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>>>v1.5 Feedback<<<(Latest version: v1.5.1.3)


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3 hours ago, havaduck said:

Its a what if game. And honestly just charging in with max. sonar/hydro DDs as bait, preferably angled to one side, unleashing torp salvoes of my own and then moving in with the lumbering BBs who are in the back natrually.

 

Back to the what if game: This is just one of the sketches from reality. Based on what ifs and non existent facts of reality that dont happen ingame (like the naval treaties) its "reasonable" for these abominatons to actually apear. Scale them to the later game and 50 tubes is entirely "reasonable". 🤣🙃

1438289922327.jpg

That doesn't change the fact that that many torpedo warheads represent a significant risk to the ship (See IJN during WW2).

As it is most hits that do damage to a torpedo complement only effect one torpedo at a time with a rare chance to get an ammo detonation. The chance of ammo detonation from torpedo complement should go up significantly as the number of torps on board increases. Then it's up to the player or AI to try to armor against it.

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Puh, I can only second the notion regarding enemy torpedo cruisers. Enemy warships, especially in late game, are usually faster than my vessels (best was a chinese 49 knot light cruiser) and pack lots and lots and lots of torpedo tubes. Result:

Either accept a battle where the enemy is running away (and they run away most of the time, even with comparable or slightly superior task forces) and you waste your time and game fun with another fruitless chase. Or you auto-resolve. BUUUUT I suspect that results are heavily balanced in favor of the number and types of torpedo tubes so a single enemy light cruiser regulary demolishes an entire battlegroup. Not necessarily sinking them, but heaviliy damaging a BB, two cruisers and up to four destroyers.

Also, I noted that torpedo spreads regularily "cheat". Now, i know it is not cheating, but it is odd nonetheless. Enemy fires a spread. I notice the warning sign. I see "Well, not a problem. Far enough and the direction is not good. So, the trail ends of my formatiom (for example) do the "evade torpedoes" thing.

Some minutes later : BAM! BAAAAM! DD sinks. Light cruiser sinks. Light cruiser heavily damaged. So I am trailing new spreads manually. And I see that the torpedo with the warning sign goes one direction, the rest of the spread is going into a different. Also, torpedoes with the warning sign that misfire cause the warning sign to dissapear, the rest of the torpedoes continue unnoticed.

As I said, I know this is not intended as a cheat, but it is a bit frustrating.

Edited by Darth Khyron
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I am noticing that my ships do not like to fire their guns if a friendly is between them and their target. While I appreciate my screen ships actually trying to intercept incoming ships, once they come between my battle line ships and the enemy the battle line ships stop firing. The proximity of my screen/scout ships to my battle line or the enemy does not seem to make a difference. Once they are in the sight line my ships stop firing and do not even try to retarget an enemy ship with no friendlies in between. It is a bit frustrating to have my heaviest guns doing nothing throughout much of the battle.

 

As a possible enhancement for a future update, it would be nice if I could target specific ports when increasing capacity instead of upgrading all ports. This would allow me to upgrade where I want to increase my power projection without spending funds in areas where I feel I have enough capacity.

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  • Nick Thomadis changed the title to >>>v1.5 Feedback<<<(Latest version: v1.5.0.4)
On 3/9/2024 at 11:43 PM, Steeltrap said:

Armour being "too effective"??

Don't know who could possibly believe THAT to be an issue.

IMO it's demonstrably the OPPOSITE.

For example, a 1.8" shell strikes the 12" belt, gets a 'partial penetration' AND starts a fire.

Or 3" shell striking a 12" armoured turret from a range where it had next to nothing penetration yet results in a 'partial pen' AND damages the main gun.

With all due respect, a mechanic that produces these results regularly, as is the case right now, needs a substantial correction, but NOT in the direction of making armour even LESS effective.

Armor has been far too effective partial pens do pretty much zero damage. That said they are a bit too common. Fires are another thing entirely.

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- Added new button "Change Port" in Fleet management, which you can use to quickly order ships to move to ports.

Hi and thanks for adding the ability to change ports from the fleet screen! It seems to work on older saves as well.

The only limiting flaw I see at the moment is that the movements between ports is limited by the port capacity, so depending on how big or how many ships you'd like to move you're still limited and can't send the ships wherever you want if the port can't house them on arrival.

May I suggest that this port capacity limit is removed when it comes to this kind of port movement;
so that it is easier to move the ships all around your territories to make the forming of task forces easier?

