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>>>Beta v1.3 Feedback<<<(Released)


Nick Thomadis

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Beta Update v1.3 "Build 11"
- New Chinese "Modernized Dreadnought I" with a displacement between 28,750 and 34,500 tons, available from 1927.
- New Spanish "Modernized Dreadnought I" with a displacement between 28,950 and 34,900 tons, available from 1927.
- New "Modernized Dreadnought I" for France and Italy with a displacement between 34,000 and 44,000 tons, available from 1927.
- Ship motion due to waves has now a better, faster transition according to weather change state
- Further fixes/adjustments on ship models.

***Saves have been reset***
Please note that the recent changes on the gun and ship models would create several problems to your current games, so we now had to reset the saves, so you have a cleaner gameplay, and if you report a bug, it would be something that we should look to it, and not a false positive.

PLEASE RESTART STEAM TO GET THE UPDATE FAST

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man i would give anything to see more hulls and towers special between 1910 and 1940 british hulls that is and visuels diffrent towers for the hulls we already have would be nice i wonder if we will be able to mod them in i also would love to see those ghost battles fix where the ai never shows up and the bug that get a player ship to freeze

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ugg, so much feedback about all the new hulls, so little time, flying out in the morning, need to pack, stop dropping updates already! lol

1 thing real quick, the Spain/china modernized dread, those cool side main gun mounts can be way to restrictive on what you can place there, especially to the very compact late model Spanish guns.

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On 4/28/2023 at 11:48 PM, SpardaSon21 said:

Yes, but considering the USA doesn't have the historical advantages in weight savings it did IRL, it needs some sort of compensation.  Just compare the Revenge-class to the Colorado-class in terms of tonnage and capability and tell me there isn't a stark difference, especially since the Colorados were using the incredibly weight-inefficient turbo-electric drive system compared to the Revenges, not to mention 16"/45 guns instead of 15"/42 guns.

historically the Revenge class weighed 29,590 tons to the Colorado's 32,600, and in a fight Colorado hits harder given its advantage in guns of 16/45 vs 15/42 and the Historical fact that American's also used heavier shells than the Brits. American ships once the Standard's got going didn't really save a much weight vs the brittish, more so they dind't build them for speed. American planners decided that when the British went to 23/24knots that a 21knot battle line could still turn inside the Brittish line and it wasn't needed so they kept them short and fat, which i think is well represented here. 

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2 hours ago, reef75 said:

My Saved games got wiped with this update. Lost for good or is there a way to recover? 

Saves have been reset as the updates have changed significant amounts that may cause issues with existing saves

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Fighting convoy battles is not fun, every time I fight one personally the same thing happens: the AI spots your escorts, turns around and starts running away, even if they initiated the attack. Its making for very boring gameplay when the AI refuse to fight at all!

I'm also seeing old issues like the stuck turrets and "ladder aiming 0%" bug happening still. 

 

 

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@Nick Thomadis

After Build 11 I started a new campaign for the US with the auto-generated fleet. My very first TB had Engine efficiency - of 23.6% Not a bug but still not the best ship build. Those TBs can't get speed higher than 13 knots on a calm sea and thus are absolutely ineffective in battle.

Maybe there should be a minimal Engine Efficiency percentage check at the beginning of the game.

image.thumb.png.0050c13fff3d26b45d583661654cda20.png

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1 hour ago, Zuikaku said:

Invade order for TFs still does nothing at all. Parked spanish TF of 2BBs, 6Cls and 6DDs with invade order right in front of New York ,it just sat there for a year and generated no missions at all.

Manual says Invade is to kill more transports and offer less protection to your own. Opposite of protect role.

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So many new hulls, and not enough time to test them!!!

I will try to get a screenshot of this issue, but I am noticing ships I sell to foreign powers are not appearing in their ports. This includes powers without territorial possessions like the Baltic states or Saudi Arabia. I did see a Belgian around the Congo so I think they are at sea, but I am unable to find those ships. Since foreign powers demand so much ship building cap, it would be great if we could at least know where those ships are!

Also I am once again asking for a "For Export" tag we can select that would allow allied nations to purchase a ship, and disallow them from trying to purchase a ship of a class I do not want to sell. For instance: In a US Campaign I was playing with, I built a bog standard New York Class, as part of my main fleet. These were pretty expensive, so I built a smaller ship on the same hull with only 8 guns that was considerably cheaper. I would love to sell the "Export ship" while not selling the beasts I build for myself.

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Can we please get a fix for destroyer spotting ranges being absurdly low? I just had a 1v1 fight with a massive Russian 3,000 ton DD with my Italian DD with gen II radar and didn't actually spot the enemy DD until he was......4km away. Does the Italian Navy not use binoculars or something? I dread to think what the spotting range would have been if I didn't have radar. Would I have been totally blind?

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4 hours ago, HaMaT said:

@Nick Thomadis

After Build 11 I started a new campaign for the US with the auto-generated fleet. My very first TB had Engine efficiency - of 23.6% Not a bug but still not the best ship build. Those TBs can't get speed higher than 13 knots on a calm sea and thus are absolutely ineffective in battle.

Maybe there should be a minimal Engine Efficiency percentage check at the beginning of the game.

image.thumb.png.0050c13fff3d26b45d583661654cda20.png

Well, that's why you don't trust AI to design your ships in general...

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3 hours ago, reef75 said:

Manual says Invade is to kill more transports and offer less protection to your own. Opposite of protect role.

Yes, I'm aware of that in the manual, but what bothers me is there were no reported transport losses in that part of Atlantic. Maybe devs shoul'd provide some clarification on TF orders- what they do, under what conditions and which missions can they generate. 

Also I can not get any port bombardments in my campaigns 

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