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>>>v1.09+ Feedback<<<


Nick Thomadis

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4 hours ago, Admiral Donuts said:

Two of my submarines found the opportunity to hit an enemy task force. When the screen came up, there were no enemy ships in it.

Auto-resolve gave the result of NaN VPs.

Which then reset the War Score box for the enemy to NaN.

I have no idea what that means, but they certainly haven't surrendered. I think my campaign is over again.

https://steamcommunity.com/sharedfiles/filedetails/?id=2886475671

edit - ugh another campaign ruined.

 

Some details on сritical bug with non-working button in submarine battles

There are several variants of this bug.

  1. You see the icon of a normal battle (3 SSC vs 1 CL for example), go in, and the enemy has no ships. I think this case is described above.
  2. At the beginning you see one thing (3 SSC vs 1 CL), and inside another (3 SSC vs 1 CL 2DD). This option often does not lead to a bug. 
  3. The enemy is initially shown without ships, and there are no ships in detail screen either. Sometimes this is normal, the enemy will only have transports. This is a safe battle.

In the end, pressing the button with options 1 and 3 (without transports) is guaranteed to result in NaN and a broken game. An example of option 3 is below. Sometimes after clicking the game freezes forever.

The solution is not to fight in such battles.

2022-11-09-02-26-54.png

2022-11-09-02-27-05.png

Edited by Lima
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16 minutes ago, ZorinW said:

On a positive note, the AI has gotten the hang of how to handle an all forward firing ship. Keeps all main guns on target for 90& of the time.

yvSWS3J.jpg

That is not a positive thing. It is in fact a BIG handicap to the AI performance in battle. That behavior can be seen in all eras. The reality is, the AI for the most part, doesn't know how to create battle lines and maintain a straight line to increase their gun's accuracy or to use all firepower available. Is, for the most part, moving towards you or moving away from you at an angle.

 

This issue is worse in early years, when most capital ships only have one turret at a bow or stern. Making the life for the AI much more difficult to get a target solution against you.

 

In this situation, yes, it seems it is doing the smart thing, but if that AI ship design had some main turrets in the stern would be doing the same thing.

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@Nick Thomadis Update missions stall...

https://steamcommunity.com/app/1069660/discussions/0/3488628582213438810/

Steam users have identified a possible cause. If nation collapses while fleet/s are still travelling, the game will stall, but if that fleet/s makes it back to port and then nation collapses, the game is ok.

Edited by Skeksis
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1 hour ago, Skeksis said:

@Nick Thomadis Update missions stall...

https://steamcommunity.com/app/1069660/discussions/0/3488628582213438810/

Steam users have identified a possible cause. If nation collapses while fleet/s are still travelling, the game will stall, but if that fleet/s makes it back to port and then nation collapses, the game is ok.

Can personally attest to this being the apparent cause of the issue.
Germany collapsed about a year and a half ago now, but there are still units on the High Seas Fleet carrying out orders from their deposed Kaiser, or trying to return to a homeland that no longer exists.
UtdCNa0.jpg
Since the collapse of Germany, I've had the turn hang up on "Updating Missions" every single time. The only bypass I know of to progress the campaign is to save before the turn actually ends, and then go to the main menu, and reload the new save, which starts at the beginning of the next turn. I'm pretty sure this is having some issues with the save's stability though, given what sort of effects pulling this bypass can have both in UA:D and other games.

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I have been playing a campaign as the US since 1890. Once several wars broke out from around 1917, the game freezes during the Update Mission phase. After waiting a while, I forced exited the game and restarted, and it booted on the other side of the turn, but it by passed most events, including peace treaty proposals. These occurred during the loading screen, and even when accepting the proposal and then entering the game, it did not remember the decision. The game kept freezing every turn on Update Mission. I waited a long time to be sure, but the only way to get past was to force exit and restart.  

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6 hours ago, Shaun said:

Need to limit the size of task forces

Was planned for 1.09 but delay until next patch. Submarines are already limited per taskforce,
I suspect this is how limitations will work, player/AI can only add to taskforce's the number allowable, per class.

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I was just in a mission, where i enemy bb flew away with the speed of light, 2 enemy light cruisers could not be targeted, the game speed was at 10x, even close to enemys ( i enjoyed that one), then shorty after the game crashed.....this all happened so fast i could not think to press the report bug button xD sorry

edit: i would like to mention that i'm not using mods or save edit or anything. I'm just playing the campaign vanilla style

Edited by PainKiller
needed more information
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41 minutes ago, Narbar said:

Does anyone else feel that the accuracy of ships have become a little to high? I can be in a full blown turn in my 1915 BB at 7km and it still stays at 100%.  Battles feel more like a execution rather than a brawl 

Yes, whining about low gun accuracy brought us into another extreme. Guns are now way to high, secondaries can blow up multiple torpedo boats in matter of minutes. Think that original (in)accuracy was more historical than these stabilised guns with laser rangefinders.

Although, to be honest almost all of my battles were fought on calm seas, no wind and clear sky. Would like to see fog/rain/blizzard and rough seas for a change.

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I have to say, I am getting to the point of being incredibly pissed-off about torpedoes in this game.

I just lost 6 top-of-the-line destroyers against 1 woefully behind battleship.
I nailed this battleship seven times with, 21-inch torpedoes.
Every damn one of them was a dud.  Both my lines of torpedo research are far enough along that I no longer have any new torps to research, I am simply researching the end-game upgrades.

