. During the later mid game and late game so was the economy so great that there where no way to spend it all away. Most port able to build ships in has a port capacity of over 1,000,000t with only britan lacking behind as their economy is the weakest of the nations that are left. For context the brits GDP during this campaign in 1945 is 162,010,100,000$ and the biggest economy which is austra-hungary 893,362,100,000$. As the AI can not build ships resulting in they just sitting on their money. Nothing is happening between turns which can effect the outcome at this point. All economies are too strong to collaps.

Research

With research set to 100% during most of the game with an exeption for 1 turn were it was 75% and rare use of research focuses results in pretty good research speed but it is not universal spred. Some tech are easy to get a lead in like Armor Quality. Others are easy to fall behind and might not be albe to be done before 1950 like Control Stations, Boilers and Big Guns. Most catagoris of research are going in a good spead and will be done before the game is over. Some researches can be researched in wierd times. I hade researched Dreadnougth Hull Design (1905) for dreadnougth hulls by 1903 but Underwater protected Deck II (1901) for citadel 2 was researched around mid-1910 and Battle Cruiser Design (1906?) around the same time.

The AI seams to be behind but it is hard to tell as all are being shown as "very advanced" compared to italy which collapsed and is not shown. They seams to also get research at a good rate which is good for balance if the AI could get the crew to be allowed to build new ships.

Ship Design

It seams like if a ship is sunked or scraped then it will still be counted as using a ship design and will disable the abilaty to delete a design. Being able to delete design which are not in used but have hade ship sunked or scraped would clean upp the ship design tab.

Ships Names

The name generator work fine for the most part. It does not generate the same name for two diffrent ships even if the ship with that name has been sunked or scraped. The player can easly change the name of ships in the fleet tab but the AI can not. When the AI runs out of names to generate will lead to ship classes being named after letters like "A-Class Ship-type" and after they run out of letters it is "<class>-class Ship-type". It could be an issue when the AI can build more ships when they have crew to crew them.

  • Like 2
  • Thanks 1
Link to comment
Share on other sites

So I've been very much enjoying my campaign. I started in 1910 as Austria-Hungary and it's now 1930; I've had two wars against France, two against Italy (sort of? see below), and one against Germany. I've built a large and fairly diverse fleet starting from dreadnoughts and going all the way up to the Super Battleship. Observations I've made, both positive and negative:

