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16 minutes ago, Lima said:

As I understand it, this improvement does not affect the chances of choosing a minor country for an attack?

So I was very interested in the possibility of attacking your enemy's minor allies. This thing can really improve gameplay, colony warfare is what empires are for.

I tried this feature on an old campaign where I, Austria, attacked Britain, Britain has allies - Romania and Greece. For 10 turns, there was no ground attack on them, although there were battles with their fleet. 

Then I tried the new campaign in the scenario of Germany vs Britan + Belgium. It Also didn't work. And I parked more than half of my fleet near their shores - there is no naval invasion.

However, in both cases there was an offer to attack some ungoverned territory almost every turn, which is cool, but at the moment I am at war with a major player and I would like to solve strategic problems.

I still would like to see the ability to manually select a minor country to attack (guys get your asses to Iraq and take that damn oil). But if the government regularly chose a minor ally of the enemy to attack, say after 2-3 turns after the start of the war, this would be a good substitute to a manual country selection.

It should work also during wartime. Attacking though minor allies can have much less probability than an ungoverned territory. An invasion against a strong minor, such as Greece and Turkey in the Mediterranean will have less probability than an ungoverned territory. It will happen eventually if you have a strong navy in their waters for many turns, during war, if they are your enemies.

By the way to all, we uploaded an extra campaign AI adjustment to handle better the new economy.

***Campaign AI adjustments*** Extra update
Please restart Steam to get this update fast

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8 minutes ago, Nick Thomadis said:

It should work also during wartime. Attacking though minor allies can have much less probability than an ungoverned territory. An invasion against a strong minor, such as Greece and Turkey in the Mediterranean will have less probability than an ungoverned territory. It will happen eventually if you have a strong navy in their waters for many turns, during war, if they are your enemies.

By the way to all, we uploaded an extra campaign AI adjustment to handle better the new economy.

***Campaign AI adjustments*** Extra update
Please restart Steam to get this update fast

I see. But I also mean a ground invasion. There will be no problem for the army to crush them, but the army does nothing. I want to repeat the good German behavior, to attack Belgium.

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1 hour ago, Lima said:

I see. But I also mean a ground invasion. There will be no problem for the army to crush them, but the army does nothing. I want to repeat the good German behavior, to attack Belgium.

I do not play campaign, because i do not like turn based mechanics. So may be it is already implanted - player could decide, where ground army headquarters can start to plan and execute invasion.

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This is insane.

I'm playing as England right at the moment, and am currently at war with Germany, and no matter how well I do in the parts of the game I can control, I keep on losing tons of territories due to things that are out of my hands. I could sink 50 German ships in one turn and be ahead in the war by hundreds of thousands of VP, but my government refuses to sign a peace treaty no matter how many times I urge it because they just can't seem to get enough of losing territory in land invasions.

I'm doing absolutely everything I can do as well as it can be done and I'm still going to come out of the war way behind, possibly lose all of my African territory, if it ever even ends.

EDIT: Come to think of it, this is the third campaign in a row where this has happened to me:

Italy: Do really well at sea, push for peace at every chance, government keeps the war going, lose everything to land invasions.

China:  Do really well at sea, push for peace at every chance, government keeps the war going, lose everything to land invasions.

UK:  ABSOLUTELY CRUSH IT at sea, push for peace at every chance, government keeps the war going, lose a whole bunch to land invasions.

 

And it's not like the government only refused once or twice, we're talking eight or nine times at least.

So either fix the peace process or let me turn off land invasions, because I'm tired of losing for no other reason than because the AI says so.

Edited by StoneofTriumph
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Previously in my German campaign (in version 1.3.4) when I invaded Eastern England, the British navy sent what they had left in the pacific home to try and defend, and we had a nice big battle. All good. It could have been just a coincidence, but the way they acted seemed to make sense to me.

Now, currently in the campaign (1.3.8r) when I invaded Wales, they wanted nothing to do with it. They have a 200 ship navy, and every new ship they build gets sent to the pacific. They have nothing around their home islands, even as I'm invading them.
To me that doesn't make a lot of sense.


I think protecting their starting regions should be the number one priority of the AI - with a 200 ship navy they should be able to spare at least a few dozen to act as a home fleet.

