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>>>v1.4 Feedback<<< (1.4.1.1 Opt x2 latest version)


Nick Thomadis

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Britain 1930 campaign, quad turreted guns on the BB hulls have a different length, and therefore characteristics, to non-quad turret guns. Not sure if this applies to other nations or time periods, but this is certainly a thing for British BB hulls.

Edited by Warspite96
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Perhaps you can remind which resource files have changed in content after the update. For mod creators and DIY enthusiasts, it is good for welcome updates and maintenance of their game changes at the same time

For example, tell us that there have been changes in parma? parts? or partmodel etc

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This is very hard to pin down but I've noticed a lot of old issues have resurfaced since 1.4.0.5R3 when there was 'targeting fine tuning' added.

Stuck turrets, the secondaries having to be off to let the mains fire, accuracy suddenly dropping to negative values, and the range found bonus jumping around like mad when they haven't been huge issues for the pre 1.4.0.5R3 versions are now prevalent. I'm finding battles are becoming very irritating because of this, and they weren't before at all. Combat should be, and usually is, a lot of fun! I would suggest rolling back those adjustments made in R3, or at least double checking to see if they didn't use code from an older version of the game.

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3 hours ago, brothermunro said:

This is very hard to pin down but I've noticed a lot of old issues have resurfaced since 1.4.0.5R3 when there was 'targeting fine tuning' added.

Stuck turrets, the secondaries having to be off to let the mains fire, accuracy suddenly dropping to negative values, and the range found bonus jumping around like mad when they haven't been huge issues for the pre 1.4.0.5R3 versions are now prevalent. I'm finding battles are becoming very irritating because of this, and they weren't before at all. Combat should be, and usually is, a lot of fun! I would suggest rolling back those adjustments made in R3, or at least double checking to see if they didn't use code from an older version of the game.

Modified files, unfortunately, can cause such issues.

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4 hours ago, brothermunro said:

Stuck turrets

Disable torpedoes. Speaking for myself, this happens when ship is in range to fire torpedoes and up to actually firing the torpedoes, wich we know can take an eternity. In particular for BS/BC ships, not so much DD/TB it seems. Atleast, this can be one reason. I can't say I've noticed the old "disable secondaries fix" being needed. I haven't actually tried, since turning off torpedoes works.

It also seems that turning torpedoes back on after a bit doesn't stall the main turrets, atleast not right away. 

Edited by MDHansen
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For the record, I only play custom battles in the vanilla game itself, no modification to the files whatsoever

With that out, the BIG issue that I currently have with the game is the game's AI is too cowardly. They spend practically 90% of the time running away from my ships, creating an untenable situation of my ships having to expend ungodly amount of ammo just to get one of them down. The return of this "feature" is making each match less of a joy to play the game and more of a chore to wait for the shells to connect. Please make the AI much more aggressive so that players can have a no-holds-barred match that worthy of a game about dreadnoughts.

 

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4 hours ago, PanzerMk34 said:

For the record, I only play custom battles in the vanilla game itself, no modification to the files whatsoever

With that out, the BIG issue that I currently have with the game is the game's AI is too cowardly. They spend practically 90% of the time running away from my ships, creating an untenable situation of my ships having to expend ungodly amount of ammo just to get one of them down. The return of this "feature" is making each match less of a joy to play the game and more of a chore to wait for the shells to connect. Please make the AI much more aggressive so that players can have a no-holds-barred match that worthy of a game about dreadnoughts.

 

I'm getting similar, no matter what type of battle, ship type, tonnage difference or any type of factor, the AI ALWAYS runs away from battle. If my ships are slower they run away, if my ships are faster they still run away without putting up a fight and proceed to die. Seems bugged to me, the AI were never this bad for running away in my experience lmao.

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I am having a problem with the game crashing.  Obviously, I am not able to submit a bug report.

The year is 1957, I am Great Britain. I have eliminated all nations except for Germany.  They are left with the 2 ports in the western Baltin and the Netherlands which they conquered.  There are a couple of land invasions going.  I have 2 naval invasions going on with each being over 2 million tons.  Really, no more than 10 turns before I own most every port.  Russia popped back up in the east, but does not have any ports. When I hit the next turn button, the game starts the cycle, then crashes.  It has done this a few times.  I am not using any mods.

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USA Dreadnought II has a casemate bug. Starboard casemate 2, below the superstructure, has an action zone that clips into the inside of the hull. The spot doesn't seem to matter what size of casemate is used, they all mirror the portside casemate. Not a major bug, but an annoying one, since I have no idea if the casemate will work correctly or if I'm just wasting tonnage.

