Pappystein
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Pappystein last won the day on November 14 2022
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Dang, for the tonnage that is a nice build as it is! And honestly I think how you have it is "as intended" by the designers Guns and bridgework on the raised hull sections with torps and funnels in the low areas
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Is the Light Cruiser III ever going to get fixed?
Pappystein replied to Norbert Sattler's topic in General Discussions
There are many hulls that have this to some degree or another. -
Any way to counter-attack minor nations?
Pappystein replied to Norbert Sattler's topic in General Discussions
Ok so the steps are A) you must be at war with the minor nation's Big nation ally B ) your enemy minor nation has a Naval port. C) you have a large fleet near said minor nation's port. D) You click on the MAJOR enemy nation's INVASION button and choose the minor nation. I have been doing it since the V1.7 Beta first came out and taking over various minor nations (Columbia, Ottomans and Pakistan.) HOWEVER if you are NOT at war with a major nation ally of a minor nation there is a, in my experience 1 in 7 chance of a pop up for a counter invasion from that minor nation. If you do not get the popup, all you can do is deploy ships near the enemy's Nearby ports. If you deploy ships near the enemy minor nation's ports, I have noticed the land battles go better for you. to the point of stopping 5 invasions of my territory when I could not counter invade. Including turning one back from 88% won by the Ottomans -
Any way to counter-attack minor nations?
Pappystein replied to Norbert Sattler's topic in General Discussions
**FOLLOWUP** Something I have used in the last two campaigns I have done that seems it **MIGHT** work... If the location they are invading from has ports, put a huge fleet of your own ships right up next to it's port. If not, Put a huge fleet next to your own ports in the contested territory (if any.) it seems to work... but could just be confirmation bias on my own part. -
Any way to counter-attack minor nations?
Pappystein replied to Norbert Sattler's topic in General Discussions
Sadly I have found no way to do so *BY YOUR COMMAND* unless you can get into a war with, in your case Serbia's ally. THEN you can perform Naval Invasions of any Serbia territory... remember this is a NAVAL game at its core so we don't get control of the army as well. -
Is the Light Cruiser III ever going to get fixed?
Pappystein replied to Norbert Sattler's topic in General Discussions
Or it could be they just want to leave a hull restricted from being too powerful. The Scout cruiser hull if it comes early enough is super OP for example. Those Lifeboats along the sides prevent you from putting too many big guns on board. Instead of running 16 5" twins like the hull can actually fit you are limited to 5 or 6. To be clear, I to do not like the Fixed accoutrements on the ships. It limits playablity of several hulls for my build style. EG I never use the Light Armored cruiser hulls since there is so little room for guns. I do not think it is a BROKEN feature. I think it is a feature that many of us do not agree with / like. One is NOT equal to the other. -
Eh, I have done that before too Sometimes you just need more 9" (although I try to squeeze 3 9"er twins on most of the French Heavy Cruiser hulls *228mm for those using the less imperial measuring scale * Poking fun at the Metric system (or the US's in ability to loose old forms of measurement while being a MEMBER and ON the Metric standard) aside, I would rather that than what I had... from the AI Dreadnought BB with 1 single triple 12.6" turret forward. 8x 7.2" Turrets aft (abet well organized for overlapping fields of fire and a surprising number shooting in any direction at once)
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NOO! not with forced weapon model updates! RIP my GREAT ships that can't handle giant boxes of paper! (for certain I am not putting ARMOR on those guns!
