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National territories (or lack thereof)

Only 1/3 of France's territory and 10 million people remained...

2023-05-15-16-57-16.png

2023-05-15-16-57-12.png

However, the French did not give up and attacked China, successfully

2023-05-15-16-57-21.png

And now there are 66 million more Frenchmen!

2023-05-15-17-00-01.png

The new French immediately enlisted in the army and and continued the conquest.

2023-05-15-16-59-16.png

Well, in general, I wanted to say that this is quite absurd and it would be good to have national territories for every major nation.

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It is still nearly impossible to maintain fleet with nations like Spain. The biggest ships I've got are old turret cruisers. Built 2 battleships but was forced to sell them immediatelly and I'm still 25mills in deficit every month (during the wartime). 6CAs, 12Cls and 20TBs is my navy. 

Edited by Zuikaku
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I haven't tried Spain, but what has become really expensive is putting up the tech, crew and transport sliders, as well as building docks. Docks are really expensive now. I haven't had crew training high except in wars or playing the British, or later USA games. On the other hand my tech is Advanced with the slider at 70% with China or Japan, and was hitting Very advanced with it at 80% with the USA or British. I don't try and maintain loads of ships, but I don't play on the harder difficulties.

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Adding my two cents on bugs present in the current build. A few of these bugs have been mentioned by other people several times, but I thought I should weigh in to help the developers with prioritization:

. Player ships have a really hard time targeting fast-ish opponents in later eras. For example, I had a 1940's, fully maxed-out battleship be completely unable to respond to a group of heavy cruisers at any range. BB's guns would rarely ever fire, and when they did, accuracy was appalling (again, even with maxed-out tech). The cruisers, meanwhile, replied with a constant barrage of pin-point accurate fire. Both primary and secondary batteries are affected;

. In the same vein, guns (mostly primary, but secondaries can do this too) often refuse to fire at all, or fire sporadic, partial salvos, while peer opponents throw a whole lot of lead my way without any hesitation;

. Ships still wobble and shake violently for a few seconds when starting a battle in all but a flat calm;

. Ships with no or very little armor are sometimes able to block or ricochet capital ship-grade projectiles. This tends of happen at shallower angles, but still seems very unfeasible from a physics standpoint.

 

Other improvement suggestions:

. A more sophisticated damage model: including mesh deformation and the ability to have masts, superstructure and so on be partially or completely destroyed, and the ship itself be able to break apart when sinking would greatly enhance immersion;

. Ship models have varying degrees of scaling inconsistencies, which do interfere greatly with the sense of, well, scale in the game. These are usually more apparent when the displacement slider is away from the midpoint. Ship's boats are recurring culprits, oftentimes being way too big in relation to the hull, making the ship look tiny, and the same can be said for deck clutter, such as capstans, cranes and hatches;

. Animated screws;

. The game is very much GPU limited, at least on the PC's I've run it on. Adding FSR 2 as an alternative to FXAA and TAA should yield substantial performance and image quality gains for players, especially those on more modest systems.

 

Highlights:

. Magazine explosions look really dramatic and powerful. SFXs compliment the visual effects quite well;

. New weather and time-of-day system is quite a looker, too;

. Sounds effects are pretty gratifying and weighty overall.

 

Again, I appreciate the developers' efforts in bringing the game up to shape. Despite its flaws, UAD is one of my favorite games and I'm eager to see what's down the road. Cheers!

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2 hours ago, prreich said:

encountered a bug where the campaign ended as total bankrupt when in the side pane you can see I have 70 Billion in naval fundsimage.thumb.png.82041b99c7c0bb537be026fe42fdd4bf.png

Just covering the bases here, did your nation itself go bankrupt via its GDP?

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This has already been reported but I think its important to mention it's still happening:

 

AI keeps building and scraping ships... this is a printscreen from my 1890s campaign as USA, in abril 1910 (20 years in) and look at the fleets the countries have... only Italy seems "realistic"... and no, I haven't wiped out their fleets, I've only been at war with Spain (goodbye) Japan and China... This is a major hindrance for a fun/realistic campaign

Hope this gets fixed soon, been loving this game, have hundreds of hours playing and think that it has HUGE potential, once the quirks/bugs are ironed out it will be THE naval strategy game of the century :D

Captura de Ecrã (402).png

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On 5/10/2023 at 7:32 AM, Panzergraf said:

I converted my old campaign save (not even 8 hours old...), and I can see it saved as save_0.bin in the save folder, but when I try to load campaign it can't find the file.
After trying to load, the save file is gone (I still have a backup though).
I tried starting a new campaign, saved in slot 3 as save_2.bin, and it shows up in the save folder and can be loaded just fine.

Similar issue here: the game automatically converts .json save file to .bin, but when i click on 'continue campaing' it just DELETES the save file (!) and shows me empty slots...

And just like Panzergraf said, new saves are unaffected.

Edited by ozzy.88
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From AI not scrapping ships and having huge collection of floating museums to AI instantly scrapping newly built ships. In my campaign France only had 3BBs, 5CAs, Cl and 4 TBs. All in one TF which got destroyed. And it has 50+ ships in build que all the time. Same with the US. 

