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>>> Beta 1.09 Feedback (Released)<<<


Nick Thomadis

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Had a bunch of crashes so far with the Repair 1 Version, continuing my old save. So far it seems to be crashing solely on missions. The campaign progresses in a sense that with multiple trys I can get to the next month, but no missions will be generated for that month.

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Beta Update "Repair Pack 2" (29/10/2022)

- Fixed more issues which could cause freezes or cause lag in campaign turns. Now the campaign should be more stable than all previous beta versions.
- Further formation improvements. The issue of ships not decelerating to avoid the lead ship of the formation should be resolved. Please do not disable the ship "Auto Avoid" if you still notice problems according to your maneuvers. We are going to fix more issues later.
- Fixed UI problem which allowed you to save invalid designs, when you chose to exit and NOT discard a design.

Please Restart Steam to receive the new update.

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@Nick Thomadis I understand the team is very busy atm with the new beta, but after if possible, can you consider reworking the training mechanic?

 

My personal suggestion.

Current mechanic in game issues

Khqk987.jpg

Here we see that I have 0 expenses with the crew. I am not training them. So I have a pool of 9865 men doing nothing on land HQs with no expenses for the state. Also, we can't choose how many men we want to recruit and what part should get the training. The idea to have an abstract mechanic to simplify things for the player is good, however I think we can all agree this does not make sense.

 

How could this be improved in a realistic and simple way? Suggestion:

  1. Remove this slider from the finances.
  2. All ships are build and commissioned with full crew with cadet status.
  3. A new "training" role for fleets is implemented.
  4. Now all ships need to go to sea, for training for a few turns to increase the crew level to "trained" status.
  5. The fleet exercises at sea, will consume a lot of fuel and ammo and will raise the ship's maintenance cost.

With this, the player now have more choices:

  1.  Can choose what ships he wants to spend money and time to train the crews.
  2.  The player is at war and the new ship is launched. Should I rush the ship to the frontline or wait a few months to train the crew?
  3.  With time (to simulate sailors rotation) and war losses the crew training will degrade, and so the player will need to train the crew again to raise the crew level back to green or trained status.
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1 hour ago, The PC Collector said:

So, Auto Avoid works again? I have it disabled by default since 1.03

I mean it worked for division lead ships in 1.08... just the remainder of the division would plow into your flagship.   And it really seems that the issue wasn't the Auto-Avoid on it's own but the rest of the stationkeeping mechanics...   SHRUG 

 

Well I mean excluding the fact that Auto-avoid would stop your flagship AND the ship colliding into you if you have specific vectors... :P

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1 hour ago, Nick Thomadis said:

Beta Update "Repair Pack 2" (29/10/2022)

- Fixed more issues which could cause freezes or cause lag in campaign turns. Now the campaign should be more stable than all previous beta versions.

 

Is a new save a requirement? I tried to continue the campaign from above, this time with Repair 2, and yet again it crashed on misssions.

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The campaign turns are working much much better now. Only have had one long turn but it still didn't freeze.

 

One question, how exactly does the mechanic for fueling from friendly ports work? As the US, I'm allied with the British and have a fleet parked right outside Plymouth, with it's supply port listed as "too far" and don't seem to get any fuel from them from the British.

 

Once in an earlier save it did work.

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So RP2 seems to fix MOST of the end of turn game locks... some of those locks it does not clear can be solved by ALT-Tabbing out and back into the game (wait 10 minutes, Alt tab out do something for 2 minutes alt tab back in and the turn finishes)   But this Bug is starting to DRIVE ME CRAZY :D

 

image.thumb.png.50c6487d8851046619ea936f9a4fabe7.png

This was a valid ship before refit... now it isn't?     If I remove the offending barbette and replace it the game goes along fine... until the NEXT refit...   Happens to me on almost every hull form where I can install barbettes to raise the cannons

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Wasn't even going to bother playing till i saw something regarding mines in the patch notes, but i had an hour to kill. Was rewarded by ships limping back to the mainland after getting hit by mines, again being hit by mines this time just north of pearl in the middle of the pacific.

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

I am by now hardly surprised.

*edit

Germany sending a doom stack of about 60 ships through the panama canal by the looks of it, it would be a shame if i stationed 25 mine laying destroyers there.

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

Oh dear! from a 76 ship navy down to 23, thanks to my mines this time. only 2 of 14 destroyers survived, they mine sweep by striking mines with their hull from what i understand.