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I give you the case of the Qahar class Cruiser. I made a total of 14 of these cruisers in 3 batches of 4 (yes that equals 12) I lost 2 in combat and gained 3 when a minor nation ceased to exist during final months of construction (rip Chile) the gained 3 is where I got the Duplicate Qahar ship from. which I renamed upon discovering. as you see here many of the ships are listed in NORMAL situation as Qahar (1925) -2 Oh while we are on the subject, the renamed ship is Fengxia (it was originally Qahar) *or was it Fengtian, I do not remember now* Can not upgrade Qahar 2 to Qahar 3 Can not upgrade Qahar 2 to Qahar 4 either Of course before I noticed this issue, thinking all my ships were upgraded to Qahar 3 status I deleted the Qahar 2 refit to save memory (less refits/classes in the ship design window the faster the game runs for me. Full list of ship classes. I really need to pair it down further but can no longer make small destroyers or Torpedo boats as new classes and have a lot of territories with sub 1500ton docks (Yemen is the most cursed of them!) Oh things I have tried. Save exit game restart computer and start game back up ***FAIL*** Build a new refit for the class (that is what Qahar 4 is!) ***FAIL*** get ship damaged in combat ***FAIL*** move ship to new base ***FAIL*** **FORGOT** IF you have not deleted the refit the ships are stuck on, you can delete your NEW refit, make a refit from the stuck level and **SOMETIMES** get out of this mess (it is a timing thing, discover it right away, it works, discover it say... a month later. It does not work for some reason.
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Still seeing the bug where if you refit a class, Then you build more of the original class (with none of the original class left in service due to loss or refit) where the first ship built will be named the Class name again.... Not a Big deal in itself ****EXCEPT**** if, say while you are at war and you FAIL to catch said duplicate ship name. Refits break for the class. If you do not discover the Duplicated Ship name before attempting to refit any of the new ships the refit progress breaks for the class with random number of ships being able to be refitted and the rest STUCK in whatever refit state they were in. I even tried editing the save JSON so that the "broken" ships had the same "upgrade" links to no avail. **IF** you discover the Duplicate named ship BEFORE hitting Refit and manually rename this ship (must have the first 4 characters of the name change for the game to recognize it!!! can't just add a 2 or II at the end of the name!) then the Refit process works as normal! **Sadly this is not something the in game Bug report really shows well (need the ability to post many pictures for a full report and someone has reported on this previously here**
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>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)
Pappystein replied to Nick Thomadis's topic in General Discussions
I have this happen if I build a ship AFTER creating a refit "Class" for the ship. I catch it early Double click on the name and just rename the new ship... HOWEVER I have had ships get lost as you describe (unable to update) in Beta V1.7 first update... the next update came along and I deleted my career and haven't seen that since. -
Thanks for the replys... I have never noticed this before... but I have also never seen a nation have armed transports in only ONE mission where their mk1 guns out-range my mk3 guns (same caliber) by ooh so much (I lost 3 light cruisers to the transports...) Every convoy AFTER that one the transports were not armed. Probably was a bug and I wish I had reported it now. sees 150 4 inch shells in the air.... ALL HIT.... Light Cruiser sunk. Light Cruiser can't even shoot at enemy (with best powder and shell combo) because they are out of range.
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too bad I didn't notice "all saves were reset" before I updated... I was about to take over the last vestiges of Russia. Not a complaint, just an observation that I am not always observant enough Seriously though. I think for the first time in a LONG time I have not felt the need to use a trainer in the game with V1.7 Although I will say I am a bit concerned with armed transport shots seemingly bending to hit me as I turn (not an optical illusion they are actually tracking my movement mid flight... Didn't realize that late 1910 technology had mid-course guided and corrected shellfire... Thought that didn't come about until the Zeus 8" in 1947 Also anyone else notice that armed transports fire in "Swarms" Fire fire fire... None of them fire for a long time... Fire fire fire.... Almost realistic for a small mount running out of ready ammo... but they all do it at the same time and again the tracking shellfire... I don't want to fill out a bug report on this yet without corroboration and more experience myself with this phenomena... I have only seen it once in one mission.
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@o Barão Most recent patch notes/conversation in the update also mentions game crashes due to boarders so maybe it is both (If I am understanding the core issues correctly)
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The link above shows you how to downgrade to the correct version. Then you need to have the correct version of MellonLoader... Then you should be good to go (as I understand it)