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1 hour ago, HaMaT said:

This is what I mean. I can sink all those fleets with mine own but I can't attack them.

image.png.1a30d5aba947c874ed75a98fc6158e00.png

Just a suggestion. I'm not try 1.3.5 yet.

Maybe developers could let fleet which as the "Invade" role can through enemy fleet's control area and force to fight?

Edited by itolan1752
add description.
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And there are 2 more suggestions:

1. Let players and other countries (even the Minor ones) initiate Invasions of the Islands. Because Spain and Japan have dissolved and I have no idea how to obtain their former territories like Cuba, the Philippines, and Japan itself.

2. Improve Nation restorations. When a nation tries to rebuild itself by initiating rebellion against ungoverned territory, there is a very low chance that it will achieve victory.

 

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I have some strange "Enemy smoke is spotted" messages recently...   At first, it says Enemy is South West, then next message says enemy is North West..  thats quite wide margin for error..  fun thing, it keeps switching between these two, until it settles for the one. its no the AI ship that causing it, happened to me in a battle against very slow obsolete CA (16.5 knots) while my chasing CAs had speed of 24knots, so really doubt that old CA could do half a circle around me..

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29 minutes ago, JaM said:

I have some strange "Enemy smoke is spotted" messages recently...   At first, it says Enemy is South West, then next message says enemy is North West..  thats quite wide margin for error..

Getting that too. It some times seems as if I'm getting smoke reports from ships I've already sunk.

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AI still needs help scrapping ships it seems. The fact that they usually build 5 ships per turn, but can only scrap 3 per turn means that during long periods of peace, where they aren't suffering any ship losses due to combat, they will accumulate a massive back-log of ships that need to be scrapped, but won't be scrapped for years to come. Raising the number of ships that can be scrapped to 4 will help mitigate this issue, while raising it to 5 will allow the AI to maintain numbers while gradually modernizing its fleet, rather than having obsolete "Sink By Themselves Squadrons" running around in quite theaters, waiting to be picked off by modern player ships.
E.G. 1930's engagement off the cost of New England between RN cruiser squadron and a single USN BC:
QcMrQMQ.png
Squadron was a mix of 1 modernish CA backed up by obsolete CL's, while DD's were somewhere in the middle. Oldest unit was HMS Melbourne, which probably should have been scrapped around 1925, but is currently seeing action in 1932. She is, in short, a floating coffin for over 500 British sailors.
EWnENng.png
Her opponent is USS Iowa Yorktown-class battlecruiser USS Ranger. HMS Melbourne has no business tangling with the current generation of USN CL's, let alone anything larger. If the British squadron consisted solely of modern cruisers and destroyers, then they might stand a chance at dealing significant damage, if not outright sinking a modern BC, and living to fight another day. Instead, the only real threat Ranger has to deal with is the one modern CA, a fight she can very easily win. The rest of the British squadron is just cannon fodder.

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About Nation restoration, I've mentioned before. This is what I have right now in my campaign. Don't think this is good.

Upd. Wanted to upload an image but 61Kb limit doesn't allow me to upload it :)

So my current list of dissolved countries (September 1911):

1. Soviet Union

2. Spain

3. China

4. Japan

5. Germany.

Half of the world is ungoverned. Please fix it :)

https://i.ibb.co/4NZftVr/20230601211934-1.jpg

Edited by HaMaT
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About the shared design function.

1st Issue.

Because the game is set to take 4 years to start a new campaign, the AI will not use the designs made by the player for the 1890 campaign.

7JHBWaw.png

There is a possible solution for this. To copy all 1890 designs and past them as replicates for the years 1886, 1887, 1888 and 1889.

YacuCYb.jpg

But the 1890 list will be full of ships and the game will lag for a moment to read all the files. The same applies to custom battles. Not a perfect solution.

QXABd1I.jpg

But it works :)

Improvement suggestion.

To force the game when starting a new campaign set in 1890 to check first if there are designs made by the player and to use them, and ignoring the 4 years time to design ships. Or for the game to automatically identify 1890 player ship designs as valid options for 1886, 1887, 1888 and 1889.

 

2nd Issue.

Now if I set to start a new campaign as french, and choosing the option for the AI to design the ships and using my designs already made. The AI will ignore me. I would like to have the possibility to use my designs when starting a new campaign.

Other improvements to the mechanic.

