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


Nick Thomadis

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(I haven't gotten all the way through in a few patches, so I don't know if this is different now, but I haven't seen anything in the change notes.)

Speaking for myself, I'd like a little more data on the campaign end screen. The last time I finished a campaign, it had info like the number and tonnage of ships sunk, but I'd like more info - like the VP total for each war, maybe even the value/VP for each ship sunk, etc.

One feature that might be a nice thing: in the old Rome: Total War game, the site of a large battle or large victory would get a little plaque on the map commemorating the event. Logging things like that might be nice, so I can go back and look at major victories/defeats. (Maybe any battle with more than a certain tonnage involved, or more than a certain number of VP awarded? I don't know.)

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Even though probably I am repeating someone, I want to point out 2 things. 

In strategic map large task forces consisting of multiple ships should be represented differently than "task forces" consisting of a lone DD. 

Strategic map gets clattered too much and it becomes very difficult to find and/or track large forces. 

Second is the auto targeting. You partition targets among ships and batteries, you start increasing solutions then batteries change targets, resets aiming process, creates unwanted splashes etc. It can be really really annoying. We should at least be able to turn off. 

 

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4 hours ago, German CL mk II guns said:

Second is the auto targeting. You partition targets among ships and batteries, you start increasing solutions then batteries change targets, resets aiming process, creates unwanted splashes etc. It can be really really annoying. We should at least be able to turn off.

We have been asking for improvements and additional orders for auto targetting since 1.0.3. It has been systematically ignored. So at this point, is just better to assume that it won't ever happen, unless mod support is finally added and someone else adds it.

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Uploaded optimized version including the following:
- More 3D battles fps optimization.
- Fine tuned Submarine auto-resolved battles.
- Fixed "Task Force Failed to escape" mechanic which made Task Forces to not trigger all meeting battles consistently.
- AI Task Force pathfinding optimizations.
- Fixed double geared steam turbine engines having a double maintenance cost.
- Other minor fixes.
You must restart Steam to receive this update with no problems

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  • Nick Thomadis changed the title to >>>v1.4 Feedback<<< (1.4.0.9 Opt latest version)
10 hours ago, StrikerDanger said:

Is it possible that we'll ever get the option to enable/disable submarines for Campaign (maybe in the settings menu, or as an extra option on the Campaign setup page?). As it stands, they're still busting ASW fleets.

Being we’ve asked for this for ages I’m speculating it’s either not possible or too difficult with resources left assigned to the project. Maybe they would break the code too much by offering that it wouldn’t be worth their time?

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This post was made by the AI: Please, in the name of holy semiconductors, fix the submarines.

Well, this man finally lost his mind and is now sending submarines (Ocean-going subs I) against me. And there's nothing I can do.

Below you can see 16 battles with submarines. I sent grpups of 1-4 DD and CL against them, but they did not cause any damage to these submarines.

1701875577151017.jpg

These are my designs. I used the best possible ASW available to me, but these Ocean-going subs I are simply invisible.

En1.png

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1 hour ago, lordcmdr said:

Being we’ve asked for this for ages I’m speculating it’s either not possible or too difficult with resources left assigned to the project. Maybe they would break the code too much by offering that it wouldn’t be worth their time?

ive done this (in a brute way). So definately doable, even outside of accessing the core unity files.
-Disable the 3 submarine and ASW tech trees in techTypes-resources.assets
-> thus no submarine research

Move Hydro and Sonar techs from ASW up to Tactics Comm, replacing/merging a few techs so there arent too many techs in that tree. Also editing away/replace the ASW related techs in the hydro/sonar modules

Edited by MDHansen
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1 hour ago, Lima said:

This post was made by the AI: Please, in the name of holy semiconductors, fix the submarines.

Well, this man finally lost his mind and is now sending submarines (Ocean-going subs I) against me. And there's nothing I can do.

Below you can see 16 battles with submarines. I sent grpups of 1-4 DD and CL against them, but they did not cause any damage to these submarines.

1701875577151017.jpg

These are my designs. I used the best possible ASW available to me, but these Ocean-going subs I are simply invisible.

En1.png

Maybe some very late super submarines can be very strong. 
But, you  have to test average subs vs average destroyer fleets.

You can sink now 4x subs with a single destroyer. I am serious. This is what can happen from now on with the latest update, so insisting on making submarines even weaker, will just make submarines useless, and this is not the goal.

