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Nick Thomadis

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Late game turns are just ridiculously long. I've said this before, if you run from 1890 up to the 30s the game just starts chugging every time you change menus or when it goes to the next turn. Its to the point I don't want to play anymore because I'm bored out of my mind waiting for the game to load. This needs to be fixed.

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I've got a campaign map pathing issue here.
I've noticed while playing as Great Britain that the AI takes a rather unique path to get to British home waters when sending units through the Indian Ocean and around the Horn of Africa.
dQwrMyK.png
Rather than go from the Java Straight to the Straights of Madagascar, they're making a rather massive detour to travel the entire length of the Red Sea twice. As far as I'm aware, this isn't just a UI issue, they're actually sailing past every singe port in the Red Sea, reaching the Suez Canal, then turning around and doing it again because they can't use the Canal. Needless to say, anyone with a handful of mines in the area is going to have an absolute field day, as if you own the entire coast, you have 6 different ports to lay mines from, or you could just station a few submarines in the area to intercept the enemy.

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9 hours ago, Schmitty21 said:

Late game turns are just ridiculously long. I've said this before, if you run from 1890 up to the 30s the game just starts chugging every time you change menus or when it goes to the next turn. Its to the point I don't want to play anymore because I'm bored out of my mind waiting for the game to load. This needs to be fixed.

I have noticed this too.  I have also noticed the size of the save json just grows and grows.  When I looked at it, it is just bloated with ship data, and then subsequent refit data.  

 

Are you a big refitter like I am??

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Ladder Aiming Bug

Stuck Turrets

Difficult to click on Ports

Ladder Aiming Bug: Just quit in frustration, luckily I have a hard save

Normal Single Player Save System, disabled for Legendary, mostly because of above

Do something with the Map

Polish Polish and Quality of Life

Fix that *** **** Ladder Aiming Bug

Torpedoes in the water should be more visible to player, notifications of torpedo sightings should show up center screen like sinkings

I can't name my ships anymore

You need to clean up the ship design UI so that Each ship appears with a drop-down of all it's upgrades, on that drop down list should be a check box to indicate if the ship is "cleared" for export, I like the idea of selling ships in mothball. A count of the total number of type and upgrade would be nice QOL, the ability to rename upgrades could lead to mods of ship types, I'm not sure I want that but someone might, could be a way to test different load-outs by the same ships in the same fleet, with the ability to revert (my real life is bleeding in here)

In the USA campaign 1890 to currently 1934 I have not once defended a convoy, I have bases everywhere

Obviously economics needs work, but the current fix at least keeps the ships mostly building, Britain hit me with 1300+ ships, but after the first hundred they started dragging out the museum relics. Hey, I'm totally OK with that, and after training all my crews up to Vet they hit me with 38 kt massive torpedo cruisers, Player really needs to prune the AI. Took me a year to piss off the British to start that war, which is not bad

Otherwise liking a lot of the changes, but still needs polish polish and shine, lots of elbow grease and this is smelling the possibility of AAA

and fix the you know what

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3 hours ago, jw62 said:

Ladder Aiming Bug

Stuck Turrets

Difficult to click on Ports

Ladder Aiming Bug: Just quit in frustration, luckily I have a hard save

Normal Single Player Save System, disabled for Legendary, mostly because of above

Do something with the Map

Polish Polish and Quality of Life

Fix that *** **** Ladder Aiming Bug

Torpedoes in the water should be more visible to player, notifications of torpedo sightings should show up center screen like sinkings

I can't name my ships anymore

You need to clean up the ship design UI so that Each ship appears with a drop-down of all it's upgrades, on that drop down list should be a check box to indicate if the ship is "cleared" for export, I like the idea of selling ships in mothball. A count of the total number of type and upgrade would be nice QOL, the ability to rename upgrades could lead to mods of ship types, I'm not sure I want that but someone might, could be a way to test different load-outs by the same ships in the same fleet, with the ability to revert (my real life is bleeding in here)

In the USA campaign 1890 to currently 1934 I have not once defended a convoy, I have bases everywhere

Obviously economics needs work, but the current fix at least keeps the ships mostly building, Britain hit me with 1300+ ships, but after the first hundred they started dragging out the museum relics. Hey, I'm totally OK with that, and after training all my crews up to Vet they hit me with 38 kt massive torpedo cruisers, Player really needs to prune the AI. Took me a year to piss off the British to start that war, which is not bad

Otherwise liking a lot of the changes, but still needs polish polish and shine, lots of elbow grease and this is smelling the possibility of AAA

and fix the you know what

Things have been getting better...

 

Things I'll tack on...

Not so many "destroyer attack" missions....especially with heavier vessels in the area.  I swear, I have to contend with 3-5 of these every turn.  I am getting tired of pushing withdraw and it failing...then waiting awhile for the mission to load (save file has gotten really big) then running away for a few minutes, then ending it and waiting just as long for it to autosave the giant save file again.  Right now, this is one of the biggest things bugging me and taking away from the enjoyment....the amount of time it takes to disengage from a mission I don't want

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2 hours ago, applegrcoug said:

Things have been getting better...