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Yeah, right now AI has VE-E-ERY WEIRD priorities in regards to it's fleet and which ships are kept in service and which are scrapped. Also, economic changes made it so AI has less ships in general - so less stuff to sink for the player and less fun in the end.
 

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1 hour ago, Deadpan_Alpaca said:

Yeah, right now AI has VE-E-ERY WEIRD priorities in regards to it's fleet and which ships are kept in service and which are scrapped. Also, economic changes made it so AI has less ships in general - so less stuff to sink for the player and less fun in the end.
 

So, too much ships and money was bad, and this is bad also. Now they shoul'd just fine tune it somewhere between.

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25 minutes ago, Zuikaku said:

So, too much ships and money was bad, and this is bad also. Now they shoul'd just fine tune it somewhere between.

I'd say, difficulty of the game should have effect over not income of AI states but it's spendings. Let AI have lessened costs of ships, both building and maintaining - so that even if it pulls out quite weird (if to put it lightly) designs, it would be able to compensate in quantity. Also, as AI has finally learned to scrap the ships, it should be just taught to scrap old obsolete ships, not the most recent ones. 

Though it was fun to watch like AI was keeping more or less on the same tech level with me but his ships were mostly pre-dreadnoughts. Meanwhile there was spam of messages where AI ships of most modern design were scrapped shortly after comission. 

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The spotting penalties in bad weather seem a bit drastic, using a Japanese battlecruiser with Gen III radar and I didn't detect an enemy cruiser in a night storm until it was 5km away. Sure bad weather does affect radar performance to a degree, but surely not making a ship practically blind.

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4 hours ago, ozzy.88 said:

Similar issue here: the game automatically converts .json save file to .bin, but when i click on 'continue campaing' it just DELETES the save file (!) and shows me empty slots...

And just like Panzergraf said, new saves are unaffected.

Apparently the save file converter is only there to convert new .bin saves to the old .json format for players who like to edit their saves, and then convert them back to .bin

Old campaign saves are forever dead it seems.

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4 hours ago, Warspite96 said:

...using a Japanese battlecruiser with Gen III radar and I didn't detect an enemy cruiser in a night storm until it was 5km away.

You mentioned you were inside a storm.

"Yes, rain can affect radar performance. Rain and other forms of precipitation can cause echo signals that mask the desired target echoes1. Raindrops absorb and scatter radar signals, so less energy reaches the target and even less returns to radar as an echo2. The higher the frequency of a radar system, the more it is affected by weather conditions such as rain or clouds3."

ChatGPT answer.

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In 1923, 13 years into a US campaign, the other nations put all their effort into scraping perfectly fine, reasonably modern, recently refit ships.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

I'm not sure what rule set the computer opponents are operating on, but older hulls, properly refit, work perfectly fine. I'm only just now in the process of scraping and replacing all the ships I designed and built for the 1910 start in 1922, having just unlocked 'modernized dreadnought' hulls.

 

I would set the ai's scraping rules to not scrap anything less than 10 years old. A ship can be kept for up to 15 years as long as it doesn't go more than 3 years without a refit past that 10 years. The AI should also try to refit a ship classes every 4 years at most, if only to let guns update their mk, and to select better components.

 

Some other things i noticed playing a campaign for 13 years, any sort of rebellion has a 95% chance to fail, especially against the ottoman empire. Absolute monarchies with 90 unrest with constant rebellions are put down every time regardless as to how baddy they are losing a war, Russia only went soviet in 1920 after I sea invaded their entire far east. Absolute monarchy china shows no sign of going red, right wing constitutional monarchy austro hungry gobbled up nearly all of Germany and most of France and has a 180 billian GDP, second only to my 250 billion gdp. Even Netherlands, Belgium and Portugal have lost almost no territory.

 

Collapsed factions have a 100% chance to not succeed in resurrecting, which is the opposite of what should happen. There shouldn't even be a fight, it should be an automatic win for any native faction against the forces of the 'ungoverned territory', and it shouldn't take more than a year for someone to take charge and end the anarchy. Another mechanic that should be added is that if any faction has a land border with an ungoverned territory, it should treat that territory as though its at war with it, and make every attempt to land invade and gobble it up, immediately. That includes all colonial territory, not just home territory.

 

There also really needs to be more ways to interact with (invade) minor powers. Any minor faction you have a land boarder with, you should be able to antagonize or improve relationship with, ending with ether an invasion or alliance. The UI menu were you select what to naval invade, you could pretty much reuse that to select a faction. Currently the 'ACTIONS' column in the 'POLITICS' tab for your faction in blank, that space could be used for minior power interaction UI elements. You could spend naval prestige to recommend to the government how to treat these minor powers, but just the fact that you can decide to naval invade a territory on your own with no input from the government shows you have more authority than a simple grand admiral.

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SIMPLE STRAIGHT "SAIL IN A LINE" COMMANDS ARE BROKEN.

I have not touched formations at all. They started in Battle Line & look at where they are, 4 minutes later.