Screenshot (4177).png

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Shared Design edit bug

Well, you can't make changes to designs after the initial save. If you edit and save the design, it will return to its original state after exiting the Shared Design menu or after switching to the new design.

 

Edited by Lima
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16 hours ago, Mike L said:

I am having a problem with the game crashing.  Obviously, I am not able to submit a bug report.

The year is 1957, I am Great Britain. I have eliminated all nations except for Germany.  They are left with the 2 ports in the western Baltin and the Netherlands which they conquered.  There are a couple of land invasions going.  I have 2 naval invasions going on with each being over 2 million tons.  Really, no more than 10 turns before I own most every port.  Russia popped back up in the east, but does not have any ports. When I hit the next turn button, the game starts the cycle, then crashes.  It has done this a few times.  I am not using any mods.

I am having the same problem albeit on a different game.  I am running a 1920 campaign that crashes in 1933 and none of the majors have been completely knocked out, although I have an active invasion with Russia and they are nearly defeated.

It is also showing some strange behavior in that I don't know who controls Southern Siberia...Soviet Union or United Kingdom.

image.thumb.jpeg.5bdf3e6521076a3e608059e6dca4b2c4.jpeg

 

But as I am running a Naval Invasion, I get to this stage and upon trying to advance to the next turn, it crashes for me on building ships.

My invasion is at this stage:

 

image.thumb.jpeg.7d712b8e254bf1ffdaf253cac14e80fe.jpeg

 

Seeing as we both have problems with Russia, my guess is they don't like getting beaten.

 

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1 hour ago, applegrcoug said:

I am having the same problem albeit on a different game.  I am running a 1920 campaign that crashes in 1933 and none of the majors have been completely knocked out, although I have an active invasion with Russia and they are nearly defeated.

It is also showing some strange behavior in that I don't know who controls Southern Siberia...Soviet Union or United Kingdom.

image.thumb.jpeg.5bdf3e6521076a3e608059e6dca4b2c4.jpeg

 

But as I am running a Naval Invasion, I get to this stage and upon trying to advance to the next turn, it crashes for me on building ships.

My invasion is at this stage:

 

image.thumb.jpeg.7d712b8e254bf1ffdaf253cac14e80fe.jpeg

 

Seeing as we both have problems with Russia, my guess is they don't like getting beaten.

 

That is the exact location where I am having a problem.  The port is mine, but the territory is a Russian resurrection.  My order of elimination as Britain was Spain, Austria-Hungary, Italy, France, Russia, China, Japan, United States.  China popped back up, but disappeared the next turn.

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  • Nick Thomadis changed the title to >>>v1.4 Feedback<<< (1.4.0.7 Optx2 latest version)

Uploaded Optimized version x2 which includes the following:
- Fixed crash caused more often in the late game, related with ports of dissolved nations. You can continue your saves that had this crash issue, with this fix.
- Fixed issues that could confuse auto-design and make part placement errors, that resulted in delays.
- Fixed an old UI issue that did not allow to cancel a ship movement order in the campaign. Now you can use the Esc button for that.
- Reduced the negative impact on GDP during wartime.
You have to restart Steam to get this update

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Got some feedback here with regards to both campaign AI and battle AI.

Got tasked with invading Madeira, and had to fight the Portuguese fleet stationed there.
A6bn9kP.png
Which, for some reason, is larger than the Japanese, Chinese, and Soviet navies put together. I had no idea the Portuguese government was willing to spend so much on their navy, let alone afford so many ships. However, they proved unable to command such a fleet, as they assumed a massive, and quite dense, battle blob, which caused a large portion of the fleet screen to be destroyed whilst unspotted, as they were incidentally hit by shells that miss the capital ships they were actually aimed at.
Despite there being so many TBs and DDs, they never elected to undertake a mass torpedo assault in support of the battleship engagement, with some DDs actually breaking off to try to chase down my own DDs...
OGn20xo.png
Who, having dumped their torpedos into the massive blob of hostile shipping, had already begun the journey back home, as they could not safely engage such a large formation in a gunnery exchange.
SG7DbMQ.png
The capital ships were dealt with rather quickly, as they were mostly obsolete American dreadnoughts, with a couple of first generation fast battleships in the mix. This left the still massive fleet screen with nothing left to escort, so the logical mover would be to launch their overwhelming torpedo assault now, since apparently they had a good reason for not doing so earlier.
MsRXNlY.png
Instead, they sailed around in circles at about 25 km, letting themselves get picked off one by one, which made a nice bit of target practice for my gunnery crews. 
ooBmTVa.png
The result was the complete inverse of what the numbers at the beginning of the engagement would have suggested. In just under 2 hours, the Portuguese armed forces suffered more casualties in a single battle than it did during the entire First World War.