 

Things I'll tack on...

Not so many "destroyer attack" missions....especially with heavier vessels in the area.  I swear, I have to contend with 3-5 of these every turn.  I am getting tired of pushing withdraw and it failing...then waiting awhile for the mission to load (save file has gotten really big) then running away for a few minutes, then ending it and waiting just as long for it to autosave the giant save file again.  Right now, this is one of the biggest things bugging me and taking away from the enjoyment....the amount of time it takes to disengage from a mission I don't want

I posted about this before, I can't recall any time in the 20th century when destroyers (not torpedo boats) intentionally tried to attack battleships by themselves during the daylight (of course there were engagements between destroyers and battleships such as at Narvik, but that was not by intent on the German side), so there's no historical or logical precedent for these "destroyer attack" missions you're forced to do at the start of turns, as battleships carry massive secondary batteries specifically to ward off destroyer attacks and can make short work of any DDs you try to send in.

Regarding these forced missions and the withdraw button as well, I'm genuinely curious what the percent chance of a successful withdrawal is here? Every single time I have pressed the withdraw button on a "destroyer attack" mission it has resulted in failure, which doesn't even make sense if you are trying to withdraw from fighting a 25 knot battleship with 35+ knot DDs that could easily disengage in a real situation. In my opinion, some of these forced missions either need reworking or removing entirely.

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21 hours ago, applegrcoug said:

Are you a big refitter like I am??

I refit about every 2-3 years depending on what new tech is available. Anything that improves survivability or accuracy I try to refit into my existing ship as soon as I have shipyard capacity. I like to do small refits that only take one month, because then you can do it at the end of a turn and your ships are never unavailable.

I feel like that's sort of a hack, and the minimum time for a refit should be 2 months, but while that's a mechanic I'm going to use it!

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@Nick Thomadis Hey Nick, are there plans to sort out the battle creation? At least on the basic level of location assignment?

In this example a battle has been created off Okinawa Island with a Austo-Hungarian BB that is located in the Eastern Med as the sole escort for a convoy. My German (+ the Korean Breckinridge) ships are all located in the Yellow Sea and the French ship is located in the Adriatic & Ionian Sea.

Ny7lOww.jpg

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@Nick Thomadis Another matter are landbattles. Here I am attacking Bohemia Moravia from three sides. The numbers in toatal for all three attacking forces are: 2.055.624 German troops, 318.858 French troops and 423.918 American troops vs. 246.358 Austrian troops. So almost 3 million vs 250.000 and I am not winning. On top of that Austria Hungary is blockaded by me (over a year I think).

So why am I not winning the invasion???

pOZve3o.jpg

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Just spotted something very frustrating. I wound up having a pair of deck mounted torpedo tubes towards the aft of my ship (on opposing sides of the hull) somehow managing to get locked together / effectively blocking each other from launching. It appeared that, despite the target being on my starboard side, the port side launcher was attempting to fire across the deck, which then prevented the starboard launcher from rotating normally. It instead attempted to rotate the opposite direction for some unknown reason.

Design flaw on my part? Perhaps. Maybe I should've laid things out differently. But the 'wrong' side launcher shouldn't be attempting to draw a bead on something well outside of its indicated firing arc in the designer.

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15 minutes ago, Nick Thomadis said:

Hello Admirals,

We offer another update which improves the game on various aspects. Please read:

Hotfix Update v1.2.5 1/3/2023
https://store.steampowered.com/news/app/1069660/view/3645138894499108666 

Simulated gun barrel erosion, so that there is a diminishing effect on accuracy for gun barrels that produce very high muzzle velocity for the shells. This improvement realistically balances the gun accuracy and fixes the human player exploit to create ships with overpowered long barrel guns with extreme accuracy.

How is this being implemented exactly? 

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24 minutes ago, madham82 said:

Simulated gun barrel erosion, so that there is a diminishing effect on accuracy for gun barrels that produce very high muzzle velocity for the shells. This improvement realistically balances the gun accuracy and fixes the human player exploit to create ships with overpowered long barrel guns with extreme accuracy.

How is this being implemented exactly? 

This is unbelievable ! 

Why not fix the insane impact of gun lenght on accuracy instead  ? 

+100%/-75% on accuracy while every other values such as weight and reload time only get +30%/-30% isch

 

I am very new to modding, i fixed that issue in a few dozen of minutes.  

I now have about +15%/0% accuracy for +20%/0% other values because i removed gun shortening.

 

What next ? Force 1vs10 ship fights because the AI is unable to build decent ones ? 

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36 minutes ago, madham82 said:

Simulated gun barrel erosion, so that there is a diminishing effect on accuracy for gun barrels that produce very high muzzle velocity for the shells. This improvement realistically balances the gun accuracy and fixes the human player exploit to create ships with overpowered long barrel guns with extreme accuracy.

How is this being implemented exactly? 

And out of all of the gunnery problems mentioned by players they implement... that?  Did anyone ask for that?

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Simulated gun barrel erosion, so that there is a diminishing effect on accuracy for gun barrels that produce very high muzzle velocity for the shells. This improvement realistically balances the gun accuracy and fixes the human player exploit to create ships with overpowered long barrel guns with extreme accuracy.

