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Suribachi

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Suribachi last won the day on December 30 2024

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  1. I truly hope that modders do get access to under the hood stuff to work on balance and AI directly. This is a game I have sunk over 1,300 hours into and would hate to see it fizzle out now.
  2. During my latest play through, I realized that I can sometimes get frustrated with the Transport capacity slider under the Finances tab. Once a player hits 200% transports, keeping the slider above +0.00% becomes a waste of funds and going into even -0.01% will diminish the capacity overtime even during peace time. I would like a button that resets the slider to this level. For example, when a campaign first starts the slider is already in this position.
  3. While I could do this with the manual rudder, it involved too many steps to make it feasible. I hope that the button can be revisited in the future though.
  4. For @Nick Thomadis and the development team. Here is a visual of the maneuver that is being referenced. EDIT: I should also add that, after the maneuver is complete, the ship that was at the back and is now at the front of the formation is the new division leader.
  5. I mean, I see lag, but that is the fault of my PC. I am running 2015's best with a 4790k and a 980 TI. Even with the game installed on a SSD, I am held back by the rest of the system. It is what it is. That said, the campaign is light years better than what it used to be in both loading and processing times.
  6. 5 years sounds good to me as well. In addition to allowing the nation to lick its wounds and rebuild GDP, it would also allow for newer technologies to be researched allowing the AI to cycle through its fleet and help with building newer, more technologically advanced ships. This is assuming the nation has no immediate threats.
  7. Is it known if your fleet that does the auto resolve or causing passive transport losses gets crew experience for doing so? If so, I agree. If not, the suggestion is absolutely valid. It is a safe way to get new crews up to speed fast and usually without risk as transports are usually unarmed early on.
  8. What I typically do is limit myself to CAs that take up half my naval funds at the beginning. Oversimplified example: If I have $50 million of naval funds at the beginning, and my CA design costs $5 million, I will only build 5 CAs. No other ships. I will then put those ships in Limited as soon as the campaign starts. Typically, this can buy me a few years while the economy starts to ramp up and I can afford more and better ships.
  9. Oh...oh my! Oh my My MY! YES!!!! I have been waiting for this!
  10. Life has been kicking me while I am down so I have not had much chance to play. Feedback so far: 1. Addition of Shipbuilding Capacity on Map View and Ship Design screens for Campaign == 10/10 fantastic addition 2. Tension popup includes areas where relations are being affected in a scroll-able list == 10/10 fantastic addition 3. Lack of feature proposed feature is not good 4. Campaign loading is much faster and UI feels snapper and more responsive somehow.
  11. The issue is that the vertical hull damage view needs some minor changes. The biggest being that there is no layering. This means that if the deck underneath a turret is damaged, the green stripes will overlap the turret making it difficult to see if the turret itself is damaged without also consulting the horizontal damage view and doing some mental mapping. If the view was built in a way where the components were always on top of the deck so it is easier to see, that would be a terrific step in the right direction without having to change anything else. But while we are at it: What if we combine all of the elements together? Layered as "always underneath" of components (Hull/Deck in this case means the blank hull in the ship designer without anything attached by the player yet) No coloring: No damage Green Stripe: Hull/Deck light damage Yellow Stripe: Hull/Deck moderate damage Red: Stripe: Hull/Deck heavy damage / destroyed section Layered as "always on top" of deck elements (Component here means anything that the player adds to the blank hull in the builder including all weapons, towers and funnels) Dark Green with Light Green Outline: Component light damage Dark Yellow with Light Yellow Outline: Component moderate damage Dark Red with Light Red Outline: Component Heavy damage Black with Dark Red Outline: Component Destroyed Just a passing thought to try and make use of an insomniac night so I am sure I missed something.
  12. True. This is why I usually start my 1890 USA playthroughs with about 4 CA's on Limited with crew training low, then just let the economy do it's thing. Yeah, some years will pass with not much going on, but usually by 1897-ish, I have about 100k tons worth of ships to take the Caribbean from Spain. From there, I decide if I want to push into Africa or recover more so I can take the Philippines later. By 1910, I usually have a foothold in East Asia (if not Japan outright), Africa and South America.
  13. From my experience, your mileage my vary, training set to 50% or 60% is enough to keep veteran crews without deteriorating for years even if you are at peace and the ship is set to Limited. Typically, a crew that has never seen combat can only be trained up to Trained. So once every ship in your fleet is at least Trained, you can drop the training to 50% or 60% and they will stay there from what I have seen. What I usually do: Bunch of new vessels or war coming? Training to 100%. Maintaining during peacetime? Training to 50%. Saving money during tough times? Training to 40%. Training is the first thing to go in my budget down to a minimum of 40% before I start sacrificing Transport cap. Tech is never dropped from 100% for my playthroughs.
  14. I suggested a while back that if two major powers go to war that the minor nations that are allied with said powers would be dragged in as well and become legitimate military targets for naval and land invasions. Time will tell if this implemented one way or another. Additionally, tension definitely should raise if a fleet of a major power parks outside of a minor's port for a while since the allied power should come by and do a show of force, increasing the tension.
  15. Dang! You mean I won't be able to prepare my dinner anymore while I wait for the campaign to load? Oh well, small price to pay.
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