The take-aways from this incident must be clear:
The AI of minor nations, like the AI of the playable great powers, must be able to scrap obsolete ships while purchasing modern vessels, and the battle AI needs to improve the way it handles massive formations.
Realistically, this battle should have been a hard fought Portuguese victory at worst, not one of the darkest days in Portuguese history.

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On 11/16/2023 at 1:24 PM, Nick Thomadis said:

Modified files, unfortunately, can cause such issues.

Hi Nick,

Of course I understand it’s hard to pin down a problem if it’s a modded game. I loaded up the latest release (completely unmodded) this morning and was able to replicate three of the issues I mentioned, I submitted bug reports and also recorded the battle. That’s all I was able to do today, I’ll try to replicate the secondary interference problem ASAP for you!

I wasn’t seeing these issues in 1.4.0.5R2 and earlier, but there have been similar issues in past (pre 1.4) versions 

Edited by brothermunro
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15 minutes ago, brothermunro said:

Hi Nick,

Of course I understand it’s hard to pin down a problem if it’s a modded game. I loaded up the latest release (completely unmodded) this morning and was able to replicate three of the issues I mentioned, I submitted bug reports and also recorded the battle. That’s all I was able to do today, I’ll try to replicate the secondary interference problem ASAP for you!

I wasn’t seeing these issues in 1.4.0.5R2 and earlier, but there have been similar issues in past (pre 1.4) versions 

I'm playing this whole version on vanilla so far. I also noticed strange changes in aiming, like sudden jumps of "Range Found". I sometimes have this kind of turret behavior, but I wouldn't call it a "stuck turret", but rather an "indecisive turret", because it doesn't completely get stuck and gets fixed over time.

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2 hours ago, brothermunro said:

Hi Nick,

Of course I understand it’s hard to pin down a problem if it’s a modded game. I loaded up the latest release (completely unmodded) this morning and was able to replicate three of the issues I mentioned, I submitted bug reports and also recorded the battle. That’s all I was able to do today, I’ll try to replicate the secondary interference problem ASAP for you!

I wasn’t seeing these issues in 1.4.0.5R2 and earlier, but there have been similar issues in past (pre 1.4) versions 

I am sorry, I did not see anything that works wrongly. From what I've seen quickly:

- You play the game in super fast forward, with much anxiety, making circles, it is almost unbearable to watch and turrets struggle to follow your turns, and some times they achieve to fire. In the real world, those turrets would never fire a single shot.

- When you sail in a straight line, sometimes, due to the fast speed of ships, momentarily, the guns may lose target and they find it in the next salvo, after a millisecond of fast forward time.

- After your ship listed heavily due to flooding, it became unable to fire at all. Perfectly normal.

If I missed something from this video, please link an exact time where I should pay more attention.

Brother Munro, you are a very experienced player of the game. My opinion is that you need to relax a bit and enjoy it. Your viewers will also benefit to see you playing in a more relaxed way, less accelerated.

PS. You also have your guns not firing in "Aggressive" mode which it would help to make them fire, for you, if you want them, even with negligible estimated accuracy.

 

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Oh I left the ship on AI control for a portion as I know that has been a potential issue in the past, it was the one going about like crazy which is pretty normal for the AI. When I was looking for the bugs I had the game on x1 real time sim speed as I’m aware the x5 mode can sometimes cause issues. You can see during the video I slow down the sim speed and then submit an in game report.

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11 minutes ago, brothermunro said:

Oh I left the ship on AI control for a portion as I know that has been a potential issue in the past, it was the one going about like crazy which is pretty normal for the AI. When I was looking for the bugs I had the game on x1 real time sim speed as I’m aware the x5 mode can sometimes cause issues. You can see during the video I slow down the sim speed and then submit an in game report.

You did but in manual control you made the same harsh maneuvers or even stronger. Maneuvering affects the ship's accuracy and aiming in a rather sensitive way, so this is not a bug but a game's feature. In mods, you may find parameters working in a different way (I assume, I do not know) which can affect this system in an undesirable way, but in the video you showed to me, is not having something working in a non-expected way.

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So I haven't played the campaign for a long while and decided to try it once more on vanilla 1.4.0.7Opt2.
Italy, 1890 start, Hard-Random-Create own
Here are the related screenshots, as I can't post any more images on the forum itself.

