Jump to content
Game-Labs Forum

>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)


Nick Thomadis

Recommended Posts

28 minutes ago, ijp8834 said:

So I'd really, really like to play this game now, but it seems with every patch a game breaking bug pops up. Right now I cannot move ships to a new to save my life. I select my squadron and send them to the port I would like them to go to. The game parks them right outside the port. I try sending them out to sea to sit around in the Atlantic for a turn, and then send them to their new port. The game still thinks their in the original port and it won't even let me move the ships. Usually after a few turns and frustration spent, I can get the ships into port, but it is way harder than it ever should be!

The workaround for now is to zoom all the way in on the port you wish to move the ships to before you tell them to move there.  Annoying yes.  But the bug is a known one so it is on the hit list to be squashed.

  • Like 2
Link to comment
Share on other sites

The battles in this game have really gone to hell. I have absolutely no control of the outcome anymore. The AI seems perfectly capable. The AI on my side is totally retarded.

And let's face it - aside from pretending to steer my ships, I have no real control. I'm finished with trying to convince you guys that making a game that plays itself just reduces what once was fun to a boring game of designing ships and building shipyard capacity.

 

  • Like 3
Link to comment
Share on other sites

1 hour ago, ijp8834 said:

So I'd really, really like to play this game now, but it seems with every patch a game breaking bug pops up. Right now I cannot move ships to a new to save my life. I select my squadron and send them to the port I would like them to go to. The game parks them right outside the port. I try sending them out to sea to sit around in the Atlantic for a turn, and then send them to their new port. The game still thinks their in the original port and it won't even let me move the ships. Usually after a few turns and frustration spent, I can get the ships into port, but it is way harder than it ever should be!

I sent in a bug report for this, as it makes playing the game nearly impossible. I try to have at least a ship or two at all of my ports, and even design super-light cruisers for this task, but I can never seem to get the game to let me actually send the ships to ports now.

Until this critical bug is fixed, the campaign is basically unplayable. If at war, I can't bring a fleet home for repairs. They just sit there right outside of port.

I seriously cannot believe this beta was released in this condition.

If what I am hearing about the penetration bug is true, its an even worse scenario as that was spoken of highly in the beta threads, but just ignored or talked around. The fact that these bugs are in a public release is honestly upsetting. I expect this in a beta patch. That's fine. I run the betas to have fun with new features, and if I have to stop playing for a few days because of a bug... Fine. But when they go live, it is a long wait for patches and the next update.

The issue is that the icons on the map don't match the actual clickable area when zoomed out. I don't think penetration is actually bugged, the balance is just a bit questionable.

Link to comment
Share on other sites

46 minutes ago, Admiral Donuts said:

The battles in this game have really gone to hell. I have absolutely no control of the outcome anymore. The AI seems perfectly capable. The AI on my side is totally retarded.

And let's face it - aside from pretending to steer my ships, I have no real control. I'm finished with trying to convince you guys that making a game that plays itself just reduces what once was fun to a boring game of designing ships and building shipyard capacity.

 

I actually like giving most of my fleet to the AI and commanding a single battleship division myself. The issue is that the allied AI won't do anything reasonably intelligent. TBs under AI used to properly make attack runs, now they just sail in circles half the time. The other day I made the mistake of giving a battleship to the AI and they promptly charged a TB flotilla head-on at flank speed. All I want is for my AI capital ships to hold a battle line and slug it out while the AI escorts attack the enemy at closer range.
 

Also, If the battles are going to play themselves, at least unlock the x30 speed so I can fast forward the pointless ones. Or just fix auto-resolve.

  • Like 3
Link to comment
Share on other sites

Some bugs to report and a comment or two. 

Bugs: Nations seem to go to war even straight after selecting an option to pay them off the turn before. They also go to war the turn after peace was declared and a peace conference was finalised.

