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Everything posted by brothermunro
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>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
brothermunro replied to Nick Thomadis's topic in General Discussions
I don’t mind the text in game being big (but I would like to see a UI scale adjuster) but I don’t think the changes to the text in 1.3.4&5 were an improvement (this isn’t a rant, I love the game and I’m trying to offer constructive advice). The font choice of Arial (I’m 99% sure its Arial) is, whilst not bad, certainly isn’t good. I understand commercial font use can get expensive but there’s free alternatives that look far better (like IBM Plex). The dynamic letter spacing is something that I find very difficult, it looks dreadful and is unnecessarily hard to read (I have dyslexia so that doesn’t help). Justified hyphenated text with fixed 12% letter spacing would be better if you’re wanting the text to fill a text box. Not a new issue; but pop ups, such as the gun information screen in battles, goes off the edge of the screen. Not sure how to solve that one but if you could it would be most appreciated! -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
brothermunro replied to Nick Thomadis's topic in General Discussions
Bear in mind that UAD is still single threaded, so 7 of your cores are just going to be sitting there twiddling their thumbs. I’ve noticed the game will get a bit choppy in really big battles as well, and that’s on a CPU with the same number of cores/threads but a higher clock speed. Looking at the system resources the CPU will be at about 20% overall but one thread is at 100% -
>>>v1.3 Feedback<<<(Latest Update: v1.3.9.9 Rx2)
brothermunro replied to Nick Thomadis's topic in General Discussions
The dreaded target lock bug is back, very high probability of seeing it in late game battles with only one ship on each side. Aiming progress ends up as a negative number and the ship cannot progress it’s aiming meaning it will just fire all its shells into the ocean. Ships will sometimes fix themselves, but this is inconsistent and they frequently encounter the same issue moments later. Turning guns off and on again does not clear the problem, nor does forcing the ‘Angle!’ Status, nor does the Ctrl-Space command. If there is more than one ship the problem can be cleared by targeting a different ship, and then targeting the original ship (this can’t be done in a 1v1 though) I’ve checked if it’s the balance mod, behaviour occurs on vanilla Occurs with the ship on AI control Occurs when the ship isn’t given any course changes and is sailing at a constant speed. Reported in game as well as here, I also recorded once instance of the behaviour I saw (the same one I used to send a bug report) hopefully that helps track the problem down! https://youtu.be/QeQDB2wefh0 -
>>>Beta v1.3 Feedback<<<(Released)
brothermunro replied to Nick Thomadis's topic in General Discussions
Is the damaged ship in a division with an undamaged one? Because of how ships in a division will keep pace with the leader you can get this sort of ‘towing’ effect -
Could we get access to the Atlanta class hull when playing as the British as a stand in for the Dido class? 😇
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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
I’m seeing this problem as well, I can’t seem to see a definitive pattern but it happens with some ships more than others (especially my light cruisers). Possibly related I’m also seeing the ‘firing only one turret’ behaviour and the ‘target lock’ bug again. Ships sometimes fix themselves but I’ve had more than one battle in my Spanish campaign where these issues have forced me to retreat. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
I‘ve noticed a bit of stuttering on the campaign map, usually after loading back to the map from a battle. The game locks up for perhaps half a second and is unresponsive, happens a couple of times a few seconds apart, then it’s fine. Hard to reproduce it doesn’t do it all the time. I had a system monitor up, the game doesn’t seem to be drawing extra resources when it happens. Only seen this behaviour on 1.2.9 and 1.2.9R. -
I’d like to suggest some Quality of Life improvements to the shared designs feature: Allow us to pick shared designs for enemies in custom battles. Pretty straightforward, when you go into the enemy designer in custom battles it would be great if you could pick a shared design. Currently you can game it by using ‘always’ and only having one compatible design but it would be good if players could chose directly. Add custom battle designs to shared designs. Again a pretty simple feature, if a player has a custom battle design (which already has the year, country and ship class assigned) they can hit a button to create a shared design file. This would allow players to test & tweak their designs before sharing them. From a purely selfish standpoint both of these features together would allow me to do cool content like community tournaments 😇
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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