So the campaign kicked off with a very early (like 1891) invasion of Ethiopia, on which I had no influence, entirely an AI decision. And it's so bad! Like why would you attack a country that has almost ten times the troops?! Naturally, the invasion was crushed in just a couple of turns with all my troops in Italian Somaliland butchered. Okay, not a big deal, moving on. (screen 1)

I can't not say something about Naval Prestige. The thing is totally pointless. By 1893 Germany had -74 and I had 75, which in no way, shape or form affected the game. Like NP is just a pointless number in the corner of the screen at this point, especially for the AI, as getting fired for low NP doesn't seem to affect the AI behaviour at all. (screens 2&3)

So by late 1890s or something like that I decided to go to war. As I had positive relations with all countries and degrading them manually would've taken a long time, I decided it was easier to make an alliance with the US and enter their war against AH. What a fool I was. You see, the alliance offer was but a clever trick of the American admiral, as he managed to break the alliance literally the next turn. Like, I click "accept alliance" -> "end turn" and the first notification I get is "Alliance broke between Italy and America". (screen 4)

About seven years later I'm finally at war with the Brits. Taking their Mediterranean ports is an obvious first priority, so I proceed to attack Gibraltar and Malta... Only to find, that the mere existence of a single enemy TB or DD nearby could drop the success chance from 90+% to like 60-70%. Still, I captured Gibraltar on the first try and Malta on the second. (screen 5)

After that the British AI finally decided to address the insolent little dog that was me (at the moment, British GDP was like 8 times mine, same with fleet tonnage). The British fleet arrived to the Med from the Red Sea finally I got my first actual battle of the campaign... Only to find it a MASSIVE disappointment. For some reason (keep in mind, the year is like 1905 at this point) the Brits brought 1890-era ships, but even then they would've had a chance... If only they had tried.
40 British ships just sort of stumbled around and did nothing while I destroyed them one by one. Not one tried to do a torpedo run (and there were TBs and CLs present, even a couple of more modern DDs iirc). The battle ended with all 40 British ships sunk by my 4 BBs and 2 CAs (the latter almost didn't participate at all), with the Brits only scoring 3 hits for a grand total of 53 damage. Why is the AI so passive now? I'm glad it doesn't just run away anymore, but sitting and waiting to be slaughtered is not much better IMO. (screens 6-8)

Then I got another battle, this time against a modern British BB, even more advanced than my ships in some aspects... And it did the same thing. It sailed somewhere in a straight line while occasionally firing at my ships while 3 small BBs ground it to dust with their 9" guns. The escorts never tried to torpedo-rush me (keep in mind,  my ships had NO secondaries, so all I had to distract the escorts was main gun fire from the 4th BB). In the end the Brits managed to deal 400 damage before being sunk, which is honestly not much of an improvement. (screen 9)

Finally, I got my 3rd and last battle of the war, as after that I captured Cyprus and the next turn peace was made even though I objected to it. This time it was a destroyer attack on my lone BB (still with no secondaries, keep in mind!). I tried to sail away as best I could, but the stormy weather meant I was capped at 20kn, so the enemy DDs quickly caught up... And then turned away. Again and again. Apparently, the new logic prevents the AI from running away, but the DDs still don't like to go against 10x2x11" guns of my new BB, causing the game of peek-a-boo to last for like an in-game hour or two before I finally got an "end battle" button. BTW, before the battle I tried to retreat - unsuccessfully. Can we please, please get an auto-retreat if the enemy is not willing to fight? (screen 10)

This marked the end of the war with Britain, and honestly I don't feel like playing the campaign anymore unless some major changes are introduced in the next update (I'm talking mostly about AI behaviour improvements). Custom battles might still be fun, but with this new "sheep in a slaughterhouse" AI setting IDK about that either. It almost feels like the game is in a worse state than a few months ago, but I might just be misremembering things

Edited by Abuse_Claws
grammar
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Broken submarines aka Ghosts of Muscat

Background: I conducted a successful naval invasion of Oman. After the successful invasion, these three submarines left the port of Muscat and IMMEDIATELY generated a mission to attack my transports. Subs don't give a damn that my two naval invasion TFs (60 ships in total) are located directly next to this port.

SUb1.png

What is happening now: I have sent a group of 4 cruisers and 20 destroyers with mines to the port. Submarines don't take damage from these mines and continue to attack my transports every turn.

My thoughts on this situation: I think the subs got this mission because they were near my port, which did not have my ships. There are three problems here:

  1. I just captured this port. How the hell was I supposed to have ships there?
  2. Right next to this port are my invasion TFs. Why don't they prevent attacks on transports?
  3. I sent the ships to the port. Why don't they prevent this mission? How did they even get to the port if there are subs nearby? Why don't their mines do damage?