Dissolved nations sometimes only dissolve their ports, but continue to exist as land empires. I ended up at war with Austria-Hungary, their port provinces dissolved, but I remained at war with them and could not end it as there was nothing to invade or sink. Their land invasions also seemed to freeze. 

Primary and secondary weapons and torpedo's still not tracking and engaging regularly. My experience is that it is predominately aft guns on light cruisers, other ship types seem to be less effected or not at all.

Comment: I think there should be a truce period after a war concludes, making it impossible for two nations to go to war for a period of time after declaring peace, or at least making it vastly more difficult (make the tension requirement double for a period after the end of a war for example). My experience so far is that a few turns after declaring peace, they are threatening war again. In each case, they are at war with someone nearby and sending their ships through my waters. I don't think this should be happening, or at least no where near as much as it is currently. Alternatively, have fleets cause tension to rise only when stopped in a nations waters, not sailing through, or at least delay the start of tensions for a turn or two. I think there needs to be some distinction between passive transiting and actively warmongering. 

After all, a fleet setting up shop in a nations territorial waters and where it is not supposed to be is far more threatening than it mealy passing the coast.

  • Like 2
Link to comment
Share on other sites

9 hours ago, Admiral Donuts said:

The battles in this game have really gone to hell. I have absolutely no control of the outcome anymore. The AI seems perfectly capable. The AI on my side is totally retarded.

And let's face it - aside from pretending to steer my ships, I have no real control. I'm finished with trying to convince you guys that making a game that plays itself just reduces what once was fun to a boring game of designing ships and building shipyard capacity.

 

That's a very sad summary of the current status of the game. Campaign is supposed to be a Grand Strategy mode. But there are simply too many things which are out of the player's control for that to be enjoyable.

I can't decide on attacks on minors, I depend on RNG to do that.
I can't even influence land attacks, I depend on RNG to do that.
There is a number of mechanics, like elections, in which I can be greatly benefitted, or essentially have my campaign ruined, over which I have absolutely no saying about. 100% RNG.
And the few mechanics over which we actually have some degree of control, like army logistics, are so poorly explained that it's very difficult to effect said control.

I'll keep saying it: We need more control over what our country does as a whole. Having too much RNG on a Grand Strategy mode simply makes the game dull and frustrating to play.

And definitely we need more information on when, and over everything WHY things happen.

Edit: I almost forgot: Now with the new targeting system, we also have to rely on the RNG to decide to target the adequate ship. Tired of seeing BBs with their main guns shootng at a TB and the secondaries shooting at an enemy BB... But if you manually target, more often than not they forget how to aim at all...

Edited by The PC Collector
fixed typos
  • Like 6
Link to comment
Share on other sites

Shared design (SD) report

First, as @Stealth17 said you can't fight with a SD ship on your side in custom battles. The enemy ship from SD is perfectly registered.

I'm making a pack for 1910 start. No matter what I do, AI never takes the design of destroyers. I think the reason is that there are no sonars in SD before 1911.

1910

2023-01-22-14-29-36.png

1911

2023-01-22-14-29-51.png

The campaign for 1910 start has sonar technology and AI considers it very important, so it does not take destroyers without sonar.

Special: This is what AI built in 1910. Please teach AI equip to mine hunter!

image-1.png

We don't have this technology, but the ship is still built.

2023-01-22-14-35-22.png

I have a lot of questions about how exactly SD works. I made ships only for 1908. AI sometimes did not choose them, although there was more than enough technology. In other cases, it always chose them. I made ships for 1906-1910 so that I always had ships at the start. But how will AI build ships in the future? Can it build a 1910 ship in 1912?

  • Like 2
Link to comment
Share on other sites

The players have made a lot of very significant suggestions, and raised some significant concerns, and a lot of them don't seem to be addressed.

1)  There needs to be a "war cooldown" after a peace treaty is finalized so that AI nations don't declare war the very same turn they sign a peace agreement.  This is mandatory in a game like this, and frankly bad game design that this hasn't been done already.   Once again, I'm going to suggest the devs look into a game like Galactic Civilizations.  It has a lot of its own problems, but things like this are not one of them.  The fact something like this was not added to the game as soon as the 2nd batch of nations were themselves added demonstrates a severe lack of professional competency in game design.

