basedana Posted September 19, 2023 Share Posted September 19, 2023 (edited) since you're updating the game soon, could y'all make the USA CL 6 inch guns have their turrets instead of an oversized 5 inch gun. Also a way to tell your fleet to attack a port directly would be a very nice thing to add. Edited September 19, 2023 by basedana Link to comment Share on other sites More sharing options...
Lima Posted September 19, 2023 Share Posted September 19, 2023 Semi-Armored Cruiser IV, China. Unable to place Crane Tower III/IV (secondary towers). 3 Link to comment Share on other sites More sharing options...
kineuhansen Posted September 19, 2023 Share Posted September 19, 2023 please balance accuracy in the game i dont know how a ai battleship with worse crew skill then my bb could hit me from 26 km range and destroy my bb in 5 min of battle and my ships did nothing to the ai ship even if my ship was armed with 16 inch guns and maximum trained crew also those times when my ship did hit hardly no damage to enemy ship Link to comment Share on other sites More sharing options...
King_Tiger_II Posted September 20, 2023 Share Posted September 20, 2023 This hull design seems to have an issue with sponsons blocking the main battery traverse, somehow. 1 Link to comment Share on other sites More sharing options...
o Barão Posted September 20, 2023 Share Posted September 20, 2023 6 hours ago, King_Tiger_II said: This hull design seems to have an issue with sponsons blocking the main battery traverse, somehow. Remove the bow casemates. Link to comment Share on other sites More sharing options...
kjg000 Posted September 20, 2023 Share Posted September 20, 2023 13 minutes ago, o Barão said: Remove the bow casemates. Yes? A doable workarround, but not a solution to the problem. The entire rational for casements is that they do not interfere with turrets. 6 Link to comment Share on other sites More sharing options...
German CL mk II guns Posted September 20, 2023 Share Posted September 20, 2023 German funnels with cranes buff damage control while japanese debuff. also; pls, for the love of god, fix the mark II guns on german light cruisers 5 Link to comment Share on other sites More sharing options...
Lima Posted September 20, 2023 Share Posted September 20, 2023 Austro-Hungarian “Experimental Heavy Cruiser” Without increasing the beam, it is impossible to install even Large Modified Tower I After increasing the beam, it is impossible to install Large Modified Tower III 3 Link to comment Share on other sites More sharing options...
Lima Posted September 20, 2023 Share Posted September 20, 2023 (edited) Austro-Hungarian “Semi-Armored Cruiser III” EDIT: French “Armored Cruiser V” - same issue EDIT2: French “Semi-Armored Cruiser V” - same issue EDIT3: Russian “Semi-Armored Cruiser V”- same issue EDIT4: “Semi-Armored Cruiser IV” for China and Spain - same issue There are 2 mounts for casemate guns (fore and aft) But it is possible to install only 1 casemate French “Armored Cruiser V” Edited September 20, 2023 by Lima 3 Link to comment Share on other sites More sharing options...
Lima Posted September 20, 2023 Share Posted September 20, 2023 Austro-Hungarian “Experimental Heavy Cruiser” Problems with the placing of secondary guns 5 Link to comment Share on other sites More sharing options...
Lima Posted September 20, 2023 Share Posted September 20, 2023 (edited) British 4х turrets are significantly smaller than 3х turrets 3х 203mm / 4x 203mm / 3x 178mm for scale This difference is not so noticeable on all types of guns, but when I checked the new hulls of heavy cruisers it was very noticeable. For example, 381mm. Edited September 20, 2023 by Lima 5 Link to comment Share on other sites More sharing options...
Lima Posted September 20, 2023 Share Posted September 20, 2023 (edited) British “Compact Heavy Cruiser” EDIT: British “Heavy Cruiser II” - same issue It is impossible to place Large Targeting Tower V even with maximized beam. All other towers can be placed without problems. A practical example of the difference in size between 3x and 4x turrets. It is impossible to place 3x 203mm turret. But 4x 229mm turret can be placed. Edited September 20, 2023 by Lima 4 Link to comment Share on other sites More sharing options...
Lima Posted September 20, 2023 Share Posted September 20, 2023 French “Heavy Cruiser I” Without increasing the beam, it is impossible to place even Tall Advanced Tower I After maximizing the beam, it is impossible to place Tall Advanced Tower II and Tall Advanced Tower III 4 Link to comment Share on other sites More sharing options...
kineuhansen Posted September 20, 2023 Share Posted September 20, 2023 (edited) could use some viseul diffrent between the mk4 6 inch and 4 inch so they look more british special the 6 inch look nothing like the one belfast is armed with and the duel 6 would be nice if that looked like the one leander was armed with 1930 tech btw Edited September 20, 2023 by kineuhansen 4 Link to comment Share on other sites More sharing options...