Edited by Markus1985
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Is there any plans to be able to refit captured ships? Even if there are restrictions such as non structural or the refits take twice as long as normal?

 

I feel this would add alot to the game as I don't think many people bother taking enemy ships during peace talks due to not been able to refit them

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7 minutes ago, o Barão said:

@Nick Thomadis 

OKEJOM5.jpeg

I noticed on some hulls to be stretched by looking at the dots. The hull height is different. I am guessing there is a modifier value in "parts" file that is responsible for this. It is possible to share what it is?

Unfortunately there is no such modifier. Extra settings happen within the game editor.

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37 minutes ago, Nick Thomadis said:

Unfortunately there is no such modifier. Extra settings happen within the game editor.

You can though increase the maximum width/height  by tuning those modifiers:

beamMin beamMax draughtMin draughtMax

 

Probably you already know this.

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Sadly nothing about any AI fixes but I tried quickly from the previous save:

Played 2 turns:

5 battles the AI just run away including one where it was 2 DDs + 1 TB against a sole DD of mine. All DDs were largely similar with massive AI advantage.

I autoresolved 2 battles because I Knew the AI would run, so technically thats 7.

Of the 5 battles in which the AI just run away, it was short on fuel in 1 and thus I was able to run them down and sink them. They didnt even try to manouver or use their torpedoes or do anything really as I closed in to get good accuracy but get shot to pieces. That was they even had a CL, altough damaged. The fuel mechanic would be one of the things I wouldnt mind the AI heavily cheating if not for the fact its basically the only way to force a fight (and if a ship thats massivly slower than yours anyway, so one isnt staring at a blank screen for half an hour)......

And a single battle the AI actually fought. And I dont know why. A CA + DD against 2 CLs and 1 DD. Here I actually had the advantage. Was even kinda fun.

 

But yeah. AI doesnt work. Waiting for the next patch.

Edited by havaduck
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7 hours ago, Nick Thomadis said:

You can though increase the maximum width/height  by tuning those modifiers:

beamMin beamMax draughtMin draughtMax

 

Probably you already know this.

Similar but related question: is there a way to adjust the scaling factor of the towers in the text files or is that hard coded? Really appreciate the new move to port button by the way!! 😄

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13 minutes ago, brothermunro said:

Similar but related question: is there a way to adjust the scaling factor of the towers in the text files or is that hard coded? Really appreciate the new move to port button by the way!! 😄

In "Parts" you can find the column " scale" which allows the scaling of all ship parts.

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18 minutes ago, brothermunro said:

Ah thank you, I meant more on a set of particular parts or even individual ones rather than all of them 😅 but that’s a very interesting param to know about :)

You mean parts of the model? No, this is not possible.

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@Nick Thomadis small error on Italy quads guns max scale.

 

gun_9_x4_italy,,229,gun_9_x4,italy,,dido_gun_cal200_x4,1.0725,1.164515625,,,dido_gun_cal200_x4,1.1,1.194375,1.2,,dido_gun_cal200_x4,1.11375,1.209304688,,,mont_gun_152_x4,1.45,1.365,1.3,0.965,mont_gun_152_x4,1.468125,1.3820625,1.32,0.965,,,,,,,,,,
gun_10_x4_italy,,254,gun_10_x4,italy,,dido_gun_cal200_x4,1.194375,1.259578125,,,dido_gun_cal200_x4,1.225,1.291875,1.2,,dido_gun_cal200_x4,1.2403125,1.308023438,,,mont_gun_152_x4,1.6,1.4625,1.3,0.965,mont_gun_152_x4,1.62,1.48078125,1.32,0.965,,,,,,,,,,
gun_11_x4_italy,,279,gun_11_x4,italy,,dido_gun_cal200_x4,1.2675,1.28334375,,,dido_gun_cal200_x4,1.3,1.31625,1.2,,dido_gun_cal200_x4,1.31625,1.332703125,,,mont_gun_152_x4,1.7,1.56,1.3,0.965,mont_gun_152_x4,1.72125,1.5795,1.32,0.965,,,,,,,,,,
gun_12_x4_italy,,305,gun_12_x4,italy,,dido_gun_cal200_x4,1.31625,1.47346875,,,dido_gun_cal200_x4,1.35,1.51125,1.2,,dido_gun_cal200_x4,1.366875,1.530140625,,,mont_gun_152_x4,1.8,1.6575,1.3,0.965,mont_gun_152_x4,1.8225,1.67821875,1.32,0.965,,,,,,,,,,

 

max scale value is lower than the scale modifier, which will make the guns smaller when increasing the barrel diameter.