  • Costs and construction time of new ships has been reasonable overall, but refits can be a little iffy. I can apparently rebuild the entire engine (switching from geared to double geared turbines) in a couple months, but it takes over a year to change funnels. I like that the construction of my fleet over time encourages me to make choices that are very expensive and wouldn't have made any sense in 1.05 due to cost (high speed, RDF, turboelectric drive), and the refit system makes it very worthwhile to keep older ships around and modernize them, as was done historically—though I would argue it's a bit too easy to keep old ships relevant; by installing more modern machinery and switching to oil fuel I can easily get dreadnoughts to make 30+ knots, and I'm not sure that's realistic.
  • I was able to actually win provinces in my wars and take over the ports! I took Tunisia, Corsica, and Heligoland, which were strategically useful—you can put a pretty large fleet in Tunis later on.
  • I've had little problem finding battles. In this campaign I decided not to use Range as a dump stat, and I don't think I've built anything with less than average Range. Possibly as a result, I've been able to get in a lot of fights in the Mediterranean, and when I stationed my fleet off the southeast coast of England I got plenty of missions against the High Seas Fleet.
  • The mission variety has been good. I haven't had any engagements with hundreds of ships like some people have, and there's been a good mix of missions involving different numbers and types of ships—large engagements with multiple capital ships supported by escorting cruisers and destroyers, smaller battles pitting light ships against each other, DD vs DD skirmishes, asymmetric fights between a single capital ship and a fleet of smaller ships.
  • Convoy missions have some issues. I still have the bug (?) where if all the warships are destroyed the battle ends immediately and doesn't count the transports as sunk. Also, Transports seem to be worth very few VP; I've sunk a whole convoy of 10+ transports and only gained like 50 points for it, and I've even had engagements where I sunk the whole convoy and escorts but lost a DD or something, and the convoy are worth so few VP that it counts as a defeat.
  • Italy likes fighting me even when they apparently like me. During my war with Germany, I had deployed a large fleet to the North Sea when suddenly I found myself blockaded in the Mediterranean—by the Italians. The Italians were listed as allies to the Germans, but my relations with them remained positive and we were not apparently at war. But they continued fighting literally to the last ship (sure, Italy, your one destroyer can take on my whole navy by itself). The fighting only stopped when I signed a peace treaty with Germany, and I wasn't able to claim any reparations from Italy. This same thing happened during my second conflict with France; I had a formally declared war with France which Italy joined as an ally on the French side (though their relations to me remained positive), and I'm fighting battles against Italian ships, but the campaign doesn't acknowledge that war.
  • My design screen is getting very cluttered. I have implemented multiple refits of various ship classes, and I'm not allowed to delete some of them even when no ships of the class exist any longer (such as with the first group of Dreadnoughts, which I scrapped when they were no longer worth the upkeep). I also still don't like that I can't build the refitted version of a ship directly but instead have to build and then immediately refit the original type—which could take over a year of additional construction time. And we still can't switch ships under construction to match an updated standard (which was definitely done; lots of ships had changes made during construction) or refit ships that are being repaired.
  • I don't like the forced obsolescence of components even while those components are in service elsewhere in my fleet. I started with Cordite II and Tube Powder I, and I chose to use Tube Powder because of the flash fire and reload speed bonuses. Later on I developed Cordite III, and all my new construction was forced to use it, even though I still prefer the benefits of Tube Powder I over Cordite III and most of my fleet is already using Tube Powder.
  • The Big Guns research tree is good at giving me things I don't really want. By the mid 20s I was building battleships with 15-16" primary weapons, and I was prioritizing Big Guns in order to get to Mark III+ 16s (which is what I have now). But in order to get there I had to slog through the Mark IV 9s, 10s, and 11s first, and while those are useful on heavy cruisers, I'm prioritizing Big Guns because I want better capital weapons. It would be nice if there were three categories for weapons: 2-6" (secondary weapons and primaries up to light cruisers), 7-11" (heavy cruiser/panzerschiff/battlecruiser weapons and heavy battleship secondaries), and 12"+ (capital ship primaries). What I use 9" guns for is very much not the same thing that I use 15" guns for, unless I'm being an idiot.
  • I wish there were more options for funnels and towers across multiple hulls. I understand that each hull is designed around a historical ship and should come with the towers needed to model that ship, but I'd like it if I also had access to a random assortment of other nations' superstructures to make ships that look really weird. Austria-Hungary already has a strange mix of components modeled on German and Italian ships (since that nation ceased to exist after WWI and never built anything after that), so why not allow more variety? The models already exist in the game, so I doubt it would be hard to make them usable on more hulls. I want to be able to make an Italian ship with cage masts or a German ship with Queen Anne's Mansions! This was particularly a problem for me with funnels, since I think I researched all of them and I still can't use Mega and Uber funnels on my big battleships (though I can on my Modern Battlecruiser). I also really dislike the towers I'm stuck with on both modern cruiser hulls—they restrict my turret layout so that ABCXY and ABXYQ aren't really possible, they have built-in barbettes that I might not want to use, they waste a ton of space if I don't need both funnels and make it difficult to have more than two funnels, and they're wide enough to restrict placement of secondary weapons and torpedo tubes or place strict limits on decreasing beam. And they have the effect of making all my modern cruisers look generic and samey—Belfast and Koenigsberg were both light cruisers but they look nothing alike.
  • I have a lot of money, and during wartime I'm able to build up a surplus to over a billion dollars easily. But refits and new construction are expensive, so I'll often bounce back and forth between building a huge reserve and running a large deficit, which blows through the reserve quickly in exchange for building a lot of ships. I like this balance.
  • I'm being encouraged to build ships that are ridiculously huge. Yamato had a displacement around 70,000 tons, but the Super Battleship hull starts at like 80,000. I don't mind having loads of displacement to work with, but I think there ought to be some more restrictions or limitations on building ships as large as a modern supercarrier—especially when we're building ships that don't have to devote any resources to the heavy anti-aircraft batteries that ships of the WWII period needed. I think it's a little too easy to increase your tonnage limit to build this big, and I'm not saying I shouldn't be able to, but right now there's very little stopping me.
  • My role options don't seem to work properly. During peacetime, I can assign my ships to Limited, In Being, or Sea Control. When I'm at war, my options for ships in port become Limited and In Being. Going to sea allows me to use Sea Control, though.
Edited by AdmiralKirk
  • Like 8
Link to comment
Share on other sites