"We will fight them on the beaches... in Thailand, where the weather is nicer."
-Leo Churchill (probably)

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Ok, after a couple of campaigns I can say that:

1) it's good to be able to influence the government to invade minors, although it is still a hidden modifier so it is hard to know if you're actually making a difference

2) ships now go back to the closest port after mission, in itself it's good, because it means the mechanic is working, but I personally would prefer if they went back to the port they departed from for missions (what I would call "home port") unless they're too damaged. "too damaged" could be maybe 75% structure/flooding damage or something arbitrary like that to signify that they had to reach for the closest safe port

3) Less but longer wars (at least in my perception) are good and I'm liking the balance for now

4) On legendary and hard the economy feels tight but manageable, I'm ok with it. I have not tried later start dates, but I felt like i had a budget constraint (althout a relatively lax one) when building and maintaining a fleet without having it ridiculously tight as was the case in some previous patches on legendary

Final consideration: good improvements, I've not encountered any significant bug yet.

Other than that, I have 2 suggestions I've been repeating over the months: 1) having a way to assign ships to a role and to a squadron or a sea zone would be great and would let players build much more diverse fleets in the ship designer because there would be a role for very specialised ships 2) please change the Italian Navy flag to the Royal one instead of the republican one used right now 😃

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Is it just me or does main gun accuracy seem really off in 1.8.3?

Did a few 1910 and 1915 era custom battles.  Built a 27,000 ton German BC with A,B,X,Y dual mark 2 12" guns.

Would have a to hit chance/accuracy of maybe 20% or so at range. 

As soon as A turret fires the accuracy instantly keeps dropping to 0% making B, X and Y turrets have 0-2% accuracy during that same salvo.  The gun recoil de-buff would spike anywhere from -80% to like -130% or -140% making only the 1st turret to fire have any chance to hit.  I get gun recoil was a major thing but this just seems off to me.

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I just had a force of 10x CA, 19x CL, 12x DD and 25x TB run from my force of 10x CA.  I will give the AI points that their tech was Average and my tech was Very Advanced.  However, my fleet was conducting a naval invasion.  The AI should be making an actual attempt to dislodge my fleet to defend territory.

I propose that minimum, the AI actually fires a salvo before deciding to retreat.


EDIT:  The following turn, the exact same fleet entered combat with my 10x CA force again but did the exact same thing.

EDIT 2:  3rd time is the charm.  AI fleet clustered together and were trying to scramble away from me out of rush hour traffic.  I will take that but it should not be getting to that point.

Edited by Suribachi
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I am really liking some of the new elements in the last few patches. Liking secondary gunnery a lot more all round, nice new tower additions, the minor attack mechanic is probably perfect and i just get too tempted to say yes. On the other hand the major powers are going down too fast, it might be that transports are overpowered in the overall economy, or that you need to bulk the home states and some of the "traditional" colonies in political resilience.

the minor nation attack gig has really opened up the map in terms of gain-able territory.

I did notice the lock on bug twice last night, out of hours of playing, and locking another target and coming back really does work. Previously when I had trouble with turrets not locking or firing I would turn on the AI and go look at another ship for a bit. I did that a couple of times too.

Really coming along, still needs work, but starting to shape up.

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Expansion is kinda out of whack right now.. There should be some distance based threshold that would make AI expand in near area instead of sending fleets across the globe to conquer lands that have nothing to do with them.. like for example Japan conquering Italy, ignoring China and Korea completely...

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59 minutes ago, Oxygenes said:

Player as high commander of all fleets could have strong vote, when government will decide about war or peace. This way player can avoid AI illogical behavior in some situations, when AI is capable to do stupidity.

I managed to get the situation largely back under control by beating the Germans so hard I got 2.7 billion in reparations, but that's something I was only really able to do because I was playing as England- It wouldn't have saved me as Italy or China because I was losing core territories.

 

Now I know what I'm about to say will sound a little like  "Aside from that Mrs. Lincoln, how was the play?" But the fact that enemy fleets will actually fight me now is a big improvement, plus the fact that an enemy actually attempted a naval invasion on me was a welcome surprise when it comes to shaking things up.

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19 hours ago, Nick Thomadis said:

By the way to all, we uploaded an extra campaign AI adjustment to handle better the new economy.