 

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  • Nick Thomadis changed the title to >>>v1.5 Feedback<<<(Latest version: v1.5.0.4 R)

Uploaded repaired version including the following:
- Fine tuned economy changes, addressing also the too frequent negative GDP growth during war.
- Fine tuned screen/scout division behavior to keep a safer distance.
- Fixed minor scale error in Italian Quad 20 inch guns.
You need to restart Steam to get this update fast

We received some reports for ships freezing during combat. We checked and these were saves using a modded version of the game. Please do not report to us when you use a mod, and try to check if you have such bugs in an unmodded game.

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2 hours ago, o Barão said:

@Nick Thomadis small error on Italy quads guns max scale.

 

gun_9_x4_italy,,229,gun_9_x4,italy,,dido_gun_cal200_x4,1.0725,1.164515625,,,dido_gun_cal200_x4,1.1,1.194375,1.2,,dido_gun_cal200_x4,1.11375,1.209304688,,,mont_gun_152_x4,1.45,1.365,1.3,0.965,mont_gun_152_x4,1.468125,1.3820625,1.32,0.965,,,,,,,,,,
gun_10_x4_italy,,254,gun_10_x4,italy,,dido_gun_cal200_x4,1.194375,1.259578125,,,dido_gun_cal200_x4,1.225,1.291875,1.2,,dido_gun_cal200_x4,1.2403125,1.308023438,,,mont_gun_152_x4,1.6,1.4625,1.3,0.965,mont_gun_152_x4,1.62,1.48078125,1.32,0.965,,,,,,,,,,
gun_11_x4_italy,,279,gun_11_x4,italy,,dido_gun_cal200_x4,1.2675,1.28334375,,,dido_gun_cal200_x4,1.3,1.31625,1.2,,dido_gun_cal200_x4,1.31625,1.332703125,,,mont_gun_152_x4,1.7,1.56,1.3,0.965,mont_gun_152_x4,1.72125,1.5795,1.32,0.965,,,,,,,,,,
gun_12_x4_italy,,305,gun_12_x4,italy,,dido_gun_cal200_x4,1.31625,1.47346875,,,dido_gun_cal200_x4,1.35,1.51125,1.2,,dido_gun_cal200_x4,1.366875,1.530140625,,,mont_gun_152_x4,1.8,1.6575,1.3,0.965,mont_gun_152_x4,1.8225,1.67821875,1.32,0.965,,,,,,,,,,

 

max scale value is lower than the scale modifier, which will make the guns smaller when increasing the barrel diameter.

 

Only the 20-inch gun, will deploy a quick fix, thanks.

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I don't like the economy changes. Granted they needed a change, but I think it's gone too far. 

I've gone from having a ~500,000k monthly balance while at war to barely being able to afford to send my fleets out 

Edited by Harwood_39
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Hi,

I am sure this may be moved to tech support, but...

I have 742 Hours in game. it has always been rock solid and stable, until v.1.5 that is...

Random crashes, in ship designer, usually when placing a gun etc.

Random hangs on ship design screen (Where you order how many of each etc...
Saving a refit design and clicking on exit to go back to ship design also takes ages... and it is also where it crashes, sometimes...

I have always ran the game with my personal mod, it is limited to granting range finder to torpedo boats, Changing range finder weight values and ship pitch / roll stability values in perms.

Every new patch I run a compare on 3 files i have edited and put my values back into the original file.

I have tried verifying game files, reinstalling the game. and running without my mod. Result is the same... Random crashes on ship designer or ship design screen, never anywhere else.

I am running on a i714700 and 64GB of memory on windows 11 (fully patched, drivers are up-to-date)

I would offer to submit the saves but the i don't see how that would help since loading is never an issue, saves are never corrupt.

It has reached a point where the game is unplayable, for me...

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  • Nick Thomadis changed the title to >>>v1.5 Feedback<<<(Latest version: v1.5.0.5)

Hey admirals,

We had to focus on your latest feedback about the campaign's economy and offer necessary adjustments. Furthermore, we offer a new feature asked by many, the possibility to refit ships received as war reparations. This ability will function only on new ship prizes.

v1.5.0.5
https://steamcommunity.com/games/1069660/announcements/detail/4131562530381629772 

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