TXEn4GY.png

This is outrageous.

The solution is simple. I have outlined it in the link below. For clarity, I also quote it here. Thank you for reading.

Quote

The ships' movement screams poorly tuned PID to me. The effect is worsened when ships are following one another--perturbations in the lead vessel(s) course amplify oscillations in the following vessels'.

 

Currently, it's common to see behavior like this when commanding a turn in a line of vessels.SkzaMJL.png

 

It seems like this behavior is due to following ships trying to maintain a constant distance from their lead ships. It means that the second ship will begin to turn late, since the distance opens up only when the lead ship is in the maximum of its turn, and then because of ship handling characteristic the second ship will not be in the maximum of its turn until after the lead ship has settled into its new course.

This causes a yet further delay for the course change of third & later following ships, meaning that the effect is exacerbated going down the line. It leads to a whip-lash effect and the third and later ships usually greatly overshoot, fall out of formation, and have to complete a long and slow 360° turn to return eventually to formation. It's almost impossible to keep ships in lines longer than 2, even through very very simple maneuvers. 

L4PSJzr.png

 

I propose than instead of each ship only looking at the distance from the one before it, an iterative process that amplifies perturbations and quickly leads to bad behavior in high-inertia/slowly-handling ships, we try a different method.

Have behind the lead ship a "ghost division" of calculated ship positions--where ships should be if they followed perfectly (had perfect handling & no delay). Each ship instead will simply try to minimize their distance to the corresponding element of the ghost division.

j4DueZB.png

This should minimize whip-lash and keep ships in formation through simple turns.

 

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nMnfizP.jpg

I don't have a direct land connection to Mongolia, but that does not stop my Emperor to decide to invade them. At this specific moment, I was in peace with China.

 

-----------submarine text issue----------------------

6Pr0kzb.jpg

…have increased maintenance compared to "Defend".....

There is no defend option for subs to compare. And why should have increased maintenance cost if is in restricted role?

 

1XFslrC.jpg

And if I set to unrestricted, I also have an increased maintenance cost, but this time makes sense.

 

  • Both options can't have increase maintenance.
  • There is no defend option to compare.

 

---------------"parts" file small text error----------------

atlanta_cl_funnel_Enhanced_4,,funnel,Advanced Gun Funnel III,,265,395000,,10,atlanta_funnel_c,1.18,,funnel,,need(CA_American_Style;CL_EscortCruiser_British),"funnel(1), fcap(51), smoke(29), size(9.6)",,,,,,,,,,,,,,,,,,,265,212,,
atlanta_cl_funnel_Enhanced_3,,funnel,Advanced Gun Funnel III,,265,315000,,9,atlanta_funnel_c,1.12,,funnel,,need(CA_American_Style;CL_EscortCruiser_British),"funnel(1), fcap(48), smoke(28), size(8.9)",,,,,,,,,,,,,,,,,,,265,212,,

 

two "Advanced Gun Funnel III" components. The first one should be "Advanced Gun Funnel IV

and...

fletcher_type_tower_5_base,,tower_main,Heavy Modern Tower II,,405,1200000,,100,atlanta_tower_main_a,1.1,,tower_main,,need(DD_flat_big;DD_daring_style;DD_german_big),"tower_main(1), night(85), aim(32), acc(22), acc_long(48), fire_ex(38), smoke(-50), size(32), tspot(5700), torpedo_detect(200)",,,,,,,,,,,,,,,,,,,405,303.75,,
fletcher_type_tower_4_base,,tower_main,Heavy Modern Tower I,,379,1100000,,95,atlanta_tower_main_a,1.05,,tower_main,,need(DD_flat_big;DD_daring_style;DD_german_big),"tower_main(1), night(80), aim(30), acc(21), acc_long(46), fire_ex(37), smoke(-49), size(31), tspot(5500), torpedo_detect(195)",,,,,,,,,,,,,,,,,,,379,284.25,,
fletcher_type_tower_3_base,,tower_main,Heavy Modern Tower I,,325,960000,,90,atlanta_tower_main_a,1,,tower_main,,need(DD_flat_big;DD_daring_style;DD_german_big),"tower_main(1), night(75), aim(28), acc(20), acc_long(44), fire_ex(36), smoke(-48), size(30), tspot(5300), torpedo_detect(190)",,,,,,,,,,,,,,,,,,,325,243.75,,

two "Heavy Modern Tower I" and "Heavy Modern Tower II" should be "Heavy Modern Tower III"

Edited by o Barão
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Hi.

I want to thank the development team for all their hard work. This game is exactly what I have been wishing for since my childhood days.

There is just one thing that I want to ask you for. Please make the in-game file converter compatible with custom battle files. I had so much fun playing with the "custom_battle_data.json" file, and feeling sad that I'm not allowed to do that anymore. 

I hope I'm not asking too much.

Best wishes.

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3 hours ago, o Barão said:

 

…have increased maintenance compared to "Defend".....

There is no defend option for subs to compare. And why should have increased maintenance cost if is in restricted role?

 

Defend is only available in port

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