King_Tiger_II Posted September 21, 2023 Share Posted September 21, 2023 18 hours ago, o Barão said: Remove the bow casemates. The point is, I want those there. 2 Link to comment Share on other sites More sharing options...
Lima Posted September 21, 2023 Share Posted September 21, 2023 Small Scout Cruiser” for Austria-Hungary, China and Spain Some small details levitate in the air These details interfere with the placement of the tower It turns out an empty space occupied by levitating details 5 Link to comment Share on other sites More sharing options...
GronusCZ Posted September 21, 2023 Share Posted September 21, 2023 Since no one has fixed the (multiple reported) problem with holes in the hull of light cruisers until now, I'm not sure how long it will take to fix the ones with the latest update. 2 Link to comment Share on other sites More sharing options...
o Barão Posted September 21, 2023 Share Posted September 21, 2023 12 hours ago, King_Tiger_II said: The point is, I want those there. You want, I want, and I guess everybody would want to see all this small hulls issues fixed. The thing is that I am seen this same hulls quirks for many years already. Maybe is not devs top priority list of things to do, maybe there are other reasons, I don't know. What I do know, is the next best thing. Is that you as player, to adapt. And in that specific case, as I said before, remove the bow casemates. Like it or not, my solution is the only one that will work for now. 1 Link to comment Share on other sites More sharing options...
Doctor Lucky Posted September 21, 2023 Share Posted September 21, 2023 (edited) Military Conflict not Registering Attacker Tonnage / Not Progressing Game Version: 1.4.0.0 Update 5 (I believe - not sure how to check, have restarted Steam) Campaign started in Update 3 What I'm doing: Attempting to resolve a random event military conflict in Triplolitania with a fleet. Total of 3 months have passed since event began. What's happening: Event not registering nearby fleet tonnage, and is not progressing regardless. What I expect: Popup will register attacking tonnage, and progress the mission. Or progress without tonnage, for that matter. Notes: I have ~230,000t in the local fleet. Event began after I captured the province in a Naval Invasion. Fleet was already in position in the zone. In subsequent months, I moved the fleet elsewhere, and then back again. Speculation that the event is not progressing because I'm supporting a Military Conflict in a province I already control, which triggered in a weird sequence relative to my capturing the province. For example, this may have occurred: Military Conflict is randomly rolled for Trip. Completion of Naval Invasion is evaluated and succeeds My tonnage doesn't register because I'm not valid as an 'attacker' of my territory Event cannot progress without tonnage over limit Edited September 21, 2023 by Doctor Lucky Clarification that event is not progressing regardless of attacker tonnage. Link to comment Share on other sites More sharing options...
Lima Posted September 21, 2023 Share Posted September 21, 2023 1 hour ago, Doctor Lucky said: Military Conflict not Registering Attacker Tonnage / Not Progressing Game Version: 1.4.0.0 Update 5 (I believe - not sure how to check, have restarted Steam) Campaign started in Update 3 What I'm doing: Attempting to resolve a random event military conflict in Triplolitania with a fleet. Total of 3 months have passed since event began. What's happening: Event not registering nearby fleet tonnage, and is not progressing regardless. What I expect: Popup will register attacking tonnage, and progress the mission. Or progress without tonnage, for that matter. Notes: I have ~230,000t in the local fleet. Event began after I captured the province in a Naval Invasion. Fleet was already in position in the zone. In subsequent months, I moved the fleet elsewhere, and then back again. Speculation that the event is not progressing because I'm supporting a Military Conflict in a province I already control, which triggered in a weird sequence relative to my capturing the province. For example, this may have occurred: Military Conflict is randomly rolled for Trip. Completion of Naval Invasion is evaluated and succeeds My tonnage doesn't register because I'm not valid as an 'attacker' of my territory Event cannot progress without tonnage over limit I experienced this situation. It looks like this is how the enemy naval invasion on your territory is displayed. The required tonnage is shown for the French, not for you. I believe that a 100% chance of success is a graphics bug, which happens if the enemy has never sent ships to the invasion zone. Link to comment Share on other sites More sharing options...
Lima Posted September 21, 2023 Share Posted September 21, 2023 (edited) The Ghost Soldiers of Austria-Hungary The situation looks like this (yeah, this is neither Austrian nor Hungarian Empire scenario) Austria-Hungary has a total of 800k soldiers However, they have 1.5 million soldiers in Galicia And another 300k in Serbia The question is where these soldiers came from. Some time ago, Austria-Hungary tried to take back Austria and failed (it was a mobilized wartime army). And now suddenly Austria-Hungary has so many soldiers. EDIT: Some time ago I conducted a study of meat grinders and their impact on the population. This time, the USSR kindly provided new material for research. So, the losses of the USSR for 5 months amounted to a total of 3 million. However, during these months, the army and the population and the USSR experienced only growth. Edited September 21, 2023 by Lima 3 Link to comment Share on other sites More sharing options...