Really? There was already a discussion on this forum a couple days ago how increasing barrel length makes your guns lose almost all of the deck penetration of said gun. When in reality it should be increasing the deck penetration values at the new increased range brackets at the cost of about 20-25% penetration at the old maximum range value, not a 90% drop in penetration like currently in the game. 

Why introduce a new mechanic that further makes increasing the barrel length of guns WORST than simply keeping them standard length? Why not just focus on fixing the penetration deck penetration values first instead? 

There is no "exploit" here, increasing the barrel length on anything but possibly secondary guns is completely useless in game, you are simply hurting your own ships long range capabilities (Which makes absolutely no sense again)

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7 minutes ago, Deathbringer221 said:

Why introduce a new mechanic that further makes increasing the barrel length of guns WORST than simply keeping them standard length? Why not just focus on fixing the penetration deck penetration values first instead? 

There is no "exploit" here, increasing the barrel length on anything but possibly secondary guns is completely useless in game, you are simply hurting your own ships long range capabilities (Which makes absolutely no sense again)

There is indeed a big issue with how deck penetration collapse with gun lenght, but in 95% of situations increasing gun lenght in vannilla offer so much better accuracy at little other cost that it is indeed fully OP.

Deck penetration only matter at high range, which almost never happen in UAD due to the terrible visibility range, moreover the AI tend to have very high deck protection for some reasons. 

I am absolutely not defending the new feature. This could be an interesting feature along with the introduction of gun manufactering ( standardisation, stocks of guns for refit, reusing older guns on newer ships to cut cost down... ) but it should absolutely not be a balancing feature on a bug.

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1 hour ago, Vilab said:

There is indeed a big issue with how deck penetration collapse with gun lenght, but in 95% of situations increasing gun lenght in vannilla offer so much better accuracy at little other cost that it is indeed fully OP.

Deck penetration only matter at high range, which almost never happen in UAD due to the terrible visibility range, moreover the AI tend to have very high deck protection for some reasons. 

I am absolutely not defending the new feature. This could be an interesting feature along with the introduction of gun manufactering ( standardisation, stocks of guns for refit, reusing older guns on newer ships to cut cost down... ) but it should absolutely not be a balancing feature on a bug.

The moment you research Radar tech almost every single fight in UAD is a long range one, I'm talking 20km + so that's not really true. So if you increase the gun barrel length you gain range, but don't pen anything. Like what's the point...

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On 2/28/2023 at 7:13 AM, lrdplatypus said:

I refit about every 2-3 years depending on what new tech is available. Anything that improves survivability or accuracy I try to refit into my existing ship as soon as I have shipyard capacity. I like to do small refits that only take one month, because then you can do it at the end of a turn and your ships are never unavailable.

I feel like that's sort of a hack, and the minimum time for a refit should be 2 months, but while that's a mechanic I'm going to use it!

sounds like me.

 

@Nick Thomadis is there a way to compress the ship data after refits so it doesn't have as many lines of of stuff from all the refits?  

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6 hours ago, madham82 said:

Simulated gun barrel erosion, so that there is a diminishing effect on accuracy for gun barrels that produce very high muzzle velocity for the shells. This improvement realistically balances the gun accuracy and fixes the human player exploit to create ships with overpowered long barrel guns with extreme accuracy.

How is this being implemented exactly? 

Soooo can I go in for a refit and replace the guns?  Is it going to tell me how worn out they are?

 

I'm like everyone else...why introduce something new when we are trying to get what we have figured out?

 

 

 

 

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Quote

Simulated gun barrel erosion, so that there is a diminishing effect on accuracy for gun barrels that produce very high muzzle velocity for the shells. This improvement realistically balances the gun accuracy and fixes the human player exploit to create ships with overpowered long barrel guns with extreme accuracy.

I think I'm one of these players targeted by this. Effectively, all my ships have longest available guns. Why? 
Maybe I'm wrong but I started with the idea that if I wanna damage a ship, first step is to hit her. So I'm looking for maximising accuracy. Until then longest possible guns seemed to be a good way. If now the game mechanics change, I will adapt my designs but the goal will remain the same: maximising accuracy.  

I need to test and analyze this new game mechanic, notably to find the answer to this question: longest barrel guns are the worst according to weight and reload time, but if they aren't the best in accuracy anymore, does that mean I can find a lighter and faster gun design with equivalent accuracy, but globaly more effective because of these other qualities? 

 

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1 hour ago, Zuikaku said:

Yes, long barrels shoul'd have price and downsizes.

Long barrels should make sense, have sensible accuracy, range and penetration bonus on top of sensible reload, weight, price maluses.

The issue is that gun performances make no sense whatsoever.

Adding that feature in order to "nerf" back the long buns is using a dirty bandaid on a torn up throat. It only cause other issues. 

Turning a 42 caliber barrel into a 48 one shouldn't increase range by 35%, improve accuracy by over 100%, and reduce deck penetration at range to nothing. 

All of this is due to a couple of values which i learnt to mod out in a few hours and am in process of fixing for my own games. It is that simple to fix.

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