***Campaign AI adjustments*** Extra update
Please restart Steam to get this update fast

AI economy is just terrible. 

I started a new campaign with the latest patch and i'm getting 2-4 messages every turn about admirals getting warned or replaced because of over spending. Even for nations such as Britain or USA with massive GDP. And this in the first year with nobody having ever been at war. They all have huge navies as well.

Edited by Knobby
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So uh...

Naval Invasion requirements are going up every month. Started an invasion of Kamchatka, it was at like 70,000 tons. No problem, I have 950,000 tons in the area. 3 turns in the invasion required 275,000. Now it requires 930,000.

How did you break a mechanic this badly?

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20 hours ago, Nick Thomadis said:
  • That is expected, they can happen when range has been found with increased accuracy and can lead to many shots actually finding the target. Without those moments, you just sail forward in fast forward speed with expected result, without the need to evade shots from your enemy. 

Ok fair enough. But going from something around 100% to 800% or more seems to be too much.

20 hours ago, Nick Thomadis said:
  • I know you are very experienced in the game, so I cannot suggest the known tips (aggressive mode, go closer to target because guns may not be in range, or UI delay not showing temporary problem of guns not rotating fast enough or not able to fire due to pitch/roll etc.) but any bug such as this, if it exists, must be very rare, because it is not reproduced in any tested case. Maybe it is something peculiar related to a specific design or some modded aspects.

As I mentioned several times. This is not anything related to gun's range, aggressive mode, line of firing, pitch, roll, guns not rotating fast enough. And is not rare. Happens all the time and is very easy to replicate the issue.

Stock game. (no mods)

Perfect weather, all guns with the target inside the maximum range. Great accuracy values. No issues with pitch and roll or guns not tracking the target.

In short, the great ROF from small caliber guns will always cause issues to the other guns. I suspect because of this to something related to how the CPU limitation. In this case a ryzen 4800h

Because it is a DD, I don't have secondaries, so all guns are set as main guns. If it was a CL or a bigger ship with access to secondaries, I can always disable them in battle to force the main guns to work. If needed, I can record another video where I show the same issue, but with me disabling the secondaries in battle (sailing in CL or a bigger ship) to force the main guns to work.

 

The situation recorded in this video was reported in game.

 

21 hours ago, Nick Thomadis said:

 

  • Again, the same, there are reasons: friendly fire (if you encircle enemy and there is friendly on the other side, too close), heavy weather and pitch/roll, non-aggressive mode etc.

 

In that case, the "aggressive mode" should override the safety measures to force the torpedoes to be launched. If I have the time, I will try to replicate the issue and record. It is not common as the guns issue mention above.

 

21 hours ago, Nick Thomadis said:
  • The last is something very peculiar and rare. If you have a save with such a problem it would help to have a bug report.

 

Sadly, it was already deleted.

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3 hours ago, ijp8834 said:

So uh...

Naval Invasion requirements are going up every month. Started an invasion of Kamchatka, it was at like 70,000 tons. No problem, I have 950,000 tons in the area. 3 turns in the invasion required 275,000. Now it requires 930,000.

How did you break a mechanic this badly?

If the enemy fleet has tonnage in the area of invasion, the tonnage requirements get added up.

Ex: you need 70k tons to invade the decor, but then a 300k tons fleet arrive in the  red circle of invasion, then you will need to either sink it or have 300k more tonnage inside, it's adds up also if the enemy is in port as fleet in being

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18 hours ago, RNV said:

 

2) ships now go back to the closest port after mission, in itself it's good, because it means the mechanic is working, but I personally would prefer if they went back to the port they departed from for missions (what I would call "home port") unless they're too damaged. "too damaged" could be maybe 75% structure/flooding damage or something arbitrary like that to signify that they had to reach for the closest safe port

 

To add on...

I have discovered that sometimes the nearest port is that of a minor ally.  I'm not sure when we could start to station ships in the ports of minors, but I found a whole bunch of DDs in Sweden.

The mechanic also makes it really tough to relocate ships from one port to another.  Often times they never make it and get diverted.  It is only made worse with the game mechanic of having to go through some missions at the start of the turn before being able to check on things in the main screen.  Often times, I forget to check on their status as it has been many hours or days since I last played. 

Other things I am seeing that don't make sense...

