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>>>Beta v1.4 Feedback<<< [Final version released]


Nick Thomadis

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despite my earlier critics (which is imho still valid) I just want to say thanks to @Nick Thomadis and the devs. 

UA:D is a great game and the short time we get hotfixes is total exemplary! I think it's important to state this. No matter what, even if I miss lot of things, even if I post criticism here-and-there, this game (and it's devs) is an absolute gem. 

Thank you. I hope the business is running okay and you still support this great game in the coming time. 

Edited by Lucas_Slavik
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Feedback for 1.4.  

Why do we not have the option to call off a port strike to avoid damaging facilities we want to capture?  It is frustrating to no end when my invasion force continuously strikes a port I am attempting to capture for strategic reasons and I have no option to call off the strike.

When I started my invasion of Puerto Rico, the port was capable of 12,000 tons.  Now?  It is worth a scale-topping 2 tons!  Not 2,000 tons, not 200 tons, 2!

I have no issues with sinking the transports of an enemy nation, I want to make that clear.  But the port facilities are another matter.

I would upload the picture here as proof, but a file size of 62kB prevents me from doing so and I do not have an account with a picture sharing website to create a link.

EDIT:  I figured out how to show a screenshot via steam links

https://steamcommunity.com/profiles/76561198070986970/screenshot/2084659468023543645/

Edited by Suribachi
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7 minutes ago, Suribachi said:

Feedback for 1.4.  

Why do we not have the option to call off a port strike to avoid damaging facilities we want to capture?  It is frustrating to no end when my invasion force continuously strikes a port I am attempting to capture for strategic reasons and I have no option to call off the strike.

When I started my invasion of Puerto Rico, the port was capable of 12,000 tons.  Now?  It is worth a scale-topping 2 tons!  Not 2,000 tons, not 200 tons, 2!

I have no issues with sinking the transports of an enemy nation, I want to make that clear.  But the port facilities are another matter.

I would upload the picture here as proof, but a file size of 62kB prevents me from doing so and I do not have an account with a picture sharing website to create a link.

EDIT:  I figured out how to show a screenshot via steam links

https://steamcommunity.com/profiles/76561198070986970/screenshot/2084659468023543645/

But tbh, the option to tell your fleet to attack a port directly should be there.

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8 hours ago, Pappystein said:

Should the Version number be ticking with each update?  I am still experiencing SLOW build times for new campaigns.  Steam says I have the up to date beta but I am still showing V 1.4.0.0 Beta

I am 20 minutes into building another new campaign set in 1930...   The Game is taking 5 minutes per month of 1927 right now.  and I have a pretty high end computer (i9 9900x w/64GB ram)

I've been wondering this myself

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The torpedo aiming seems exceptionally poor since the new beta, although it wasn't great before that. A suggestion...rather than setting targeting to 'Save/Normal/Aggressive' like on guns, what if torpedoes could be set to 'Ahead/On Course/Behind' so that torpedoes are launched either ahead of, on course, or behind the predicted course of the enemy. Using this method we could ensure a more proper spread of torpedoes from our ships instead of now, which all ships firing in the same direction (even when firing at different angles) which is very easy to avoid. 

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1 hour ago, Hibbidyhai said:

The torpedo aiming seems exceptionally poor since the new beta, although it wasn't great before that. A suggestion...rather than setting targeting to 'Save/Normal/Aggressive' like on guns, what if torpedoes could be set to 'Ahead/On Course/Behind' so that torpedoes are launched either ahead of, on course, or behind the predicted course of the enemy. Using this method we could ensure a more proper spread of torpedoes from our ships instead of now, which all ships firing in the same direction (even when firing at different angles) which is very easy to avoid. 

The reason the AI can avoid your torpedoes with impunity is because it has omniscience as an ability. Any AI worth considering would have the same features. The problem with AI isn't making it more accurate, but making it more human. So Nick has to make it more fallible, not less fallible. Altering and changing the AI is something that takes both time and effort, so it's going to be one of the last things changed as this game progresses toward the initial release goal.

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I started a 1910 UK campaign, within 3 turns, the hull technology got upgraded and all of a sudden I was only able to build the Queen Elizabeth-style Dreadnought hull for my Battleships (I think Dreadnought VI), despite not having access to Dreadnought V prior to the completion of the research.

I went and started a 1920 UK Campaign and had access to Dreadnought Hulls that were "obsolete" in the 1910 campaign.

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Started a 1930s campaign as Britain, the 6 inch mark 4 turret models are still just upscaled generic 5 inch destroyer turret models, not at all realistic for the turrets mounted on British light cruisers of the time.

Also, these new hulls have the same issues as the CL hulls previously added- they're massive in some regards for no real reason. The new British "Heavy Cruiser II" hull (which is the basic hull in regards to cost) has a standard draught of 8.7m.....that's deeper than some capital ships! Of course you can lower the draught, but this makes the ship have atrocious range.

