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Another suggestion.  

During battle, if the player hovers their cursor over a division, we can see the following information about the ships in the division:  Classification (BB, CA etc.), Name, tonnage and current speed.

I suggest that this information be expanded slightly to fuel level as well as this is the primary factor I use to consider my division's combat speed for that engagement.

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Something really has to be done about overall economics and AI survivability.. countries are dissolving left and right, i had two majors gone in single turn, map becomes full of "ungoverned territories"..

 

AI builds huge fleets and kills itself by creating too much tension around the world against each other so the whole world crumble eventually.. This makes long campaign extremely boring and almost impossible.. im in 1915 and there are just 5 Majors left..

 

image.thumb.png.a4be5e0852ba5d190ed7760a9af6fb3b.png

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9 hours ago, o Barão said:

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

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.

 

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.

 

Sadly, it was already deleted.

I just watched your video. That's messed up. I wonder if AI ships have the same issue?

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53 minutes ago, JaM said:

Something really has to be done about overall economics and AI survivability.. countries are dissolving left and right, i had two majors gone in single turn, map becomes full of "ungoverned territories"..

 

AI builds huge fleets and kills itself by creating too much tension around the world against each other so the whole world crumble eventually.. This makes long campaign extremely boring and almost impossible.. im in 1915 and there are just 5 Majors left..

 

image.thumb.png.a4be5e0852ba5d190ed7760a9af6fb3b.png

This right here! 

Even when collapsed countries re appear they only reappear in one province so its really really easy for them to collapse again just from economics. Once a nation collapses it means that the colonials go to ungoverned territory and then its hard for a major power to even take that territory back. Countries rarely ever become failed states and it would be unthinkable that major powers in the early 20th century would have ever become a failed state. Even after the First World War when the three empires collapsed they either had revolutions and civil war like Russia, or in the case of the Ottoman and Austrian-Hungarian Empires they simply fractured into smaller states each with their own government and never devolved into failed states. Civil wars would be a much more entertaining way of handling countries that go bankrupt but I don't think the game would support having both a Soviet Union and a Russian Empire as majors at the same time. 

It should be nearly impossible for a major to collapse economically and their should be several warning signs first. Right now all we get is a series of admirals being replaced over and over again and there isn't any sense of the financial turmoil causing political turmoil, which it absolutely would. In two relatively minor wars in my campaigns I had the United Kingdom collapse after just ten years of gameplay. They went through several Admirals and were winning their wars but because their fleets were built up so high and their transport losses were so high (probably because the AI doesn't build sub hunting groups and the tech wasn't there) they collapsed. Even if the submarine warfare of Germany had been successful to starve out the populace of Britain there would have been a revolt followed by an immediate peace treaty in which major concessions would have been given to Germany. 

In game terms when a country collapses economically the player is punished for doing too well. If a country is at war and collapses economically a peace treaty should be signed and any countries at war with the collapsed countries should get the opportunity to collect territory and ships from the collapsed nation equal to the nation's respective war score. This peace treaty should be the only time core territory is available in treaty negotiations. Each territory and ship should have a value associated with it, if that value exceeds the debt of the nation then it narrowly avoids collapse and continues. However, if the total of the territory and ships does not exceed its debts then the nation becomes a failed state and collapses. 

The only other option is to dial back submarine effectiveness against transports and to keep AI fleets within the budget of a nation, but this keeps the problem of punishing players for doing well when a nation collapses. 

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2 hours ago, lordcmdr said:

I just watched your video. That's messed up. I wonder if AI ships have the same issue?

Same thing. The difference is the player can disable the secondaries to force the main guns to work. So we can argue that this situation is worst for the AI.

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32 minutes ago, Panzergraf said:

Would it be possible to let us take transports as war reparations? It was done in real life, and would be useful after a war where the enemy has decimated your transport fleet.

Hey, that's a slick idea.

 

I just finished a six year war against Germany.  I got a "minor" victory (what is a major victory anyway?) and got $2.7B.  I chose a bunch of ships considering I had an obscene amount of money right now anyway, so both are essentially useless...

 

Oh yeah, obligatory, let us refit captured ships.  My guess is it is complicated.

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You simply cannot hijack all the escorts of my battleship fleet that just arrived at Corsica and dump them in Crete where they cannot defend my BB's and cannot get back across the med. If you pull the ships out of a port for a mission put them back when it's done, simple courtesy.