  • To have the option to save the design to be used as "shared" when playing custom battles. This way, the player could build the ship library by having fun with quick battles.
  • To have access to my "shared" library in the campaign. Maybe an "export design" button inside the dockyard could work.

 

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@HaMaT May be do you mean Russian empire in 1911.

Similar error is for Ottoman empire in 1940. Modern Turkey was created in 1922.

If I start campaign in year 1940, creating scenario is quite long, about/over 5 minutes (I7-3.6GHz). It would be good display this gray messaging window about scripting process more brightly/colored, otherwise not experienced player can start to think, that game is frozen.

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4 minutes ago, Oxygenes said:

@HaMaT May be do you mean Russian empire in 1911.

It was a Soviet Union for me at that time. But it doesn't matter.

And btw it was a Democracy type :)

Edited by HaMaT
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4 hours ago, Panzergraf said:

Getting that too. It some times seems as if I'm getting smoke reports from ships I've already sunk.

Yeah, it totally unreliable - reported south west, found them west..

 

image.thumb.png.d936f8b5171b84cf67f6c283b3e96a71.png

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Just an observation, but I will fully preface this that it may be due to my computer just being too old to keep up anymore.

Starting in 1.3.4 and continuing in 1.3.5, starting a campaign is taking longer than 20 minutes for me.

Again, it could just be my computer.  Specs for reference:
i7-4790k overclocked to 4.4Ghz stable
32 GB 1866 Hz DDR3 ram
game is installed on SATA ssd
980 ti GPU stock speeds


EDIT:  Campaign start took 58 minutes and 23 seconds in my most recent attempt.

Edited by Suribachi
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Can we PLEASE FOR THE LOVE OF F*** make it so that the AI DOESN'T run when all running away does is delay the battle by several hours. This has been in the game on and off for what feels like forever, and it keeps coming back randomly. 
PLEASE, JUST GET RID OF IT ALREADY
Tkap9t1.png
THERE IS NO POINT IN WAITING 3 F***ING HOURS TO FIGHT ONE DD
ALL THIS DOES IS DELAY ONE DD DYING HORRIBLY BY 3 HOURS, IT DOESN'T CHANGE THE OUTCOME OF THE BATTLE 

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Recently i had a fun battle where my BB and 5CA met 20 DD and 60 TB.. guess what. i never saw any enemy ship because they all just bailed and ran.. If they charged me, i would most likely lose my ships as they would just swarm me with torpedoes.. instead, battle ended without single shot being fired... (and yeah AI is terrible with building choices..)

 

i think if there is any type of ships that should use "kamikadze strike" tactics at all times, its TB..

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On 6/1/2023 at 1:25 AM, Nick Thomadis said:

Battle AI will now function even more effectively in keeping an effective firing distance.

Could you please fix it more? Now the ships often try to run away way beyond the max distance of firing if in AI mode.

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19 hours ago, SodaBit said:

AI still needs help scrapping ships it seems. The fact that they usually build 5 ships per turn, but can only scrap 3 per turn means that during long periods of peace, where they aren't suffering any ship losses due to combat, they will accumulate a massive back-log of ships that need to be scrapped, but won't be scrapped for years to come. Raising the number of ships that can be scrapped to 4 will help mitigate this issue, while raising it to 5 will allow the AI to maintain numbers while gradually modernizing its fleet, rather than having obsolete "Sink By Themselves Squadrons" running around in quite theaters, waiting to be picked off by modern player ships.
E.G. 1930's engagement off the cost of New England between RN cruiser squadron and a single USN BC:
QcMrQMQ.png
Squadron was a mix of 1 modernish CA backed up by obsolete CL's, while DD's were somewhere in the middle. Oldest unit was HMS Melbourne, which probably should have been scrapped around 1925, but is currently seeing action in 1932. She is, in short, a floating coffin for over 500 British sailors.
EWnENng.png
Her opponent is USS Iowa Yorktown-class battlecruiser USS Ranger. HMS Melbourne has no business tangling with the current generation of USN CL's, let alone anything larger. If the British squadron consisted solely of modern cruisers and destroyers, then they might stand a chance at dealing significant damage, if not outright sinking a modern BC, and living to fight another day. Instead, the only real threat Ranger has to deal with is the one modern CA, a fight she can very easily win. The rest of the British squadron is just cannon fodder.


my understanding is that the game does not specify a number of ships per turn that need to be scrapped, but there is a threshold in tonnage for when ships scrap their fleets. One issue with this is that there's probably less tonnage in the fleets in the early game then in the late game. 
 