I've been enjoying the campaign as Austria-Hungary starting from 1890. I think the big things like game stability will get sorted, I just wanted to mention some smaller things that might get missed:

  1. Casemate guns weigh more than deck mounted secondaries. I like filling up all my gun ports, but I can see it being a balance mechanic since they don't take up deck space. I don't know if this is historical or a gameplay choice, it just struck me as odd.
  2. The refit process is a little unintuitive. Maybe add a button to the design screen called 'Design Refit' would make things more intuitive.
  3. Add tooltips on the finances page for the different sliders. Like what is the difference between crew training 100% vs crew training 50%?
  4. The AI doesn't seem to be actively refitting or retiring ships, I went to war vs France in 1910 and they seemed to be using MKI cannons on 10K displacement pre-dreadnought battleships.
  5. I hope we get some type of naval intelligence in the campaign. If Britain is making super-dreadnoughts with 18 inch cannons I would like to know, I would be a lot nicer to them. 
  • Like 1
Link to comment
Share on other sites

1 hour ago, AdmiralKirk said:

So I've been very much enjoying my campaign. I started in 1910 as Austria-Hungary and it's now 1930; I've had two wars against France, two against Italy (sort of? see below), and one against Germany. I've built a large and fairly diverse fleet starting from dreadnoughts and going all the way up to the Super Battleship. Observations I've made, both positive and negative:

  • Costs and construction time of new ships has been reasonable overall, but refits can be a little iffy. I can apparently rebuild the entire engine (switching from geared to double geared turbines) in a couple months, but it takes over a year to change funnels. I like that the construction of my fleet over time encourages me to make choices that are very expensive and wouldn't have made any sense in 1.05 due to cost (high speed, RDF, turboelectric drive), and the refit system makes it very worthwhile to keep older ships around and modernize them, as was done historically—though I would argue it's a bit too easy to keep old ships relevant; by installing more modern machinery and switching to oil fuel I can easily get dreadnoughts to make 30+ knots, and I'm not sure that's realistic.
  • I was able to actually win provinces in my wars and take over the ports! I took Tunisia, Corsica, and Heligoland, which were strategically useful—you can put a pretty large fleet in Tunis later on.
  • I've had little problem finding battles. In this campaign I decided not to use Range as a dump stat, and I don't think I've built anything with less than average Range. Possibly as a result, I've been able to get in a lot of fights in the Mediterranean, and when I stationed my fleet off the southeast coast of England I got plenty of missions against the High Seas Fleet.
  • The mission variety has been good. I haven't had any engagements with hundreds of ships like some people have, and there's been a good mix of missions involving different numbers and types of ships—large engagements with multiple capital ships supported by escorting cruisers and destroyers, smaller battles pitting light ships against each other, DD vs DD skirmishes, asymmetric fights between a single capital ship and a fleet of smaller ships.
  • Convoy missions have some issues. I still have the bug (?) where if all the warships are destroyed the battle ends immediately and doesn't count the transports as sunk. Also, Transports seem to be worth very few VP; I've sunk a whole convoy of 10+ transports and only gained like 50 points for it, and I've even had engagements where I sunk the whole convoy and escorts but lost a DD or something, and the convoy are worth so few VP that it counts as a defeat.
  • Italy likes fighting me even when they apparently like me. During my war with Germany, I had deployed a large fleet to the North Sea when suddenly I found myself blockaded in the Mediterranean—by the Italians. The Italians were listed as allies to the Germans, but my relations with them remained positive and we were not apparently at war. But they continued fighting literally to the last ship (sure, Italy, your one destroyer can take on my whole navy by itself). The fighting only stopped when I signed a peace treaty with Germany, and I wasn't able to claim any reparations from Italy. This same thing happened during my second conflict with France; I had a formally declared war with France which Italy joined as an ally on the French side (though their relations to me remained positive), and I'm fighting battles against Italian ships, but the campaign doesn't acknowledge that war.
  • My design screen is getting very cluttered. I have implemented multiple refits of various ship classes, and I'm not allowed to delete some of them even when no ships of the class exist any longer (such as with the first group of Dreadnoughts, which I scrapped when they were no longer worth the upkeep). I also still don't like that I can't build the refitted version of a ship directly but instead have to build and then immediately refit the original type—which could take over a year of additional construction time. And we still can't switch ships under construction to match an updated standard (which was definitely done; lots of ships had changes made during construction) or refit ships that are being repaired.
  • I don't like the forced obsolescence of components even while those components are in service elsewhere in my fleet. I started with Cordite II and Tube Powder I, and I chose to use Tube Powder because of the flash fire and reload speed bonuses. Later on I developed Cordite III, and all my new construction was forced to use it, even though I still prefer the benefits of Tube Powder I over Cordite III and most of my fleet is already using Tube Powder.
  • The Big Guns research tree is good at giving me things I don't really want. By the mid 20s I was building battleships with 15-16" primary weapons, and I was prioritizing Big Guns in order to get to Mark III+ 16s (which is what I have now). But in order to get there I had to slog through the Mark IV 9s, 10s, and 11s first, and while those are useful on heavy cruisers, I'm prioritizing Big Guns because I want better capital weapons. It would be nice if there were three categories for weapons: 2-6" (secondary weapons and primaries up to light cruisers), 7-11" (heavy cruiser/panzerschiff/battlecruiser weapons and heavy battleship secondaries), and 12"+ (capital ship primaries). What I use 9" guns for is very much not the same thing that I use 15" guns for, unless I'm being an idiot.
  • I wish there were more options for funnels and towers across multiple hulls. I understand that each hull is designed around a historical ship and should come with the towers needed to model that ship, but I'd like it if I also had access to a random assortment of other nations' superstructures to make ships that look really weird. Austria-Hungary already has a strange mix of components modeled on German and Italian ships (since that nation ceased to exist after WWI and never built anything after that), so why not allow more variety? The models already exist in the game, so I doubt it would be hard to make them usable on more hulls. I want to be able to make an Italian ship with cage masts or a German ship with Queen Anne's Mansions! This was particularly a problem for me with funnels, since I think I researched all of them and I still can't use Mega and Uber funnels on my big battleships (though I can on my Modern Battlecruiser). I also really dislike the towers I'm stuck with on both modern cruiser hulls—they restrict my turret layout so that ABCXY and ABXYQ aren't really possible, they have built-in barbettes that I might not want to use, they waste a ton of space if I don't need both funnels and make it difficult to have more than two funnels, and they're wide enough to restrict placement of secondary weapons and torpedo tubes or place strict limits on decreasing beam. And they have the effect of making all my modern cruisers look generic and samey—Belfast and Koenigsberg were both light cruisers but they look nothing alike.
  • I have a lot of money, and during wartime I'm able to build up a surplus to over a billion dollars easily. But refits and new construction are expensive, so I'll often bounce back and forth between building a huge reserve and running a large deficit, which blows through the reserve quickly in exchange for building a lot of ships. I like this balance.
  • I'm being encouraged to build ships that are ridiculously huge. Yamato had a displacement around 70,000 tons, but the Super Battleship hull starts at like 80,000. I don't mind having loads of displacement to work with, but I think there ought to be some more restrictions or limitations on building ships as large as a modern supercarrier—especially when we're building ships that don't have to devote any resources to the heavy anti-aircraft batteries that ships of the WWII period needed. I think it's a little too easy to increase your tonnage limit to build this big, and I'm not saying I shouldn't be able to, but right now there's very little stopping me.
  • My role options don't seem to work properly. During peacetime, I can assign my ships to Limited, In Being, or Sea Control. When I'm at war, my options for ships in port become Limited and In Being. Going to sea allows me to use Sea Control, though.