Such situations happen ALL THE TIME in the campaign. You drive the subs out of the port, they become invisible and attack your transports. It's very frustrating. And not just annoying, it threatens the campaign. In the late campaign, the transport fleet is recovering very slowly (which is problem in itself ) and in these meaningless missions you lose your precious traspnorts without any way to prevent it.

My previous post with the same problem:

I'll make an edit to show when this ghost show is over. I take screenshots every turn.

EDIT1: THEY'RE EATING MINES NOW

Okay, it's March 1943, look at the size of this minefield

Sub1.jpg

And this is April 1943, the minefield has decreased. My ships are still in port and laying mines. There were no reports of damage to ships by mines. Turns out subs just eat these mines for a snack.

Sub2.jpg

EDIT2: Well, it's not the end, it's the anniversary. They've been bullying my navy for a year now.

SUB2.png

Edited by Lima
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AI tries to protect convoy challenge (impossible). Yes, they ran away from an equal force like a bunch of rabbits.

cowa1.png

EDIT: Just another outstanding example of AI's cowardice. I had a little more ships (DDs to defend against subs), but the enemy had 4 modern BBs against 2 of my old BCs (1920s design). I mean, yes, these BBs were garbage, but the AI could at least try to fight, and not RUN without looking back.
Cowa2.png

Edited by Lima
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10 hours ago, Lima said:

Just another outstanding example of AI's cowardice. I had a little more ships (DDs to defend against subs), but the enemy had 4 modern BBs against 2 of my old BCs (1920s design). I mean, yes, these BBs were garbage, but the AI could at least try to fight, and not RUN without looking back.

I don't understand why the AI refuses to stand and fight the player, especially on a peer-on-peer engagement, or even one where they have an on-paper/ numbers advantage. It makes hunting them down and sinking them annoying with anything less than a 30+ knot, radar-equipped CA or bigger(depending on the enemy target). It would be nice to see the AI fight a little more aggressively in general.

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Please could there be an option added to tell non-major AI allies to *not* take part in battles with me? The game seems to love generating 'balanced' battles where one or two of my modern ships plus a vertiable museum of un-upgraded armoured cruisers/pre-dreadnought battleships get matched against multiple up-to-date enemy vessels. It'll keep happening each turn, even if I've got taskforces of my own in the area. The game will *insist* on parcelling out my ships in ones or twos to accompany the AI, only to then also insist I can't withdraw from the engagement either.

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14 hours ago, Lima said:

Broken submarines aka Ghosts of Muscat

Background: I conducted a successful naval invasion of Oman. After the successful invasion, these three submarines left the port of Muscat and IMMEDIATELY generated a mission to attack my transports. Subs don't give a damn that my two naval invasion TFs (60 ships in total) are located directly next to this port.

SUb1.png

What is happening now: I have sent a group of 4 cruisers and 20 destroyers with mines to the port. Submarines don't take damage from these mines and continue to attack my transports every turn.

My thoughts on this situation: I think the subs got this mission because they were near my port, which did not have my ships. There are three problems here:

  1. I just captured this port. How the hell was I supposed to have ships there?
  2. Right next to this port are my invasion TFs. Why don't they prevent attacks on transports?
  3. I sent the ships to the port. Why don't they prevent this mission? How did they even get to the port if there are subs nearby? Why don't their mines do damage?

Such situations happen ALL THE TIME in the campaign. You drive the subs out of the port, they become invisible and attack your transports. It's very frustrating. And not just annoying, it threatens the campaign. In the late campaign, the transport fleet is recovering very slowly (which is problem in itself ) and in these meaningless missions you lose your precious traspnorts without any way to prevent it.

My previous post with the same problem:

I'll make an edit to show when this ghost show is over. I take screenshots every turn.

EDIT1: THEY'RE EATING MINES NOW

Okay, it's March 1943, look at the size of this minefield

Sub1.jpg

And this is April 1943, the minefield has decreased. My ships are still in port and laying mines. There were no reports of damage to ships by mines. Turns out subs just eat these mines for a snack.

Sub2.jpg

EDIT2: Well, it's not the end, it's the anniversary. They've been bullying my navy for a year now.

SUB2.png

Literally had the same issue a while back. Tried basically everything there is to try when hunting subs. It seems to be tied to this exact region of ocean, when a hostile submarine group tries to dock at Muscat, and winds up just sitting outside the port forever b/c it feel into enemy hands. Pretty sure all you can do is wait at this point. Sucks to suck, I guess.

Same issue occurring in pretty much the exact same spot. Doubt it's coincidence.
aiWjXJ8.png
Sub2.jpg

Edited by SodaBit
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