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2 hours ago, admiralsnackbar said:


my understanding is that the game does not specify a number of ships per turn that need to be scrapped, but there is a threshold in tonnage for when ships scrap their fleets. One issue with this is that there's probably less tonnage in the fleets in the early game then in the late game. 
 

This actually might be the case, as I've noticed that several nations have stopped scrapping ships in my current campaign. So if the AI is trying to go for a certain tonnage, then it will just keep obsolete units around to make up the numbers? That's got to be one of the worst ways to build and manage a fleet I've ever heard of. Fleet building should be based on a pre-defined plan, such as the 2 power standard for the UK or the 8-8 plan for Japan, rather than 3,000,000 tons of whatever crap you can find floating around in port, with no regard for actual usefulness.

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37 minutes ago, SodaBit said:

Fleet building should be based on a pre-defined plan, such as the 2 power standard for the UK or the 8-8 plan for Japan, rather than 3,000,000 tons of whatever crap you can find floating around in port, with no regard for actual usefulness.

There are pre-defined plans for the nations about what ships to build, and many other parameters for each nation. As an example, what tech should a nation focus on research. If you choose historical AI when you start a new campaign, you will get, as an example, Japan researching heavily in torpedoes.

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1 hour ago, o Barão said:

There are pre-defined plans for the nations about what ships to build, and many other parameters for each nation. As an example, what tech should a nation focus on research. If you choose historical AI when you start a new campaign, you will get, as an example, Japan researching heavily in torpedoes.

I always do, but that doesn't change the fact that the AI is still running around with units that should have been decommissioned a solid decade before they would be destroyed in combat. Also, I feel like they should update the French historical AI to accept that the Jeune Ecole didn't work, and start building more BB's/BC's in the 1920's rather than just spamming cruisers and torpedo craft and make it so that the Brits actually bother to research Big Guns rather than using the same outdated Mk.1 guns into the mid/late game

Edited by SodaBit
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So, reading the notes for the latest minor update, how exactly are the "number of guns and ROF" factors going to increase/decrease the aiming progress?

ROF would only affect your aiming purely down to the faster you fire, the faster you can correct the range.

On number of guns, I assume we will still be punished for using USS Nevada style gun layouts unable to use any gun layout that doesn't have the same number of barrels per gun? Or are they talking about the overall total of guns?

Anybody got an answer to that one?

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I am having great concern over the damaged ships always auto retreating to the nearest port. Over time certain ports can be overwhelmed way too much. In my current game the British have over 80 ships in Malta all of which returned there from damage taken during battles. The port is now costing them high maintenance and few ships are getting repaired during this long war. This happens to many small ports in colony lands way too often.

If the closest port if over full the next closest needs to be chosen and if all ports in range are well overloaded then maybe ships should just stay at sea and try to make it to a port by regular movement.

 

As well there needs to be a way to move/tog/strategically redeploy ships to bigger ports to repair. Even the USA during WW2 sent large damaged ships, once stable, from the mid Pacific to the US West Coast.

 

The game needs an option to move damaged ships to major ports and not just keep piling ships into tiny ports.

 

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Can we the player have more control over our nation's diplomacy? I've had two campaigns in a row suddenly declare peace as I'm a turn or two away from annexing a major region from an enemy, despite all my best efforts to decline any peace treaties !

The first being Manchuria playing as Japan and just now Hungary and Croatia playing as Italy, both with 1900 starts.

The game is at it's most frustrating when crucial information is not relayed to the player and player choice is completely neglected.

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2 hours ago, Grandpa Canuck said:

The game needs an option to move damaged ships to major ports and not just keep piling ships into tiny ports.

The game also needs an option to have ships never   return to port unless specifically ordered to by the player.
 

I (Germany) just had a rather large task force return home from the Med automatically after dealing with a single Spanish light cruiser. My ships took no damage. Zero. Not even a hit that scratched the paint. As a result I had zero ships in the Med, and lost a bunch of transports there the next turn.

It's kind of annoying when it happens.

Also, imagine how much cooler it would be to have a force of damaged ships returning manually, maybe escorted by undamaged ships, trying to get home for repairs without being engaged and sunk by enemy ships? Narratively it would add a lot, I think.

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