Good feedback, pretty much an accurate account of what’s happing in-game.

But do consider that if you’re at some sort of disadvantage, like research, the AI is too.   

  • Like 3
Link to comment
Share on other sites

itolan1752, +1

6NzwaCH.jpg

Italy 1890-1928

What's going on with Crew Pool? 

Why does Germany with 4 provinces have a better economy than Italy with 11 provinces (provided that in all events I choose + GDP and keep the capacity of transport ships at 200% for the last 30 years)? Why does France with 3 provinces have an economy on par with all other countries taken together?

Questions, questions, so many questions...

German and Austrian pre-dreadnought cruisers use battleship hull copy-paste, which makes them frankly terrible cruisers. They are systematically underarmed. ~10 kiloton cruiser armed with 4x9 inch guns and a handful of 4 inch guns is not particularly impressive.

The German also have two types of battleship hulls and the Austrian have one type of battleship hulls. All this makes the early game for Germany and Austria quite dull. 

I agree with the others:

- I want the ability to remove old ship designs and turn refits into building new ships;

-  I don't like too big battles, it's long, lag and painfully dull;

ya5wZ99.jpg

- I want old technology. For example, Citadel 3 weighs more than Turtle Back. Which obviously means I can't use it like I used to on my cruisers;

- Research is too slow and there are too many of them. From 1892 to 1914, kept research at 100% and as a result  received several modern hulls of all types, Krupp 2 armor, 11 and 12 inch MK3 guns, gear turbines and third-fourth generation FCS. 

However, I am stuck with coal, two gun turrets, Mk2 secondary's, ~400mm torpedoes, Citadel 1 and boilers + funnel that have terrible efficiency above 25 knots. The worst thing is that my faction is the most advanced. I have never used three Free Priority points at the same time, rarely two at the same time - usually for two or three months, after which I returned to using one point, or even without it.

- AI willingly use 20 year old designs, which turns the fight with them into a turkey hunt.

  • Like 1
Link to comment
Share on other sites

Report on my A-H campaign

Start date: 1890 | Difficulty: Normal | Date as of today: 1933

Nations 

  • Britain folded by 1910 due to running out of funds
  • France stopped gaining crew by the early 1920s though they should add 600+ per turn according to the UI info - 0 ships (building 0) - negative growth
  • Italy stopped generating crew by the late 1920s  though they should add 550+ per turn according to the UI info - 4 ships (building 0) - positive growth
  • Germany stopped gaining crew by the early 1930s though they should add 850+ per turn according to the UI info - 5 ships (building 0) - negative growth

Wars

  • game is constantly confused about alliances - even creating battles where you mostly control "allied" ships to find them listed as enemies on the final score table

Battles

  • fighting France and Italy was okayish, with most battles being against a force made up of 1 BB 1 CA 1 TB/DD, yet the trollish vs 1 TB did occure too often
  • fighting Germany happened in three battles vs. doom stacks of 150+ ships. I sank 400+ German ships in total, but that was still not enough to be able to claim Heligoland, cause by the 1930s it was worth almost 500.000.000 $