As someone who lives in the former and grew up in the latter I can confirm those are a wee bit off. Scotland’s population is about 1,000,000 too large for 1920. Finding GDP/capita figures by region in 1920 is not simple, but even 100 years later the south east (not including London) has noticeably higher GDP/capita than Scotland. That said going through and balancing all the regions for all the start dates on historical data is a massive job so might take quite some time. Would be ideal for a mod if/when UAD gets mod support (nudge nudge wink wink)… -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
If you assign a priority then it slows all your other research categories. If you assign all three you’ll have quite a severe penalty on the non prioritised techs. It’s not so much of a case of ‘don’t use them at all’ (I tend to have big guns prioritised for an entire campaign for instance) but you do need to bear that mechanic in mind, they aren’t ‘free’ as it were. The most effective use of them is to use them sparingly and strategically to get key technologies faster but not to use them too much or you’ll fall behind overall. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
If you’re talking tech level then there’s a couple of things you can check in your nation: 1. Make sure your tech spend slider is maxed out 2. Try not to use the tech priorities, it lowers your overall progress If you’ve done those then I’m not sure. I hope that helps! -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
😎 I was able to replicate it with: 16"/45 British Mark 3 triple base/TNT4, standard size, improved capped ballistic shells and, 20"/50 Russian Mark 3 cordite 3/dunnite, light semi ballistic shells and, The same ship as the first post but locked into the soft capped HE rounds instead So the problem doesn't seem isolated to a particular component or country. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
Yes, I did a clean install to make sure that wasn't causing the issue -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
I seem to have hit an upload limit! I have several screenshots of blocked hits, and one where the range to target is in the screenshot as well, but here is the final results screen. Of 130 hits 50 were blocked, nearly 40% so it is quite noticeable when you do run into it. From playing the game and encountering similar things it is not limited to transports or 12" gun, any weapon with very high pen that hits very weak (or no) armour has a chance to do this. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
Hi Nick, I was able to replicate this, methodology and screenshots below (apologies its quite a few!) This was a custom battle with 1 Italian battlecruiser vs 10 Chinese transports, 1940, 30,000m opening range. Here is the ship I used: As you can see she has nine 12"/59 guns in three triple turrets, and you can see from the armament setup I went all in on as much penetration as possible (my hypothesis is that the game's penetration formula can get confused if the output number is very large). Here is the ship in battle: I left the ship on AI control and locked it to AP firing for the entire battle. It didn't take long to replicate the 'blocked' issue @DableUTeeF encountered. I wanted to show the range this happened at but I saw the same behaviour at all ranges (see next post) -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
This seems to have fixed the 'target lock' bug we were talking about yesterday, I can no longer replicate it - thank you!😄 -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
I completely agree, its just odd that in this case I was sailing more or less broadside on, and my guns actually scored a hit without that affecting the aiming progress. If it is a UI issue then I would say that the problem is more to do with the aiming progress staying at 0% for a very long time then suddenly switching to 'aimed'. If the aiming is progressing players I think will expect to see the progress number increasing with each salvo also. With the resetting issue you used to be able to do this on the ship you are targeting, but now you need another ship to do this. I'll try and get the process on video but if you pause the game, change target, then change back to the original the aiming progress 0% will change to 'aimed' on the next salvo, and if you time the pause to be right before the guns fire it'll still work so it doesn't seem to be due to what the enemy ship is doing. Edit: I'll also see if I can get the ship to replicate the error under AI control -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
Target Lock Bug Ah my very favourite persistent bug. I have no idea why it disappears and reappears but it must be a cunning little code gremlin. Anyway in 1.1.9 (vanilla, I'm not using any mods at present) ships can get their ladder aiming progress stuck at 0% for a very long time. I recorded a video of it which you can watch here (its an unlisted video): Not an especially fancy ship on my part, an ABX triple 15" British Modern BB 2. Veteran crew, Auto loader 2, Radar 3, Coincidence 5 rangefinders. 1940 Custom 1v1. As you can see this normally accurate ship is merrily unloading its shells at the ocean. Can be fixed by targeting another ship, then retargeting the original ship, but of course in a 1v1 you can't do that. Possibly related I saw that when the aiming progress fixes itself and the ship fires normally it only fires a full broadside from all three turrets every other salvo, half the time it will only fire the aft turret (another problem I seem to remember happening on old versions). -