2)  Combat is nearly unplayable.  It randomly freezes up for long seconds at a time, or runs so slow that its like someone is trying to hand-animate the scene.  This is particularly noticeable when one manually designates targets for their current ship selection.

3)  Ballistic arcs in this game are a joke, and not the funny kind.  With a 16-inch 50 caliber gun I can attack a target less than 2 miles away and have every single shot blocked, because they somehow all hit the deck of the enemy ship.  This happens consistently, and is easily reproducable in-game.  If ships can't even shoot each other properly, then what the hell is even the point of playing this game?  Even at ranges of less than a mile this remains an issue.

4)  Small ships remain unreasonably tough, with cruisers tanking 16-inch fire in ways Bismarck only wished it could, destroyers continuing to fight after taking 2 or 3, 24-inch torpedoes, and light cruisers routinely bouncing 18" shell fire with 1-inch of armor plate because it is just slightly angled.  Things like this are why I will call anyone a liar who suggests that any of the devs are playtesting this game during development.  These issues have been around for quite awhile now, and don't seem to be getting better in any meaningful way that I can see.

5)  Many hulls (too many for me to list here) have severe problems.  This ranges from towers with integrated barbettes that can't hold guns of appropriate size.

6)  Wars routinely end without the player being asked their opinion, without an option for reparations, or even without the player being informed that said war was ended.  I know the devs think they know better than the players what constitutes fun, but the lack of player agency in this game is already a problem, and an un-addressed bug like this only makes it worse.

7)  Armor for ships is still jacked up.  Real world ship designs often had inner layers thicker than outer layers.  This is not possible in game.  Meanwhile, unless I want to break out my abacus (and even then the results often are non-sensical), its really difficult now to ascertain how much gun will work versus how much armor.  If anything it seems we've gone from armor being way too ineffective, to it being way too effective.  The armor system either needs a rework, or the tool tips in game need a re-work to help layer figure out just how much armor they need to stop a gun of a given caliber.

8.  It is clear that the in game cards (loading screens, etc) were written by someone who speaks English, but is not a native speaker.  @Nick ThomadisI will volunteer to rewrite these cards for you, for free.  If that is not good enough, I will be happy to refer you to a professional, native English-speaking, book editor who works at very reasonable rates to do the job.

9)  When friendly ships are told to screen, maybe 1 battle of 10 will they do something useful.  The other 90% of the time, they will spend the whole battle either hiding behind the battleships, or at the far edge of the map doing nothing.  This problem has been around for a lot of patches now, and I don't see any signs that the devs acknowledge that said problem exists.

10)  Ships that take evasive actions due to torpedoes often sail off into the void, never to return until the players realizes they are gone and orders them back.  The leash for ships in a formation is still woefully bugged.

11)  Ship targeting priority is stupidly broken.  If I assign cruisers to screen my battleship, they'll waste all their ammo attacking far-off battleships, rather than attacking the DD's and torpedo boats racing in to assault the battleship they're supposed to be protecting.  My battleships meanwhile if left to their own devices will waste secondary fire on distant battleships, and fire their main guns at torpedo boats they'll be lucky to ever hit (even if they are far away) rather than the big ships those guns are meant for.
I'm really getting tired of playing Ultimate Admiral - Dodge the hello kittying Torpedoes because my screening ships not only won't screen, but won't attack the ships that routinely close to spitting distance and launch spreads of never-dud torpedoes on my battleships.

12)  The enemy still seems to be in possession of cloaking technology, ensuring they pretty much always see me first and get many salvos in (which often ends up wrecking destroyers near my battleships) before I ever even see them.  This despite my tower, and other techs being well, well ahead of theirs.  Have even been out-spotted when using radar by enemies who do not have it.  This is another problem that has been around a long time and has not been addressed.  The AI clearly sees further than it is supposed to.