Funds

  • Never a problem for me. You will quite quickly have a monthly balance of 1 billion and billions in reserve

Tech research

  • I did not use priority research at all and the budget slider was always on 100%
  • Engines: Marine diesel I
  • Boilers: Advanced superheater (1925)
  • Special Machinery: Electro hydro steering II | Electric batteries II | Shaft III
  • Hull strenghtening: Advanced hull materials I (1938)
  • Hull construction: Advanced hull construction I (1937)
  • Cruiser design: CL 13.000 t (Modern Light Cruiser) | CA 16.500 t (Modern Heavy Cruiser I) | Battle Cruiser II
  • Destroyer design: 4.000 t DD (1930) (Modern Destroyer Standard & Modern Destroyer Leader)
  • Armor quality: Kurpp IV | Superior Armor Quality I (1928)
  • Armor Forging: All or Nothing | Improved sloped armor
  • Control stations: Advanced towers IV
  • Range finders: Radar I
  • Hull protection: Torpedo protection V | Tripple bottom hull
  • Internals protection: Advanced survivability III (1927)
  • Gun layout: Advanced bulkhead protection II (1925)
  • Turret mechanisms: Tripple turrets on light cruisers (1924)
  • Big guns: 431.8 mm MK I (1924)
  • Small guns: 203.2 mm MK IV
  • Shells: Advanced naval shells II (1929)
  • Explosives: Tube Powder III (1935)
  • Torpedo tubes: tubes MK V | mechanism MK IV
  • Torpedo size: 584 mm
  • Torpedo propulsion: Oxygen fueled (1935)
  • Naval communications: Advanced naval communications I (1924) | RDF
  • ASW: Sonar II

So half of the techs are too slow, some by a considerable margin, especially engines, boilers, cruisers, internals protection, gun layout, big guns, small guns and communications.

In general, you can get around 10-20 decent years out of a campaign and the rest is you vs. ghost nations doing absolutely nothing. 

Edited by ZorinW
  • Like 5
Link to comment
Share on other sites

17 hours ago, Eclipse said:

This is the game breaking bug I am experiencing. Every time I load into a battle or campaign mission this is what I get.

image.thumb.jpeg.ffc981de403aefe0ebebaefc445e5e9d.jpeg

I hade that issue also i downloaded microsoft visual studio 2.0 the newest one and it fixed it.

Edited by Kiknurazz91
Link to comment
Share on other sites

I have encountered a major issue during the campaign. Campaign was 1940s, German, Normal, Random, and create your own fleet.

1) In the middle of the campaign as Germany allied with Italy and Austria-Hungary we were at war with France and the British were at like -95 and well on their way to declaring war on us. Upon ending that month and when the next month started everything was reset relations wise EXCEPT for France. British, Italian, and AH were all showing up as 0 relations on my diplomacy part. On theirs though they were all at war/allied with each other the same as it was before the new turn started. What is going on? My relations completely changed after this turn from then on I was heading toward allies with Britain and France, and war with Italy and AH a complete 180 of the 1st 5 years of the game.

Screenshot (4).png

Edited by Kiknurazz91
Link to comment
Share on other sites

Please fix this almost at the end of 6 years and all they have made is DDs. Its so much better with balanced battles. Could you imagine getting doomstacked with 80+ DDs in one battle well this allows them to. So please get the doomstacking and ai ship amounts correct.