I should not have a 100% failure rate on 7 successful hits.  Especially when half my torpedoes veer wildly off-course, or explode before they even get to the target.  Nor should it be when my research is this far along.  I've maxed out the research, the things should be pretty damn reliable by now.

This needs to be re-balanced, significantly.  Especially when the AI never seems to have this problem.

Edited by Kane
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Things I hope will be fixed in the next patch...

Taskforces sitting for months not receiving missions even though sea area has enemies.

  • AI or any nation should not be allowed to escape just because player/nation dominates a particular sea area.
  • This includes taskforces travelling through occupied sea areas. E.g. I had a taskforce sitting in the Indian Ocean near the Gulf of Aden - i.e. blocking, multiple enemies pasted by monthly, I suspect they were looking up into the sky and enjoying the sunny weather, not a single battle for 24 months.
  • Idle taskforces are detrimental to the game.

Submarine missions not listing.

Allied ports not refueling taskforces, and then, refuels 100% close to enemy's ports (refueling was working 1.09.0).

Multi-selecting submarines, to set port, isn’t working.

Arctic Ocean doesn’t add fleets into its info tab. And part of this is activating the Arctic into a warring sea area.

When starting new campaign, 1910+, America doesn’t have any foreign ports or control any provinces outside of its northern continent. America is alittle disadvantaged. 

America home sea areas never get any emeries dispatched to it.

  • Or it’s very rare, after 11-year campaign, just one battle in the Gulf of Mexico (btw, that enemy never sailed over any oceans, battle just pop into existent all on its own).
  • This includes centre Northern Atlantic (rarely) and the Northern Pacific (never).
  • I suspect part of the issue (considering everything is still a WIP) is the AI is skimping on range to build cheaper ships. So not only battle generator issues but also AI design strategies are too problematic.
  • With the larger oceans, maybe we need to split them up into more localized sea areas. 

Convoy attack battles ends with last visible escort destroyed but while enemy transports are still visible. It's just not a good way to end the battle.

Can’t adjust armor on 3” guns (very old bug).

Hopefully Hotfix soon...

Game stalling/hanging at 'update missions' when nation warring against dissolves and still has taskforces active/travelling.

 

There are some hulls where lifeboats don't disable for gun placements. They have been listed way back in version........ well just way back.

Edited by Skeksis
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23 minutes ago, Skeksis said:

Things I hope will be fixed in the next patch...

Taskforces sitting for months not receiving missions even though sea area has enemies.

  • AI or any nation should not be allowed to escape just because player/nation dominates a particular sea area.
  • This includes taskforces travelling through occupied sea areas. E.g. I had a taskforce sitting in the Indian Ocean near the Gulf of Aden - i.e. blocking, multiple enemies pasted by monthly, I suspect they were looking up into the sky and enjoying the sunny weather, not a single battle for 24 months.
  • Idle taskforces are detrimental to the game.

Submarine missions not listing.

Allied ports not refueling taskforces, and then, refuels 100% close to enemy's ports (refueling was working 1.09.0).

Multi-selecting submarines, to set port, isn’t working.

Arctic Ocean doesn’t add fleets into its info tab. And part of this is activating the Arctic into a warring sea area.

When starting new campaign, 1910+, America doesn’t have any foreign ports or control any provinces outside of its northern continent. America is alittle disadvantaged. 

America home sea areas never get any emeries dispatched to it.

  • Or it’s very rare, after 11-year campaign, just one battle in the Gulf of Mexico (btw, that enemy never sailed over any oceans, battle just pop into existent all on its own).
  • This includes centre Northern Atlantic (rarely) and the Northern Pacific (never).
  • I suspect part of the issue (considering everything is still a WIP) is the AI is skimping on range to build cheaper ships. So not only battle generator issues but also AI design strategies are too problematic.
  • With the larger oceans, maybe we need to split them up into more localized sea areas. 

Convoy attack battles ends with last visible escort destroyed but while enemy transports are still visible. It's just not a good way to end the battle.

Can’t adjust armor on 3” guns (very old bug).

Hopefully Hotfix soon...

Game stalling/hanging at 'update missions' when nation warring against dissolves and still has taskforces active/travelling.

 

There are some hulls where lifeboats don't disable for gun placements. They have been listed way back in version........ well just way back.

Don't forget that it tskes WAY too long to actually move ships across the world map.

This does also tie in with one month being way too long a time frame for a turn. 

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58 minutes ago, ZorinW said:

This does also tie in with one month being way too long a time frame for a turn. 

At a granular level I do not think this is a bad thing.  At a "Time does not make sense level" you are exactly right.

If the turns were smaller periods... and you started in 1890, you would literally spend weeks or months IRL depending on play time, to get to 1940 let alone 1950 with a map this big.  I think because of that One month at a time makes sense.  

But the Time in the game DOES NOT MAKE SENSE... so from that aspect sure your idea has merit....   But for casual players I think switching to this would be a big determent and turn-off.

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"- Balanced aspects of the shell types so that heavier shells are not overpowered. The cost of heavier shells is significantly increasing the gun costm, simulating the increased barrel wear and more complex mechanism to support a bigger shell and a larger charge."

I already saw the changes. I like it!

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