Edit
13)  Oh, and forgot to mention, we're once again in a position where minor damage to one ship can result in an entire fleet being sent back to port.  Guess the captain's really can't handle having their ship's paint scratched.

Edit-2
14)  There is still a (very common) issue with my current ship selection being de-selected when one of my ships is sunk.  Considering 90% of this game is now dodging torpedoes, this is really pissing me off, and I know I can't be the only one.  Having my ship de-selected is just another way too end up eating more torpedoes because the game interrupted my control over my units for no intelligent reason.

Edit-3
15)  Also.  If you'd program the ships set to screen to form up on the lead ship rather than the second one in the formation, you'd probably cure about 25-50% of the screening issues.

Edited by Kane
  • Like 10
Link to comment
Share on other sites

4 hours ago, stew said:

Bugs: Nations seem to go to war even straight after selecting an option to pay them off the turn before. They also go to war the turn after peace was declared and a peace conference was finalised.

I also encontered this bug were wars just keep getting declared for no apperent reason. The olny war I got to chose if I wanted peace or war was a war with France which would have been an easy war if not for the constant flow of new nations joining or rejoining the war without even an option to say no to new wars. I whould still have been able to win that campaign but it whould not have been fun to deal with constant war on all sides.

So I started a new campaign to wipe the slate clean but the problem contuned to apper in regard to dipolmacy. This is a new campaign were all I did was to create a new campaign and go to politcs tab:20230122112123_1.thumb.jpg.e2062ba4a20b9610927700b63c410f1c.jpg

The only options for diplomacy is the increase relation for both Briten and Spain with all other options grayed out. I have tried to regain the diplomtic options but nothing has worked. Even reinstalling the game did not work.

So it seems like to fix the diplomacy problem were only a few diplomatic options are capebale of being chosen is to deleate all existing campaign saves and all options will return.

Edited by Eirchirfir
Fond a fix for the diplomatic problem described.
Link to comment
Share on other sites

The  Terminal Ballistic  results are INVERTED!

 

I tested several times (technologies of 1905 in  campaign) check the statistics of  penetrations partial penetrations and  over penetrations  and I had average thickness for  complete Penetrations 23 Inch, Thickness for  partial penetration 0.4 inch and partial penetrations  6 inch.     I have cruisers with  3 inch belts  block  10 shots in a row from 12 inch mark 3 guns but the 6 inch guns from the SAME ship penetrate  easily from the same position.

 

The statistics of average thickness for each  terminal ballistic result show that the result status  are wrong!  The partial penetration and blocked shots average thickness should be HIGHER than the over penetrations  not  50 times smaller.  I had noticed  the strange behavior   a few days ago but only yesterday  I  started to  take noted of the statistics of each penetration category.

I  went back and   made my guns the worst as possible,  most primitive shells, shorter barrels  etc  and  I started to  penetrate the ships that  were  previously blocking almost all my shots.

 

Now.. the strange part.. it depends on the target.  From what I coudl gather it only happens when the target has a Inner belt. Destroyers and ships from nations using  citatel 1 only  do not have this behavior when hit as far as I could gather.

 

If I had to guess it seems there is a switch  case completely  inverted in the code resulting in a "the worse the better  situation when the game maps penetration  calculations to the class of event that  decides to cause damage or not"

 

I hope I do not need to point that is a    Break the deal  bug. The game is simply not playable until this is fixed.

Edited by TiagoStein
  • Like 4
Link to comment
Share on other sites

21 hours ago, StoneofTriumph said:

Armor penetration is still messed up.

Starting in 1900, the 9.4" Mk-II barrel extended guns on my armored cruisers seem to find it practically impossible to penetrate (not even partial pens, just completely blocked) just over 4" of belt armor on a light cruiser at 1.5/2km even at the most favorable angles. And no, these weren't deck hits, these were full on belt hits from 90 degrees or close to it.