Edited pic.png

Link to comment
Share on other sites

Hello all,

We prepare a hotfix, scheduled for tomorrow. Here is what it includes so far:


*v1.08.1 Hotfix* 
- Fixed major bug of the new citadel mechanics which affected the penetration calculations and damage. For example, you could notice impossible deck penetrations at very close range. Now the system should provide consistent penetration calculations utilizing properly the angle of hit.
- Fixed major old issues causing campaign turn delays and freezes due to auto-design processes.
- Fixed major bug in the campaign which caused wars between nations that have signed a peace treaty.
- Fixed major bug which caused the crew pool of AI to stall and eventually the AI to have no active ships left because it could not convert mothballed ships to active, even when they became fully crewed.
- Fixed old bug which caused ships without crew to participate in Task Force battles.
- Fixed campaign bug which caused AI inactivity.
- Fixed minor problems with the Cruiser Tech progress, causing sometimes late cruisers to be researched sooner than early cruisers.
- Definite fix of crew pool to not provide higher training than "trained". Maximum training will be achieved only in combat.
- Improvements in "Speed Basics" missions: Changed hull from CL to DD in the first mission. Removed speed limit of opponent.
- Battle AI improvements in all aspects.
- Fixed  British "Battlecruiser VI" which did not have non-researchable sec towers.

As you may notice, the list includes many, if not all, of the most serious bugs that you reported recently. Please continue reporting, and we might be able to fix more until tomorrow!

  • Like 11
  • Thanks 1
Link to comment
Share on other sites

 

23 minutes ago, Nick Thomadis said:

Bonjour à tous,

Nous préparons un hotfix, prévu pour demain. Voici ce qu'il comprend jusqu'à présent :


* Correctif v1.08.1 * 
- Correction d'un bug majeur de la nouvelle mécanique de la citadelle qui affectait les calculs de pénétration et les dégâts. Par exemple, vous pourriez remarquer des pénétrations de pont impossibles à très courte distance. Maintenant, le système devrait fournir des calculs de pénétration cohérents en utilisant correctement l'angle de frappe.
- Correction d'anciens problèmes majeurs provoquant des retards et des gels de campagne en raison des processus de conception automatique.
- Correction d'un bug majeur dans la campagne qui provoquait des guerres entre les nations ayant signé un traité de paix.
- Correction d'un bug majeur qui provoquait le blocage du pool d'équipages de l'IA et, finalement, l'IA n'avait plus de navires actifs car elle ne pouvait pas convertir les navires mis sous cocon en actifs, même lorsqu'ils devenaient entièrement équipés.
- Correction d'un ancien bug qui faisait que les navires sans équipage participaient aux batailles de la Task Force.
- Correction d'un bug de campagne qui provoquait l'inactivité de l'IA.
- Correction de problèmes mineurs avec la progression de Cruiser Tech, entraînant parfois la recherche de croiseurs tardifs plus tôt que les premiers croiseurs.
- Correction définitive du pool d'équipages pour ne pas fournir une formation supérieure à "formé". L'entraînement maximal ne sera atteint qu'au combat.
- Améliorations dans les missions "Speed Basics": coque modifiée de CL à DD dans la première mission. Suppression de la limite de vitesse de l'adversaire.
- Améliorations de l'IA de combat dans tous les aspects.
- Correction du "Battlecruiser VI" britannique qui n'avait pas de tours sec non-recherchables.

Comme vous pouvez le remarquer, la liste comprend bon nombre, sinon la totalité, des bogues les plus graves que vous avez signalés récemment. Veuillez continuer à signaler, et nous pourrons peut-être en corriger d'autres jusqu'à demain !

I would like to know if it comes from my pc or the games how come the games in 4k with a 2080Ti rog strix with 32 gb ram a pc can row so much in the countryside.  Is it planned to have an improvement knowing that it is not a game with big graphics because I did not have so many problems before the campaign.

Link to comment
Share on other sites

54 minutes ago, Nick Thomadis said:

- Fixed major bug which caused the crew pool of AI to stall and eventually the AI to have no active ships left because it could not convert mothballed ships to active, even when they became fully crewed.

so it is because the ships has be mothball, not because revolution?

after I post this

just a few minutes ago. german's crew pool stall too. (so I don't have enemy now.)

and I notice that when french and german get crew pool stall, both of they were revolution in the previous turn.