SodaBit Posted September 21, 2023 Share Posted September 21, 2023 8 minutes ago, Lima said: The Ghost Soldiers of Austria-Hungary The situation looks like this (yeah, this is neither Austrian nor Hungarian Empire scenario) Neither Austrian nor Hungarian Empire scenario Again. Completely separate to the ghost soldier issue, can we please address this issue as well? It seems like whenever AH gets its ass kicked (which is still pretty often, it would seem) it's always Austria who's first to Declare Independence From The Empire They Established. That's Not How Empires Work. This is like England declaring independence from the United Kingdom, Prussia declaring independence from Germany, or Russia declaring independence from the Soviet Union. From a historic point of view, this is completely nonsensical, and should not be allowed to happen in game. An empire's core territory and ruling people should remain loyal to the empire to the bitter end, as loyalty to the empire is loyalty to themselves. It should be Czechs, Croatians, or maybe even Hungarians who are the first to say "F*** Austria," not the Austrians themselves, same as it was the colonies of the British Empire who were the first to say "F*** Britain" instead of the Brits themselves. 3 Link to comment Share on other sites More sharing options...
Hibbidyhai Posted September 21, 2023 Share Posted September 21, 2023 On 9/19/2023 at 5:13 PM, kineuhansen said: please balance accuracy in the game i dont know how a ai battleship with worse crew skill then my bb could hit me from 26 km range and destroy my bb in 5 min of battle and my ships did nothing to the ai ship even if my ship was armed with 16 inch guns and maximum trained crew also those times when my ship did hit hardly no damage to enemy ship They'll need more info on the design of your ship to know if the game was working as intended or not. If you have a lot of objects on your hull (turrets, funnels, secondaries, etc.) it makes it easier for the enemy to spot you. Speed is also a factor. If your ship isn't very fast it will be easier to hit. Also, if you are taking heavy damage from distant fire you may not have enough deck armor to cope with it because the angle of the incoming fire is basically vertical. Were you sailing head-on to the enemy to reduce your target profile or sailing horizontal to bring all your turrets to bear, thus increasing your target profile? How big was your ship? The more tonnage a ship has the easier it is to spot and hit. The AI also may have gotten lucky with a hit that caused damage, and once your ship is damaged you become easier to hit and your accuracy goes down. Maybe you already know all of those things and there is a flaw or bug, but you'd have to provide more context for anyone to know what was going on. 1 Link to comment Share on other sites More sharing options...
Lima Posted September 21, 2023 Share Posted September 21, 2023 9 minutes ago, SodaBit said: Neither Austrian nor Hungarian Empire scenario Again. Completely separate to the ghost soldier issue, can we please address this issue as well? It seems like whenever AH gets its ass kicked (which is still pretty often, it would seem) it's always Austria who's first to Declare Independence From The Empire They Established. That's Not How Empires Work. This is like England declaring independence from the United Kingdom, Prussia declaring independence from Germany, or Russia declaring independence from the Soviet Union. From a historic point of view, this is completely nonsensical, and should not be allowed to happen in game. An empire's core territory and ruling people should remain loyal to the empire to the bitter end, as loyalty to the empire is loyalty to themselves. It should be Czechs, Croatians, or maybe even Hungarians who are the first to say "F*** Austria," not the Austrians themselves, same as it was the colonies of the British Empire who were the first to say "F*** Britain" instead of the Brits themselves. Actually, this is a slightly different situation. Austria hasn't declared independence from its empire. Germany invaded Austria during the last World War. Then I had a war with Germany and they lost a lot of their colonies due to uprisings, including Austria. Since then, Austria has remained an independent state. Link to comment Share on other sites More sharing options...
SodaBit Posted September 21, 2023 Share Posted September 21, 2023 Slight issue which has dragged on for quite some time at this point: Having to fight soldiers of countries you aren't at war with. E.G. French invasion of Spanish Western Sahara. 2 things are worth noting. 1. Over 21,000 British troops are present to assist the Spanish and Soviets (who somehow teleported ~1,700 comrades to the Sahara) Despite Not Being At War With France. 2. The Japanese, who are allied to the French, have also committed troops to the invasion, Despite Not Being At War With Spain. But wait! It gets worse. As I said, Japan is allied to France, but they're Also Allied To The British. The Japanese are actively killing soldiers of a nation that is supposed to be their ally. And we're not done yet, of course. Further South, my army is invading British Upper Volta. It's not going particularly great, and, like my French counterparts, I'm fighting soldiers of nations I'm not at war with... Including the Japanese. Which means the Japanese are fighting alongside the British in one theater and fighting against them in another. What The F***? 8 Link to comment Share on other sites More sharing options...
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