See my post above....  the results of over penetration partial penetration complete penetration are exchanged.  You  get penetrations with several times higher average  thickness   than  partial penetrations and blocks. In fact  blocks are mostly done by extremely thin armor .

Link to comment
Share on other sites

I'm noticing A LOT of ridiculousness surrounding torpedoes right now, playing as Japan in 1934 with oxygen 24 inch torps (gotta have Long Lances as the Japanese after all), and torpedoes will often self detonate just as they're about to hit an enemy ship square on, sometimes they will magically veer to the left or right just as they're about to hit an enemy ship (I fired a spread at a French CL and one torp veered to the right randomly a split second before it hit the hull and missed), and quite often when I do hit, it's a dud. I've pretty much maxed out torp research apart from a few upgrades, so what gives here? It almost seems like the game is intentionally not letting me hit enemy ships with torps or something.

Edited by Warspite96
Not sure why my post is hidden?
Link to comment
Share on other sites

Uh, I started in 1890, now it's 1897 and two empires collapsed, and everyone is constantly at war. I can see the appeal of such a setting to some, and weird total war settings should be a possibility if it is indeed mechanically possible for every country to go into war with each other and stay at it forever ... but it probably shouldn't be go to AI behaviour.

 

That's my slice of criticism, but I should probably stress more how amazing it is that a team that is, from what I gather, still largely staying in bombarded Kyiv, continues to work at the game

Link to comment
Share on other sites

14 minutes ago, MyTeitoku said:

Is it true that a nation that has lost all its provinces can still exist? lmao plz fix this

It exist because the game has the mechanic of a rebellion that can make a province flip back to its owner, so it is logical to keep the nation around.

Link to comment
Share on other sites

10 minutes ago, TiagoStein said:

It exist because the game has the mechanic of a rebellion that can make a province flip back to its owner, so it is logical to keep the nation around.

Well in my case it's Austrian-Hungarian, and there is no rebellion connected to this nation, not even austria itself. Actually the rebellion in province austria would be started by Austria not Austrian-Hungarian.

Link to comment
Share on other sites

15 minutes ago, TiagoStein said:

It exist because the game has the mechanic of a rebellion that can make a province flip back to its owner, so it is logical to keep the nation around.

Also this explanation goes directly against the fact that nations DO disappear due to dissolution.

Link to comment
Share on other sites

29 minutes ago, MyTeitoku said:

Also this explanation goes directly against the fact that nations DO disappear due to dissolution.

Dissolution has a different underlying mechanics to recompose the country. The difference is just  probably a side product of the different mechanisms on which a nation can rise to existence again.

Link to comment
Share on other sites

9 minutes ago, TiagoStein said:

Dissolution has a different underlying mechanics to recompose the country. The difference is just  probably a side product of the different mechanisms on which a nation can rise to existence again.

Except even a nation with no province can also dissolution. And just because it's a different mechanic doesn't nullify the reason that this nation may re-emerge, altho in this case Austrian-Hungarian doesn't re-emerge.

Link to comment
Share on other sites

@Nick Thomadis Another bug in random battles. Crew levels are reset. If I set both crews to regular the crew of the ship that I don't launch the battle from (ship designer screen) gets its crew reset to cadets. It does show both as having regular crews in the ship builder but in the post battle result screen it lists one ship with a regular crew and the other with a cadet crew. 

Edited by ZorinW
Link to comment
Share on other sites

4 hours ago, TiagoStein said:

See my post above....  the results of over penetration partial penetration complete penetration are exchanged.  You  get penetrations with several times higher average  thickness   than  partial penetrations and blocks. In fact  blocks are mostly done by extremely thin armor .

This is very interesting, thank you! I’m going to see if I can replicate this as well & send a report in.

  • Like 1
Link to comment
Share on other sites

  • Nick Thomadis changed the title to >>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
  • Nick Thomadis locked and unpinned this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...