One bit of praise I do have is nerfing DDs by further limiting their max armour, now my DDs and CLs don't have to get stupidly close to even pen the things in the first place.

Edited by Warspite96
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China, 1900. My army is like...very small. Where are all these Chinese millions?

And yes, this is a mobilized wartime army, the war with Japan has been going on for six months.

Meanwhile Russia which has a population four times smaller than mine

As you can see by the flag, my government changed during this campaign. And it may have had some impact.

Edit: alright, in the next war my army just skyrocketed in numbers by 3 times, although my fleet remained about the same...

Edited by Lima
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In the latest version, there is a bug with rebellions. Sometimes territory does not change hands or does it incorrectly. India rebelled against the British Empire and liberated Western India according to the message. But it remained a British territory. Dissolved Spain had won the rebellion against ungoverned territory but instead of Spain, the territory switched to the French one.

So either there is a bug in the rebel feature or it shows an incorrect message.

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I don't know if this is historically accurate (my apologies if it is), but both the British Command Cruiser and the Advanced Escort Cruiser II look comically tall, almost twice the size of other hulls (so are both of the British Advanced Destroyers, but that's not that noticeable).

tallboi.png

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5 hours ago, Zuikaku said:

Turreted small guns in 1890s are really annoying. Only shielded versions shoul'd exist in this era!

I'd say, shielded/semi-turret small guns should be an option up until the end of campaign. At least single/double mounts. Sacrificing protection for the weight/space is the logical choice, especially for some hulls where you can't fit anything in turret but technically there is place for "just only gun". 

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After 1920, why did Britain have so many battleships and cruisers with  ram bow? It's really too backward. British “Advanced Scout Cruiser”cannot mount larger torpedo tube。In the point on the aft bridge,and  I set the ship width to the maximum。

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I wanted to point out German Mark II guns again.

4, 5, 6in german Mark II gun models are turreted, therefore you cannot desing  effective, esthetically pleasant nor historically accurate light cruisers for germany with mark II guns.

first is german mark I

second japanese mark II

third is german mark II

image.png

Screenshot_16.png

Screenshot_171.png

Edited by Terminus Est
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On 9/16/2023 at 11:02 PM, killjoy1941 said:

The reason the AI can avoid your torpedoes with impunity is because it has omniscience as an ability. Any AI worth considering would have the same features. The problem with AI isn't making it more accurate, but making it more human. So Nick has to make it more fallible, not less fallible. Altering and changing the AI is something that takes both time and effort, so it's going to be one of the last things changed as this game progresses toward the initial release goal.

I'm aware of that. But if you can get your ships to fire torpedoes in a more sensible way and if you launch enough torpedoes at once it will make it much more difficult for even an omniscient AI to avoid all of them. 

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Screenshot

So even if one barrel out of four (okay, maybe two) is blocked at some vertical angles, the  whole sector is excluded from the firing arc? That seems a bit excessive. So this tower is basically a solid wall wider than the ship itself as far as firing arc calculation is concerned

UPD: this seems to be a common issue. Here I don't see any reason whatsoever for the guns not being able to fire in this direction. Please double-check firing angles for new models

Edited by Abuse_Claws
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There seems to be an issue with (at least some) shared designs not being shown during enemy ship design in custom battles. The design is saved, it is available when designing own ship, but not for the enemy. The year is set to the same value for both sides, both sides get 1 CA (which are the designs in question). Made 1 CA for AH and 1 for Britain in Shared designs, both only show for own ship design in custom battles. Report filed in-game

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I don't think the new hull armor limits thing is a very fun thing. It really hinders players designing their own ships how they want them to. If a system like that stays, we should be able to go over the recommended maximum with cost and weight penalties, similar to how speed works.

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Hey I am loving the new update, thanks for all the hard work you guys are doing!

Something I noticed that has resulted from the new armor limits is that the AI is making some funky designs ( mostly armored cruisers) trying to spend all of their available weight. Specifically I started a campaign in the 1900's, and in the 1900s the ai looks to design their armored cruisers using about 10k tons displacement. To fill all this displacement out, the AI puts max possible armor in every single category, ie: 5.6 inch thick aft/main/fore belts, 5.6 inch thick aft/main/fore decks, superstructure etc. Those values seem extreme/not historical, although I'm not sure what a good solution for this would be. Just thought I'd report it in case no one else has mentioned it!

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So far i'm quite liking the new update, especially the armor limitations really highlight the differences between classes and makes all ships more useful and even keeps 2" guns relevant for quite a lot longer since the early DDs don't have enough armor to stand up to them.

Also it makes high-penetration HE a VERY deadly option for guns in the 10-12" range, they have just enough pen to pretty much delete CLs and CAs in a single salvo if they land the shots well, without having to spam AP to overpen them all the time.

 

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Hello guys, just for info, tonight or tomorrow there is going to be a new beta update with minor fix for tooltips not working in pause mode, more hulls and some important changes to ship weight and armor system, which can break your saves.

Therefore we must reset save progress for the next beta. Just please note.

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