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

If hyper sonic anti ship missiles were added to the game they would have less of an impact than mines.

Edited by Fangoriously
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There's a serious issue with guns not firing, not rotating, and torpedoes not firing. Often I can't fire my main battery unless I turn off my secondary battery, and manning is 100% on both. I just lost a CL because the main battery wouldn't even rotate to engage the target. I checked that it was operational and not destroyed.

Also, sometimes my ships just stop turning. The only way to overcome it is to manually change the rudder. This isn't related to rudder damage at all.

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1 hour ago, Schmitty21 said:

There's a serious issue with guns not firing, not rotating, and torpedoes not firing. Often I can't fire my main battery unless I turn off my secondary battery, and manning is 100% on both. I just lost a CL because the main battery wouldn't even rotate to engage the target. I checked that it was operational and not destroyed.

Gunfire seems at least better from my experience. I know because how atrociously ass the main battery has been performing in the past. Back then it was literally only the magical fairy dust pumped 2,9"/L+20 guns doing damage (in my 1890s start). There are still some things like the main battery seemingly taking ages to fire even when loaded and trained and aimed on a target but its much better.

Like, if a nation had the CLs with with minimum 4 " guns and only two 2" casemates, I wouldnt have touched that one with septic gloves, it was that godaweful. Now these things hello kitty up even battleships when massed.

_________________

Nobody seems to talk about spotting and that recon thing thats been implemented in this update as a whole (haven been forgetting about that one myself).

I can see absolutely no difference. I dont know if the recon stat is just a placeholder, a technical implementation to proove it works, with no actual impact or it simply doesnt work.

 

Take this example (from yesterday, due to crashing at missions I cant progress the campaign): Fighting the CL the CA fires on me unseen based on its spotting, fine I guess. The CL sinks and spotting ceases. I drive in the direction where the shots came from to attack the CA. It spots me first (ofc). So their CL relayed spotting and artillery plotting information with FLAGs farther than my own ships can spot?

Ultimate-Admiral-Dreadnoughts-2022-10-28

At 3,2 km the enemy FINALLY decloaks after already inflicting massive damage.

Ultimate-Admiral-Dreadnoughts-2022-10-28

Next thing is for the crew to run to their battles stations and for the helm to turn the ship broadside to engage with the majority of the guns.

To visuallise the experience:

 

Man the AI could really abuse this to the max, fortunately it is oblivious to what it could do .......

Edited by havaduck
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I have not experienced any issues with the game not responding through 5 years of war now. Running very clean.

I was surprised to see half the Chinese navy parked between New York and Boston for some months. Actively going after them had no effect whatsoever as I was unable to find them. Staying in port I eventually did intercept them and, hopefully, they dumped a bunch of toasters and washing machines off the coast.

I was also surprised to see my main task force out of New York sortie to intercept the Spanish navy in the eastern Caribbean. Looking forward to those cigars.

I had excellent relations with the French, then they declared war on me. An odd turn of events. The same thing happened a number of years ago with the Germans. With similar results.

The entire Austro-Hungarian navy has decided the best place to park is off San Diego. I assume that Admiral Westcoast is waiting for them to have engine failure before engaging them.

All surprises really.

As the US, I am now DOWN to war with 4 nations. This is an improvement over past boring play as the US. I'll just have to take over the world I guess.

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2 hours ago, mk4m said:

No new hulls?

From the update notes...

"- The new hulls have to be postponed for the next patch, as well as the province border improvements (you see now lacking province borders or with various inaccuracies). Our target is to fix all major bugs and fully release the patch this week. Then we will progress on the next one with many new hulls and various scheduled new features.

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2 hours ago, havaduck said:

So their CL relayed spotting and artillery plotting information with FLAGs farther than my own ships can spot?

They all share GPS coordinates between them, with real time target solution, bearing and speed 😁

 

It only takes one ship to spot a target for the whole fleet to see. This can work well in a cold war naval game, but is strange for this time period (1890-1940). That being said, I understand why the game works this way. If you go full realism, you would have other big problem:

 

example, and this applies to all ships in your fleet:

Why is not my BB shooting at that target? The player can see the target, but it would not know what ships in his fleet are also seeing the same target.