I just thought that revolution is cause crew pool stall ,and try to wrote and post here, you post this before.

so it is not because revolution, but is AI mothballing ship.

or when AI got revolution, they will mothballing ships in the same time?

anyway, good job, if this update actually fixed this bug that will be great.

Link to comment
Share on other sites

Relationship status is affected by relationships between unrelated nations. For this reason it seems impossible to start war between Germany and Italy, for example. 

Above some value (I think 50) you cannot create relationship penalties with tonnage. But even if you can get below 50 with events and start affecting the relationship by -3 per turn (what I was able to get with 30 battleships in the meditteranean) the relationship goes back to 90 as soon as france declares war on italy, although I am neither enemy or ally to france.

Together with the inability of AI to strengthen it's fleet this ultimately means that any challenge is over after the first 2 or 3 large fleet battles.

Link to comment
Share on other sites

5 hours ago, Nick Thomadis said:

Hello all,

We prepare a hotfix, scheduled for tomorrow. Here is what it includes so far:


*v1.08.1 Hotfix* 
- Fixed major bug of the new citadel mechanics which affected the penetration calculations and damage. For example, you could notice impossible deck penetrations at very close range. Now the system should provide consistent penetration calculations utilizing properly the angle of hit.
- Fixed major old issues causing campaign turn delays and freezes due to auto-design processes.
- Fixed major bug in the campaign which caused wars between nations that have signed a peace treaty.
- Fixed major bug which caused the crew pool of AI to stall and eventually the AI to have no active ships left because it could not convert mothballed ships to active, even when they became fully crewed.
- Fixed old bug which caused ships without crew to participate in Task Force battles.
- Fixed campaign bug which caused AI inactivity.
- Fixed minor problems with the Cruiser Tech progress, causing sometimes late cruisers to be researched sooner than early cruisers.
- Definite fix of crew pool to not provide higher training than "trained". Maximum training will be achieved only in combat.
- Improvements in "Speed Basics" missions: Changed hull from CL to DD in the first mission. Removed speed limit of opponent.
- Battle AI improvements in all aspects.
- Fixed  British "Battlecruiser VI" which did not have non-researchable sec towers.

As you may notice, the list includes many, if not all, of the most serious bugs that you reported recently. Please continue reporting, and we might be able to fix more until tomorrow!

Fix the doomstacks no more 10bb, 12bc, 20ca, 40cl, and 60dd it takes so ong and lags so bad. Any idea on whether we will be able to adjust battle formations before the battle so our ships dont collide with each other and take damage before shots are fired?

  • Like 3
Link to comment
Share on other sites

On 7/9/2022 at 11:46 AM, Steeltrap said:

Any plans to do anything about the Borg sighting?

It's plain, old fashioned bullshit to say a ship can fire at you from 17km away because a DD can see you from 3km away.

That's typical of an RTS, if you (the player) can see a target, your units should be able to target it if they are in range.
Otherwise you'd have frustrating situations where one of your ships would refuse to fire upon an enemy ships because that ship was not the one spotting it. If your DD spots an enemy CA and identifies it as an enemy ship, it's not too unrealistic to assume it relays that information back to your BB, which then can fire towards the smoke signature (or in later years, the radar signature). It's already established in game that smoke and radar signatures are spotted before the ships are visible.

I would like to see an accuracy de-buff when ships are targeting enemies outside of their own spotting range though.
And/or a buff when they are targeting ships they can spot themselves.

  • Like 2
Link to comment
Share on other sites

2 hours ago, Kiknurazz91 said:

Fix the doomstacks no more 10bb, 12bc, 20ca, 40cl, and 60dd it takes so ong and lags so bad. Any idea on whether we will be able to adjust battle formations before the battle so our ships dont collide with each other and take damage before shots are fired?

Collision between friendly ships doesn't cause damage. (Was changed in 1.04 or 1.05 as a concession to the terrible piloting AI.)

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...