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Panzergraf

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Panzergraf last won the day on October 29 2024

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  1. Autobattles seem to favor ships with torpedoes a lot, which is why I never dare autobattle with a full task force VS a single DD, I often end up with a lot of heavily damaged or even sunk ships that way. (or at least this used to be the case - they keep changing this algorithm) ASW uses the average ASW score for the full TF, so the most economical ASW TF will just be a single ship, as the average ASW score will then just be the value of that ship. CL's can easly get enough ASW value to easily sink or at least heavily damage a full flotilla of subs, with no damage in return. Also, radar and RDF adds a lot to the ASW value, presumably because the "recon" value is factored in somehow.
  2. When you create your next refit of the original KGV, your updated copies (KGV 2, KGV 3, etc.) can also receive that same refit, and they will get re-classed into KGV (1941) - 4 or whatever that refit is, so all the ships are again the same class. There might be some cases where that won't work, if the KGV 2 and KGV 3 are too different from the original KGV-refits, but every time I've done it it's worked like that. Of course it would be nice if we could straight up build the updated designs, but this workaround does work for the time being.
  3. Also, just want to point out that your new copy class King George V and original King George V class ships can be given the same refits later on, turning them into a single class again.
  4. I encountered something like this the other day, with a secondary tower (just one specific type, on the battleships Moo Deng and Hife) disappearing if I zoomed out just a little bit. 46:20 into the vid is where I notice it
  5. Maybe the UI should make this clearer, it took me a long time to figure out I just didn't have to do those missions. It would be nice if there was a way to decline them and make the mission dialogue box go away too. As long as it is active, the ships involved are considered "In Battle" and can't be moved. Somewhat annoying when a player has just built a new batch of destroyers, they instantly get drawn into an ambush mission before the player has the chance to send them out to join the task forces they're needed in.
  6. Tested and found that immune ships with -100% gun damage modifiers from maxed out resistance are no longer possible. Highest I could get was -95%, but that was with everything added to absolutely max out resistance. Ship still received considerable damage from big guns, as it should. I like how it works now, thank you!👍
  7. Not sure if it's a bug or intentional because Sweden and Ottoman Empire are both my (China) allies, but it seems a bit weird that China is supposed to be the defender here.
  8. That used to be the case pre 1.3 or so, and it did indeed cause a bit of a steamroll effect. I'd like to see shipyard capacity become an independent thing from shipyard size though, like it's own slider or upgrade button. While yes, increasing shipyard size does also bump up the capacity by a bit, I'm also paying for a shipyard size I don't really need.
  9. Some cruisers, like the Chinese "Gun Cruiser" CL, are impossible to build because of this, it also doesn't help that the lightest funnel for this hull weighs 500 tons. Once you add radar, rangefinder, sonar, and RDF (which you want for increased ASW score), you end up thousands of tons over weight and with a very very hefty pricetag, even if you build it with a modest top speed and minimal firepower and armor.
  10. If Naval Prestige is high enough, the player is a national hero and someone with a lot of "pull" with the public. The government would be wise to not oppose or disregard the player's wishes, unless they want to be crushed in the next election. Also, it's a game
  11. Patch 1.6 A change I hope they revert. Now increased ammunition is pretty much mandatory, whereas before reduced/normal/increased were all valid options for different ships.
  12. If you find yourself with too good relations to a nation you want to fight, an easy solution has always been to accept an alliance with them, and then breaking it. This will set relations to 0, and you can provoke them from there. Also, as you can only increase tensions every other turn, use the off-turns to improve relations with nations they (the British in this case) have bad relations with.
  13. I'm getting positive relations in the Arabian Sea, but have no ports there. The US does, though. I do however have ports in the Bay of Benghal, including Ceylon, which is close.
  14. Yeah relations with everyone is improving faster than I can Increase Tension to try to start a war. Was at -60 with the USA (I'm China) when I played on Thursday, but now relations have gone up to +60... Might as well get it up further so they start asking me for an alliance, which I can turn down for a big negative boost to relations? Overall I think Increase Tensions should do more. I want to make it abundantly clear to them that my fleets outside of San Francisco and the Philippines do not have good intentions! (the US has the largest navy other than my own in my current campaign and it would be a fun fight, so that's basically my casus bellum) Edit: Opt x2 came out while I was playing, it's a bit better now, but I'm still gaining a lot of positive relations in sea regions where I don't have any active fleets. Wouldn't those regions simply be neutral?
  15. Yeah getting the same thing now. Italy launched an invasion against me (China). 0 tons in the zone, 100% chance to succeed. Meanwhile I'm invading Japan with more than 1.1 million tons and 370k tons required... 2% chance to succeed (one single enemy sub in the zone), and that is after a successful port strike. Also Conquest of Thailand, 400k tons and 290k tons required; 20% chance to succeed. Maybe things have gotten accidentally reversed? So the 100% chance with 0 tons should be 0% chance to succeed (and 100% chance to fail), and my invasion of Japan should be 98% chance to succeed and 2% chance to fail instead? Edit: Pictures
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