Organize the Fleet system so that we have designated bases to R&R and refit, it has gotten better but it needs a total overhaul

Otherwise enjoying a lot of the new changes

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2 hours ago, Admiral Donuts said:

The only time I take ships is when I want to weaken a potential future enemy. I just scrap them immediately. But that's just me.

I got them because money doesn't help me so I figured I could sell them scrap them or use them for invasion tonnage.  

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Reiterate: Stop taking my ships out of ports and areas they are defending and dumping them three seas away stranded behind lines of enemy ships in an allied port where I only notice them if I scroll through the ship list.

I keep assigning ships to areas to prevent my transports from getting murdered and they keep leaving station. It's a court-martial offense.

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Stop letting the enemy run. Had the same battle several turns in a row. Same 2 ships. I have never once made contact with them. They run every time. I have DDs fast enough to catch them, but after an hour and a half of game time I have never been able to engage.

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I have a situation currently in which those bast**** in the Dominican Republic invaded Haiti after I conquered it in my US campaign. So a counter offensive was launched while I was invading Honduras. The turn before DR was conquered, it became known they were supporting terrorists and a naval invasion was then sent. I conquered them by land, but the invasion mission remains.

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So, I have a question: is it normal that during peace talks when I pick provinces about to be tranfered there is still random of this part if the selected provinces would be given to me? I tend to get this random results when AI of my state just decides that we don't need the land we were fighting for last 2 years, lets just take money. So I have to savescum again and again and this is simply not fun.

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This new mechanic of sending ships after battle to nearest ports is ultimately bad! Heavily damaged ships shoul'd do this (maybe by generating straggle battles in the process, the ones where AI do not instantly run away), but lightly, medium and undamaged ships shoul'd return to port they were originaly operating from. Why was this changed at all?? It just creates mess!

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I am a strong believer in Major nations should never dissolve. Only way they can be removed is through war.
Suggestion:

-Loose all provinces and only keep 1-4 central regions depending on the nation
-New government
-Remove all ships/subs
-Get a decent money injection
-0 to all relations
-2-4 year "no war" diplomacy
-1-2 year with no unrest

Edited by MDHansen
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Overall, Campaign AI is behaving very very strange.. In my current campaign as UK, war broke with Germany, yet entire German fleet was moving into Japan Sea, so when my fleet got to North Sea, i instantly blockaded them...

AI needs to protect home ports better.. not use BBs on raiding missions.. that's what BCs are for.. I would even suggest making AI to always form something like a MAIN FLEET, with most of BBs and keep it close to home ports protecting own bases.. this way, we could get some nice fleet battles  (Jutland) instead of chasing enemy fleets all around the world (which just deteriorates situation with other AI due to tension points these fleets rise)...

 

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8 hours ago, Zuikaku said:

This new mechanic of sending ships after battle to nearest ports is ultimately bad! Heavily damaged ships shoul'd do this (maybe by generating straggle battles in the process, the ones where AI do not instantly run away), but lightly, medium and undamaged ships shoul'd return to port they were originaly operating from. Why was this changed at all?? It just creates mess!

I'm not sure this is right either...

 

I am having trouble relocating ships (especially DDs) because they always get drug into a battle.  If they always went back to the originating port, they'd never make it to their destination.

 

What I do agree with is that the current system is a real pain.  I that in in the areas of combat, after each turn I am checking each port to see where all my DDs have ended up.  It really is a pain in areas with a lot of activity like the Mediterranean or Caribbean.  

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What I have tried that is working for me so far is I have designed what we would call a Destroyer Escort, with advanced mines and best de-mining and best ASW but not as good speed, not as many guns, no torpedo reload, least fuel, smallest modern disp 1900tons. Called Defender, because I put them all on defend and leave them in ports, so far none have been called up or pulled away, and all my ports have a consistent mine field. They cost 1/5th of my general top line destroyers, and I've removed all the mines from what I consider "Fleet Escort" Destroyers and patrol destroyers, which have from 25000 to 35000km range. Now Those Fleet escorts keep getting sucked all over the oceans because of their great range.

Wouldn't mind seeing a DE class of smaller patrol boats just for that role as well as some PT 109 style modern ww2 torpers

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35 minutes ago, Admiral Donuts said:

I design entire navies that have no other purpose but to sell to minors. If they order one of my regular ships....NOOOOOOOO.

 

I do exactly the same, I'm not giving a Zumwalt to Saudi Arabia

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