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


Nick Thomadis

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12 hours ago, Nick Thomadis said:

https://steamcommunity.com/app/1069660/discussions/2/3832043983170771555/

Have you cleaned up all your shared designs as advised in the link? It is very important to not use any older shared designs because saves would be corrupted otherwise.

I can also confirm this behavior, on a fresh install of beta 1.3.0 build 16 w/cleared appdata/locallow directory. This issue applies to all the "Dual Barbette for x Guns" type barbettes. Rotating them once has them appear to spin the wrong way, and then when placed they end up reversing. It looks like it might be a visual bug with the representation of the rotational state before placing it. Here are some images of the process, with the first image showing the projected placement of the part, and the second showing how it is actually placed, which ends up being 180 degrees off.image.thumb.jpeg.d936ef220df300d09311f431e350ba10.jpeg

image.thumb.jpeg.4032195da14ebffc215caf767802c031.jpeg

I also wanted to report a few other misc. placement bugs I had noticed with various hulls. The 1890s US Coastal Defense ship hull has inappropriately placed quick placement nodes for small guns along the top, disallowing you from placing secondary guns in the little cutouts for them. It looks almost as if some value for the quick-attach points was input inversely or incorrectly, as 2 of the 3 are almost correct. This hull also exhibits a small starboard weight offset when equipped with offset main guns. Both of these bugs are ones I have previously submitted in-game, and are also both illustrated by this image:image.thumb.jpeg.f3dd007d8b9529a62c7329bac739b3b5.jpeg

The last bug I have found so far while combing through and testing various things was with the turret cruiser/gunboat hulls that various nations have in earlier starts. The rear two turret attachment points are located slightly more outwards than the front two. This is not a problem for the initial guns, but as the player receives upgraded main light cruiser guns, some of the models have trouble fitting on the rear two spots, as I believe they tend to overhang and make placement invalid. Arguably this isn't a major issue as hopefully by that point the player has moved on from using these hulls, but I figured it was worth including while I wrote the rest of this up. I have included a picture of this issue as well.

image.thumb.jpeg.6cb4c05d00064c5bb0058db1b556ff41.jpeg

I have reported most of these if not all of them via the in-game bug submission tool as well. All issues were tested in a clean install, including clearing out the appdata/locallow My apologies for the long post, I figured the details would help explain the issues.

Edited by Dalk
Added some information I forgot oops.
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3 hours ago, o Barão said:

RFuVjZ8.jpg

The new "Crane tower" secondary tower component variants are blocking the 2" inch guns.

Same with the US New Super Heavy Cruisers and the 8 inch guns for those ships as the Rear Aft Bridge somehow clips with the Turret but not the 6-inch Version even though they are the same size turret reported that earlier and nothing from anyone on that problem.

There is still quite a bit of clipping problems even with the Forward and Aft bridge 2-inch mounts on the new bridges for the US upper placements for the Guns also, again nothing on that from anybody either.

So, you're not alone in that

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59 minutes ago, idontfckingknow said:

what is the formula for VP gain on wins, I mean, I just sunk a whole enemy fleet and got 5k VP while I lost a CA with 5k VP

I do not know the formula right off, but it seems to be tied to how technologically advanced the ship is and how expensive it is based on my observations.  As an example, if your CA was worth $5,000,000 on its own and the fleet you sunk added together was that much, they should yield roughly the same VP.

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Over the last couple of patches the economy as become very difficult. I admit it needed a shift but now countries can't maintain larger ships except USA in my current game. I am currently testing China and am 26 years into the campaign. Countries like Germany seem to build BBs but scrap them. I have been successful in expansion but am still very limited in my economy. Also it is 1916 and no one has made a BC or a submarine yet. I will soon and I saw a notice a month back the USA laid down a new BC build.

Also had a difficult situation in my last war with Germany. I took most of their Pacific Islands my invasion and each month sunk many transports  but yet they steamrolled me on the mainland and took several areas from me that I could not take back in the peace negotiations. Firstly, it seems a bit one sided how without transports they brought in an army to wipe me so hard.

Two countries were eliminated in the first ten years, Spain and Italy. I did take all the Spanish possessions in the Pacific and also Quatonimo in a peace deal.Since then every few months Italy tried to reform but has always been defeated. I can confirm the new ability to take an ungoverned territory works though as France and Austria have taken provinces this way form the old Italy.

 

They also attacked from Northeast China to Manchuria and there is no indication the two areas are adjoining on the map.

 

Please keep up the good work. The game has improved a lot over the recent updated.

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Edited by Grandpa Canuck
typo errors
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1930s+ cruiser vs cruiser engagements are still absolutely awful. I have Italian cruisers with the best fire control in the game, seasoned crew and mark 5 guns, and their hit chance at 5km is......4%. The enemy hit chance is not much better, so even at hilariously close ranges you basically have the warship equivalent of handbags being swung at each other and missing. 

Again, I think this is to do with the "target fast speed" modifier slapping ships with like a 75-90+% debuff to aiming accuracy, coupled with the weather system now further debuffing accuracy, makes for cruisers that can barely hit battleships accurately, nevermind other cruisers.

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First campaign since 1.0, looks like the game got some nice improvements.