Hi Nick, I am more collecting common bugs/issues I hear about from my community here, not having a go (I have seen a few of these myself as well though). People often use the term 'bug' colloquially when they just mean 'doesn't work the way I expect' rather than how a developer or programmer would understand the term. Damaged Ships: Ships starting battles with damage that doesn't match the damage they took in a previous battle is another frequently mentioned 'bug' to me, though I am pretty sure the game just records 'light/medium/heavy' damage as a state and then applies it at the battle start rather than saving detailed damage information. This is an example of a system that is almost certainly working fine with zero bugs which annoyed players cite as a bug. Penetration issues: Primarily the game recording a blocked or partial pen when the player expects an over penetration. It is much less common in 1.1.7R. Most of the issues now seem to be around the 'sloped design' stat & resistance values (I think). You still see some odd things, like a light cruiser a battleship is unable to penetrate. Accuracy/Aiming Issues: Again this is much better in 1.1.7R but I frequently hear complaints about accuracy. For instance I was watching Spartan Elite playing yesterday and suddenly his ships had a tenth of the accuracy they had in the previous month, it caused a bunch of problems for him, then fixed itself a few turns later. For me the biggest issue here is that the 'target lock bug' is still present where guns can get stuck at a negative aiming progress, causing them to just fire all their shells into the sea. Rare in campaigns, but very obvious in 1940 1v1 customs. Balance Issues (Battles): There is quite a variance in stats between hulls and guns between countries. The most frequently complained about statistic is resistance as it has such a dramatic effect on ship survivability. Similarly default gun lengths, muzzle velocities etc vary between nations (this may be intentional of course!). The most frequently complained about nations are the UK and Germany. The rates of fire, accuracy and general performance of big guns is also frequently mentioned as needing adjustment (the balance mod changes help a lot with this). Torpedo avoidance by the AI is very very frequently mentioned as being so good to make torps completely useless for the player. Balance Issues (Campaign): Land invasions, especially in Europe where playable nations share a land border, are regularly mentioned as being far too effective, and cutting short otherwise promising campaigns (players doing Italian campaigns at war with France and/or AH being destroyed even if the navy never loses a battle for instance). GDP tends to snowball, and is a huge boost to larger nations (kinda historical but in my US campaign the GDP of the USA is approaching the kind of levels not achieved until the 1960's). Map Issues: The map not 'looping'. I understand the team considers it an aesthetic issue, but I can assure you many players consider it to be unfinished and therefore a 'bug'. (Unfair perhaps but true). Missing Hulls: Again this is probably unfair, and the reason for new hulls being added more slowly the past year is totally understandable, but a lot of players will not know the reason, they just see when they research a tech 'Unlocked hulls <?>' and think 'oh the game isn't finished - ugh so full of bugs'. (My personal recommended fix is to allow/document how to add models into the game so modders can fill in any remaining gaps after the summer). Formation Issues: Formations are much better than they used to be, however the game still does some very odd things when trying to adjust formations. For instance divisions merging when a user double clicks on a division, when a user 'picks up' a division the game picks up multiple divisions, when trying to separate a single ship the entire division breaks up etc. They are minor, but very frustrating. Submarines: Submarines are frequently mentioned to me (I never build any when I'm playing) as being problematic. Players expect them to be able to provide power projection (to enable blockades) and sink transports which they don't do effectively, and find the auto resolve nature of their battles confusing and arbitrary. Mission Generation Issues: Players find the mission generation system confusing and often talk about it being 'bugged'. For instance sailing one of their task forces right on top of an enemy task force and that not generating a battle or ships engaging in battles very far away from where they expect ships to be (such as ships stationed in Malta not fighting enemy ships near Malta, but instead attacking something in the Irish Sea). I'm keenly aware from the dev team's point of view none of that list as actual bugs! I'm just trying to help you understand what players are actually finding is preventing them from fully enjoying the game, and what they mean when they say 'full of bugs!!'