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2 hours ago, Nick Thomadis said:

Maybe some very late super submarines can be very strong. 
But, you  have to test average subs vs average destroyer fleets.

You can sink now 4x subs with a single destroyer. I am serious. This is what can happen from now on with the latest update, so insisting on making submarines even weaker, will just make submarines useless, and this is not the goal.

The thing is, all the battles of this post are from the latest (opt) version of the game. And I use the most basic Ocean-going submarines, although I could use Ocean-going sub II and III.

I did this to show the other side of the coin, because if a player has problems, the AI is doing much worse.

As for the battles of my ships against submarines, I haven't seen many of them yet, because the Japanese AI sends them to other wars.

Edited by Lima
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So another scenario of being blocked from movement

 

In this case the fleet blocking me is NO LONGER my enemy.   I just wanted to get to my 'conquest' of Iraq, A chinese TF which is now neutral blocked my access for several turns, until the conquest 'timed out' (Persian gulf).    Too bad as poor Japan I needed the oil.

 

My point though is that I was blocked by a neutral fleet as had signed a peace treaty with China and received my recompense already. 

 

Prior I mentioned being blocked by one solitary TB.   With 4 fleets totalling over a million tons.   That TB 'at least' was an enemy TB.   The most recent was a neutral fleet, even worse.

 

Its game breaking.    Really.   80 miles of sea room and a neutral fleet and you cant move your TF's past them....... 

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@Nick Thomadis

Hi I'm Markus

I've been trying out the releases of the game back and forth over the years and overall I really like what I see and what it can developed into further into the future. I really enjoy the ship building and to build and upgrade the navy and nation over the campaign. But I only now decided to join in here because I'd like to pitch four feature requests that I feel could benefit the game. In general these have to do with the ports and task forces.

1. A way to gather your ships into task forces wherever they are on the map.

At one point you'll get a lot of ports and your ships will spread out, especially if you don't decide where you want to build them. Therefore I'd like to sugest a feature where you can basically order your ships to gather at a specific place into a task force. That way you don't have to look up each and every one of all of your ports, ships, classes etc to gather your ships and assemble the "perfect" task force you want. This way you'd go through your ordinary list of ships, create a new task force by ordering among each available ship you'd like it to have, and then order said ships to join up at a certain sea, point or port on the map. After which said ships will start their journey, gather up into the ordered task force. The order should also include how long you have to wait until the ships arrive at the point you asked for, as well as if you've reached the total tonnage or crew capacity of the task force and if the ships risk running low on fuel.

2. A way to quickly see which ports have ships and how many.

If the first feature request is implemented this one may not be as important. But when I'm presently trying to find my ships I end up looking around the map, hoovering the mouse over each and every port trying to find my ships. This is quite a long and tedious process, especially when you own many ports and your ships have returned to a random port to repair after a battle. There is simply no quick way to find your ships when they are not at sea.

Therefore I'd like a way to see which ports have ships and not. The easiest, I imagine, would be to use different colors to highlight the port icon on the map depending of how much port capacity is used. Imagine a coloured aura or glowing effect around the port name or icon.

For instance an empty port is not marked at all. Casablanca.

However when there are ships present it goes green. Casablanca

When the ships starts pilling up closer to critical it goes yellow. Casablanca.

And when it reaches over critical capacity it goes red. Casablanca.

Doing this will both help you find your ships, as well as quickly track down ports that drain your budget if they work over full capacity.

3. A way to highlight which ports you'd like to build ships at.

This one isn't too important, but just like how you can decide which ports your task forces should join up at to repair, I think there should be a way to decide which ports/shipyards you'd like to build ships at.

4. Show how much tonnage your task force has or will have.

I hope this one is easy to implement and ever since the naval invasion was introduced I hoped this one would. In short, when I in the present game version gather a new task force by selecting a port and pick out the ships in a port I'd like to gather, I'd also like to know exactly how much tonnage the task force will be. At present you only see the number of crew, which of course is important. But along this crew number I'd also like to see the current tonnage of the task force, both when you gather it in port and when the task force is out at sea.

At present the only two ways to confirm the tonnage is to see how much of the port capacity is used, and how well you've reached the criteria to commence the naval invasion. Other wise you'd have to guess something that should only need a quick glance in the task force information to know how big your task force is.


Kind regards, and looking forward to the next version. 