But the weather/time system is killing all my fun. Im getting like over 80% of all battles  in night or dense fog settings, which is no fun, still sailing at the 1890s the hit chance is already low enough. It would be nice from time to time, but not that often. Is there a file where I can adjust the chance for different weather/time settings ?

Also I got the research done for secondary guns to have +1 barrel on light cruisers, but still cant use secondary guns with 2 barrels on light cruisers.

 

Edited by Rucki
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Hello,

Just wanted to point out again the destroyer funnels being used for the Spanish and Chinese Modern Dreadnought I hull which do not fit and can cause offset issues and/or not being able to mount additional guns. If possible please switch to funnels that will fit. Thank you
 

funnel-1.jpg

funnel-2.jpg

funnel-3.jpg

funnel-4.jpg

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4 hours ago, MDHansen said:

how is a ship with 0.9% structure left even able to move, let alone moving at its top speed of 32knots? 😬

It should be a lump of metal barely floating in the ocean

Is the damaged ship in a division with an undamaged one? Because of how ships in a division will keep pace with the leader you can get this sort of ‘towing’ effect

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5 minutes ago, brothermunro said:

Is the damaged ship in a division with an undamaged one? Because of how ships in a division will keep pace with the leader you can get this sort of ‘towing’ effect

no. should've emphasised that :D it was a single lone ship

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AI seems much smarter now. It builds ships more wisely. There are no more low quality ship spam. 

Battle AI is much better. I have witnessed on several occasions AI withdrawing if few of it's ships got sunk while inflicting little or no damage on my ships. It just withdraw the rest - great behaviour. The most annoying is AI still running away before visual contact and AI escorts leaving transports and running awyay. Any hope on fixing this soon???

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I'm having an issue with ships not being able to go to their top speeds if you detach them from a slower speed division and form their own, they pretend they're still tethered to the slower speed ships and refuse to go faster.

For example, I have a 30 knot BB class and a 26.5 knot BB class, both classes were in a single division but when I detached the faster ships and formed their own division, they're still restricted to 26.5 knots no matter what I do. It seems to be more specifically when ships start the battle in already formed divisions. 

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Also, I am hoping the AI follow the same rules as the player regarding detectability with this new weather system? Quite a few times now I've had AI ships get to within 10-15km of Gen III radar equipped endgame ships and still be undetected while blasting away at me from the shadows. Yes, radar is affected by weather, but it should be affecting their spotting too, which sometimes it seems not so.

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Beta Update v1.3 "Build 17 RC"
- Battle Sound Effects finalization.
- Day-Night cycle repaired. Previously it was not able to work completely linearly and resulted in day to endure too little and phases to switch faster.
- Bulkheads became more expensive to reflect more accurately the real combat value of the ships.
- Added the ability to clean up saved designs and campaign saves within the tool.

This is a release candidate build, We will look to fix only game-breaking issues of the game, if they exist. There is a minor known problem with dual barbettes which prevents them to rotate properly (it is minor because all other barbettes, do not have any real value in rotating for years now, so we cannot risk in changing the whole logic of barbettes currently).

Please read before you report any game issue:
https://steamcommunity.com/app/1069660/discussions/2/3832043983170771555/ 

PLEASE RESTART STEAM TO GET THE UPDATE FAST

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6 hours ago, Zuikaku said:

AI seems much smarter now. It builds ships more wisely. There are no more low quality ship spam. 

Battle AI is much better. I have witnessed on several occasions AI withdrawing if few of it's ships got sunk while inflicting little or no damage on my ships. It just withdraw the rest - great behaviour. The most annoying is AI still running away before visual contact and AI escorts leaving transports and running awyay. Any hope on fixing this soon???

So I accept that shipbuilding has changed (I don't have any ship designs of my own for the enemy).

20230507011226_1.jpg

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1 hour ago, Nick Thomadis said:

There is a minor known problem with dual barbettes which prevents them to rotate properly (it is minor because all other barbettes, do not have any real value in rotating for years now, so we cannot risk in changing the whole logic of barbettes currently).

Fair enough, it is only a minor issue with the visuals when placing them. You can usually fiddle with it to get it rotated how you want.

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1 hour ago, JaM said:

Latest beta - game is stuck at loading battle, its "preparing for battle" for 15 minutes.. cant submit bug report..

I saw this also, since 3 or 4 builds. This seems to append during the 1st battle of a new war with a new ennemy. Alt+F4 plus restart the game and battle start is OK. I thought it was a bug of my campaign because I started it a few builds ago. 

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23 minutes ago, Lastreaumont said:

I saw this also, since 3 or 4 builds. This seems to append during the 1st battle of a new war with a new ennemy. Alt+F4 plus restart the game and battle start is OK. I thought it was a bug of my campaign because I started it a few builds ago. 

This

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Ship auto-design got stuck at 100%. Interrupt button didn't work. Could manage to get to the Main menu but the progression bar remained on screen.

Upd. @Nick ThomadisReported this as a bug via in-game reporter. Happens if you don't have required technologies unlocked to build the ship. Best fix imho - disable auto-design button if there are no parts for the specific hull type.

image.thumb.png.75566eb22154ec153982289cb23ed8d3.png

Edited by HaMaT
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