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All the announced features are most welcome. Thank you for providing the roadmap, others in this thread have already made some great points about tweaks and features to add. My request is far more about what happens after the team moves onto new projects. Whilst I totally understand that that needs to happen at some point, we players are a stubborn lot and will hopefully be playing UAD for many years to come. The community will probably want to continue to improve the game past the end of official development. To that end please consider adding some mod friendly support features (such as the ability to easily swap the resources.asset file and documentation about how the game works). I’m no expert in that department, but @Sapphire and @AdmiralSnackbar have already done some great work and could probably tell you what they would need.
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>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
I just did my first video on 1.1.5 and I also saw the very weird penetration issues returning. 14” shells getting blocked by 1.5” of extended deck at long range, large calibre base fused HE getting blocked by transports with 0” of armour etc when you would expect an overpen if anything. I also saw the return of the dreaded ‘target lock’ bug, where aiming progress gets stuck at a negative percentage and a ship will just merrily fire it’s entire magazine into the ocean. Hopefully those gremlins can be squashed again soon! -
UAD Rebalancing Mod For [v1.4.0.5 R2]
brothermunro replied to admiralsnackbar's topic in Unofficial Mods
I have to say @admiralsnackbarI’ve been using your mod on my videos (I mention & credit you in them) for 1.10 and it feels much more fun. The design choices feel more like choices again, and battles feel impactful and decisive just like they should do. You’ve done a fantastic job with this! -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
From playing around it seems to happen most often if you have a lot of penetration compared to the target’s armour. I’m guessing the game’s penetration formula outputs a numerical value where 1-2 is a pen, anything less than 1 is a partial or blocked or something and values over 2 are over penetrations. If however the formula outputs something very odd, like a negative number, or possibly a number that’s beyond the upper limit of an overpen the game gets confused. Very much conjecture though! -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
I did a bit of testing on penetration and whilst I still don't know exactly what is going on something is definitely off. I started off with my test firing ship with 1940 British Mk4 15"/50 gun, using triple base, TNT IV and standard shells in three triple turrets. I engaged a target ship, an old 1910 German ship I just autogenerated to begin with. She had Krupp 2, a 14" belt and No citadel tech. Here's the battle results, the damage table from the target. Nothing to surprising. Now lets up the penetration of our shells. Swapping to dunnite, super heavy, tube powder III. It took more hits to sink the ship. Well that's probably due to shells over penetrating rather than penetrating lowering the damage to the ship. So far so good. Well what happens if we remove the armour entirely? Now here is where we see the odd behaviour. You'd expect to just see more overpens, and you do, but you also see significantly more *blocked* shells which makes no sense as there is *less* armour than the previous battle. This is where I think the problem is occurring, very high penetration shells getting blocked (or giving a partial penetration) when they should be over penetrating. Now watch what happens to the same ships when the main guns get turned off and the secondaries turned on, despite firing a lot more shells there are actually fewer blocked hits. Anyway I hope that's helpful for tracking down the gremlins in the penetration system. My guess would be an overflow or a negative number or something fouling things up. -
>>>v1.1+ Feedback<<<(Latest Update: v1.2.9R)
brothermunro replied to Nick Thomadis's topic in General Discussions
This might be due to an overflow of some sort in the penetration calculation (something I’ve suspected can happen in various versions). Essentially you are penetrating so much the game goes past overpen and ends up reporting a blocked or partial instead. That’s why you’re seeing the HE & 5” working fine. (Again this is just a suspicion, I’d need to see the formula & the values going into & out of it to tell for sure).