I just did a convoy, my CA and six DDs against a BC "protecting" seven TRs.  First thing the BC did?  Run away.

I captured the Panama Canal three turns ago and it still remains blocked to me.  

 

Ultimate Admiral Dreadnoughts 6_11_2023 4_41_37 AM (Small).png

Edited by applegrcoug
added more things
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3 hours ago, o Barão said:

As I mentioned several times. This is not anything related to gun's range, aggressive mode, line of firing, pitch, roll, guns not rotating fast enough. And is not rare. Happens all the time and is very easy to replicate the issue.

Perfect weather, all guns with the target inside the maximum range. Great accuracy values. No issues with pitch and roll or guns not tracking the target.

In short, the great ROF from small caliber guns will always cause issues to the other guns. I suspect because of this to something related to how the CPU limitation. In this case a ryzen 4800h

Because it is a DD, I don't have secondaries, so all guns are set as main guns. If it was a CL or a bigger ship with access to secondaries, I can always disable them in battle to force the main guns to work. If needed, I can record another video where I show the same issue, but with me disabling the secondaries in battle (sailing in CL or a bigger ship) to force the main guns to work.

+1 to this

This happens very often, and because of this, I usually use single caliber DDs. I also try to use secondary guns of 4" or more for capital ships. It's annoying when the main guns don't fire.

Edited by Lima
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50 minutes ago, Lima said:

+1 to this

This happens very often, and because of this, I usually use single caliber DDs. I also try to use secondary guns of 4" or more for capital ships. It's annoying when the main guns don't fire.

Fire priorities kight be wrong. Secondaries shul'd be waiting for primaries to fire, not the other way around 

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Game is awesome but it still feel like beta - early access not a 1.3 version but 0.8

 

@Nick Thomadis I always try to be positive and you guys are making awesome progress (i have bought the game after campaign in the most bare form was playable), but there are certain problems that fallow the game from the start.

 

I want to start from the positive - i had a lot of fun. Alooot of fun playing Italy 1890 - improvements in relations with minor nations, finances and font size did a lot to help. (POLITIC WINDOW NEED TO BE BETTER ADJUSTED TO NEW FONT I CANNOT SEE WHAT I AM DOING THERE!!!!) General feeling of the game is spot on. AI is more competent (it still needs a lot of work) Ships built by it are better and weather effect really helped. Awesome job 

 

Strange part of the game is that i felt that i could have had far more fun playing as minor nation forced to buy ships from major powers and be potentially attacked on their whim. I would love update that would give us option to play as minor nation - however i understand that this is not the scope of the game. I would be willing to pay for this as dlc even in the current state of the game (i really love this project)

 

 

Bad things that need to be changed - Formation really does a lot to frustrate me. Especially in the lower visibility when i attempt to get ships in proper order (even with medium sized taskforce of 15-20 ships) resaults in fleets coliding in big (but enjoyable and stupid) mess

 

I repeat this ofthen becouse i do belive it - we need to have more interesting hulls. I would not mind if those would be universal for many nations - we really need them.

It would be nice if we had options of having marine corp becouse i get really angry at the army incompetence and i feel like we should be able to influence battles that are near shore provinces - prehaps i am missing something like a shore bombardment option but i tried alot of things and nothing seem to work.

We also really need painting scheme for ships we own and deciding on naming convention.

 

Thanks for all - you are doing great job :)

 

 

 

 

 

 

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4 hours ago, flaviohc16 said:

If the enemy fleet has tonnage in the area of invasion, the tonnage requirements get added up.

Ex: you need 70k tons to invade the decor, but then a 300k tons fleet arrive in the  red circle of invasion, then you will need to either sink it or have 300k more tonnage inside, it's adds up also if the enemy is in port as fleet in being

There is 2 Light cruisers totally 21000 tons in the area at this point... I have destroyed multiple large fleets over the course of of the invasion.

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Something I just thought of:  allow the player to see damage and remaining ammo on pre-battle screen on campaign map.  This would be the screen where Convoy, Ambush, Meeting and Task Force missions pop up to show the player what ships will be participating before the battle starts to load.  This way, the player can decide if they want to try and disengage before the battle starts so they are not surprised by factors they should already know.  AI damage and ammo can remain unknown.

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