 

This could work in game yes, but to make it work without any confusion for the player we would need to simplify the spotting mechanic to an arcade style. So we are also losing some realism going down this route anyway. Let me explain:

  •  In the current system, it is not only the max spotting value that matters. The ship detectability is also important. That explains why X is spotted and not Y when both are inside the ship spotting radius.
  • To work without any issues and to be easier for the player to understand how it works in battle, we need to remove the detectability from the equation.
  • Now we are working only with fixed values. As an example: A ship have 15 km spotting range. Any ship that goes inside that radius, will be immediately spotted. (the spotting value can be lower because of weather conditions)
  • Make each ship spotting value easy to see in battle for the player. A simple way is when we click on any ship. We will see the guns range circles in the water. Just add a new circle to represent the ship spotting range. To display the spotting value in the ship stats panel is also very important. When we are playing with ships from the 1930-40 we can get a ship with 30km or more spotting value. We are not expecting the player to teleport the camera 30km away from the fleet searching for a damn circle in the water, right? So a simple number in the ship panel stats will work.

And now we have an arcade spotting mechanic, where each ship needs to spot the targets to take action, and easy for the player to understand in battle why X ship is not shooting at one target that he can see in the screen (spotted by other ship)

 

But now we have another problem. As an example: a ship have a 20km spotting value and detects two ships at 20 km distance. One is a huge BB and the other is a small TB. Can we understand why both are spotted at the same time and the same distance when they are so different in size? Of course not. This could be improved by each ship having 3 different spotting values: 1 vs small ships; 1 vs cruisers; 1 vs capital ships. But then some players are going to ask why that small light cruiser is spotting at the same distance in comparison with that huge Heavy cruiser? And we are also adding to many values already. So is never going to be perfect.

So my suggestion solves on issue, but add another one. Is my suggestion better? Maybe. Perfect? Never.

 

 

But about your complains about the current mechanics. One thing is important to remember. They are the same for both the player and the AI. If you understand how it works you can use it against the AI. Usually to use small ships to scout for your fleet will solve 99% of the issues you can have with the mechanic to the point if well executed, now is you that are shooting at targets that can't see you.

Bymm3JHuAME5L97Dtn6RXU-1920-80.jpg.webp

And now you become the terror, the worst fear of your enemies. The predator. 😁

 

About recon, is from my understanding that only applies to the strategic map and does nothing in battle.

 

Edited by o Barão
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14 hours ago, Nick Thomadis said:

- Further formation improvements. The issue of ships not decelerating to avoid the lead ship of the formation should be resolved. Please do not disable the ship "Auto Avoid" if you still notice problems according to your maneuvers. We are going to fix more issues later.

In other words, please don't use formations! :D 

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I still see ships weaving around left and right in the back of my formations even with Auto Avoid turned on, although they do keep the correct speed it seems.

However there is still a bug where you lose (or gain) victory points from doing nothing. I just lost a war with russia as Austria by simply being unable to engage with them because their fleet was all the way in the pacific and i simply lost 250 VP every turn even if i parked my ships in front of their Black Sea and Baltic ports and met no opposition.

This also led to another bug. I lost the war and in the peace deal Russia took most of my ships, however the ships still remain in my fleet screen with a blank tooltip.

 

Edit: also if i open other save games those ships still appear in my fleet screen

Edited by Aurora
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This might be a bug with ship naming. As far as I can guess the AI now reuses names of old ships (which is great), but also puts auto-generated DD/TB names into the pool?

Edit: sunk the CL Krokodil T-14 as well. I wonder if I'll see a BB Krokodil T-14 one day

Edit (2): Also, can someone please explain to me why Convoy battles end when the last of the escorts is sunk even if I have the transports in range and am in the process of sinking them? If they automatically are considered sunk, that is not shown anywhere in the UI (in the end battle screen only the transports I did actually sink during the battle appear as sunk). If they are not, why are they considered to have escaped even when I see them and am actively firing at them? Right now I usually try to leave one of the escort ships crippled until the end of battle, then come back for it, which is honestly a pain in the ass
image.thumb.png.ab384af9418219f3914837f20b52f503.png

Edited by Abuse_Claws
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My I suggest we be able to select the mark of guns we want? A lot of the time when refitting, the gun marks have changed and no longer fit. On smaller ships I'd also prefer to use the old-looking 2/3-inchers than the later marks. Some turrets just look better than others too.

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image.thumb.png.7a94de34424e978b993f98836575eb05.png

So as you can see CL Wels and CL Ennis are both stuck on each other with Avoid ship function on.  Only way to fix is to remove one from the formation and shut off avoid on the formation.   I have only seen this happen to ships in the same division and only after I have turned the core "player controlled" division more than 90 degrees to intercept a new target.

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