Markus

Edited by Markus1985
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A small graphical bug - the damage received in the previous battle is displayed only on one side of the ship. This ship was damaged by my submarines before this battle.

DS.png

GS.png

An example of the same situation from previous versions of the game

GS1.png

GS2.png

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10 hours ago, PalaiologosTheGreat said:

For major offensives, besides army logistics, how do I influence them?

By eliminating the enemy fleet and blockading them so their economy tanks, their army logistics drop like a rock, and 100k of your troops can walk over a million of theirs.

You can also just do naval invasions of their ports - once you conquer all their ports, the enemy country will dissolve.

You can actually do a pretty good job of focusing on conquering/eliminating other factions.

Edited by Dave P.
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Doomed offensives compilation

I once said that at one point in beta, the AI of the army was really good, but now things have gotten worse.

This is the first of three failed offensives launched by the AH in Italy.

as1.png

Guys, this won't work, they even have an army bigger than yours in general. And it's not like their logistics are collapsing any time soon.

as2.png

Two of the many doomed offensives carried out by the US in Peru.

Us1.png

Us2.png

Up to this turn, there were 500K French soldiers here, and Germany was slowly breaking through their defenses. But now there are only 15K soldiers here.

fr1.png

This is because France has decided that defence does not matter and it is necessary to launch another doomed offensive (Spain has 100% logistics).

fr2.png

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So the one ship blocking passage really is a problem...

I successfully invaded Eastern Germany.  Unfortunately, there was a lone CL in Kiel and when I was done with the invasion the CL was ejected.  Now I have four task forces that can't move because of that CL.  Each one is 3-BB 4-CA 24-DD.  More than enough to make Swiss cheese out of a lone CL.  

Furthermore, the CL can't move because it is blocked by all the BBs.

Then because the tonnage logic seems to like to pair like sized vessels in meetings, I haven't generated a mission to sink that thing in four turns.

 

ETA: I "fast forwarded" until March of 1953 at which point peace broke out, but still couldn't move the ships and still no battle.  I tried bringing in my own unescorted CLs to try and force a battle, or change my TFs from sea control to something else.  Nothing....just stuck.

Ultimate Admiral Dreadnoughts 12_9_2023 8_56_15 AM.jpg

Edited by applegrcoug
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1 hour ago, applegrcoug said:

Then because the tonnage logic seems to like to pair like sized vessels in meetings, I haven't generated a mission to sink that thing in four turns.

 

 

"meetings" are when tf's intersect. and this should generate a meeting, thus tonnage on each side is irrelevant. I never have these situations, so I guess I've done something in the resource files to counteract this (ive edited them extensively). Battles/meetings occurs where they should, or at most I have to wait until next turn before it happens.

this is, to my knowledge anyway.

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4 hours ago, kineuhansen said:

so i just had a battle with 2 bc armed with mk3 18 inch guns and at somepoint they would not fire i repeat they would not fire unless i changed target 

Did you set the Fire Control to "Aggressive" instead of "Normal"? In most cases, ships won't fire a salvo unless they think they stand a chance to hit. If you're maneuvering a lot or at close-to-maximum range, ships holding their fire is pretty typical. Setting the control to "Aggressive" will force them to fire ASAP all the time.

Edited by Dave P.
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5 hours ago, Dave P. said:

Did you set the Fire Control to "Aggressive" instead of "Normal"? In most cases, ships won't fire a salvo unless they think they stand a chance to hit. If you're maneuvering a lot or at close-to-maximum range, ships holding their fire is pretty typical. Setting the control to "Aggressive" will force them to fire ASAP all the time.

Nah, sometimes the game decides that firing just isn't on the cards.

I just closed the game mid-battle where a pair of my cruisers decided that firing their main battery on an opposing cruiser was a silly idea. Who cares that they had 15%+ percentage chance to hit (climbing to mid 80%), and were sailing a steady course against a closing target, they did not fire until the enemy was at near point blank range and had done significant damage to one of them. Setting the guns and torpedoes to aggressive did nothing.

Oh yes, that's right, they refused to launch torpedoes either. It appears that my naval training seems to cover how to torpedo ones own battleships and nothing else.

EDIT: The game *needs* to give us some indication of why the guns aren't firing. We get 'Angle' displayed if the gun has no firing solution at all, but if the AI is consciously waiting for something tell us what that something is. If it *isn't* waiting for something particular, then there is something in need of fixing.

Edited by AdmiralBert
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