Norbert Sattler Posted June 4, 2022 Posted June 4, 2022 (edited) 3 hours ago, Dave P. said: Have you tried running away from the AI? When you get a certain distance apart, the "End Battle" button usually comes up, at least IME. I also had one occasion where that didn't work. I had a BB the enemy some CLs. The enemy moved far enough away that I could no longer see them, but they could see and shoot at my ship. And because of the speed difference I was neither able to close nor get away. So far so legitimate and even smart by the AI... but the problem was that after the AI used up all it's ammo, it still kept at that distance without retreating or letting me get away, leaving me with only the option to run out the clock, or leave the battle. Mind you this was back in 1.05 or maybe even earlier, but I didn't read anything in the change-logs since then that would suggest they added a hook in the AI code that makes enemy ships retreat if they are out of ammo, so I imagine it might happen again, albeit thankfully this seems to be a really rare occasion at least. Edited June 4, 2022 by Norbert Sattler
Sturmalex Posted June 4, 2022 Posted June 4, 2022 (edited) Own BB accuracy seems a bit off. 1890 Germany Campaign. BB has a salvo hit chance of 30% @ 2.5 km yet after 2 hours of combat has only 4 hits. Combat has been rather closer - usually between 1.5 and 3km EDIT: AI torps ingore their range and sometimes run indefinitely Edited June 4, 2022 by Sturmalex
Vanhal Posted June 4, 2022 Posted June 4, 2022 2 hours ago, Nick Thomadis said: *UPDATE 4 * (4/6/2022) - Various critical bug fixes for the campaign. Saves have been reset so that you can play without troubles. Long range firing is now again consistent without accuracy being too high. - Gun Ballistics/Aiming adjustments. - Nation Initial relations slight balance - Campaign tech progress is now faster. - Other minor fixes/improvements. Please restart Steam to download. Tested some more 1. Guns are tiny bit better than it was, but there are still way too high diffrences for several factors, like hitting cruisers are weirdly impossible, 50% accuracy against BB suddenly become 2% against CL. While i agree that there shuld be difference, not this much. 2. Guns bigger than 381-406 are still useless. The accuracy curve should be smoothed way more than it is. After all, to get that power you have to sacrifice much from your ship, there should be some effect to it. 3. It seems to be some bug or wrong values in the BB construction, everything seems to weight much more than before. Can't say what exactly it is, but now i can't construct the battleships i was able in 1.05. 4. There seems to be something wrong about AI building ships, the campaign initialization take very long, and the campaign always freezes to death during that phase at some point in game, usually after all out war finally starts. 5. Tech is good now, thank you. Although you should make the focuses free, to represent specialisation in navies. 2
o Barão Posted June 4, 2022 Posted June 4, 2022 Campaign feedback: Sending ships to other regions will create tension. Good, but I only send 2 CL. So almost the entire German navy in the North Sea creates 2.9 tension, and two small cruisers in the North Atlantic also 2.9 tension. Seems would be better to relate the tension with the force size in the area. "Building new ships" message bug. The player is forced to quit to main menu and load the campaign. The AI TB launched the torpedo against my ship to the other side? Strange. As a side note: Fun little battle. The battle starting with both fleets positions mixed up issue. Happens too often, sadly. This is probably what I liked the most. To be able to attack enemy ports. Like this overall info panel when hovering the region name. In general, I am enjoying the campaign features and gameplay. Just need to fix some small issues. But for the 1st version is very good IMO. Good work.😉✌️ 3
jkl Posted June 4, 2022 Posted June 4, 2022 (edited) 11 hours ago, captinjoehenry said: As you can see with identical settings the German turret design ( 3d model ) weighs a decent bit less while having slight longer barrels. So the fact that the 11.9" gun has such a vastly different design ( 3d model ) than the 12" gun that alone can easily account for the 10% difference in weight between the two of them. Good theory. But look like it's still wrong. As you see, with same armour 4.9" have almoxt x2.5 weight of 5" (84 and 34t w/o ammo, 27 and 11 w/o armour) @Nick Thomadis can we have answer about oversized guns and their weight, it's sort of miscalculating, wrong modifiers, or it work as intended? Edited June 4, 2022 by jkl 1
SiWi Posted June 4, 2022 Posted June 4, 2022 can we slow down with the update a bit? would be nice to be able to get a campaign over 1900s...
admiralsnackbar Posted June 4, 2022 Posted June 4, 2022 (edited) 6 hours ago, Dave P. said: Have you tried running away from the AI? When you get a certain distance apart, the "End Battle" button usually comes up, at least IME. Yes that can work usually. But I am more pointing out that the campaign and the AI are saying two completely different things. The campaign is like: 'The AI is totally willing and prepared to attack you and you can't get away' and the battle map AI is like 'No i'm not' Edited June 4, 2022 by admiralsnackbar
Sandermatt Posted June 4, 2022 Posted June 4, 2022 Currently the game gets stuck for me repeatedly on the end turn screen on "Building New Ships" 1
SpecTRe_X Posted June 4, 2022 Posted June 4, 2022 1 hour ago, SiWi said: can we slow down with the update a bit? would be nice to be able to get a campaign over 1900s... It defeats the point of testing if they hold off on bug fixes they know they have but are still being reported. Rolling them out lets them know if those hotfixes truly work in the wild or if they break something else in the process. 4
TiagoStein Posted June 4, 2022 Posted June 4, 2022 3 hours ago, Norbert Sattler said: I also had one occasion where that didn't work. I had a BB the enemy some CLs. The enemy moved far enough away that I could no longer see them, but they could see and shoot at my ship. And because of the speed difference I was neither able to close nor get away. So far so legitimate and even smart by the AI... but the problem was that after the AI used up all it's ammo, it still kept at that distance without retreating or letting me get away, leaving me with only the option to run out the clock, or leave the battle. Mind you this was back in 1.05 or maybe even earlier, but I didn't read anything in the change-logs since then that would suggest they added a hook in the AI code that makes enemy ships retreat if they are out of ammo, so I imagine it might happen again, albeit thankfully this seems to be a really rare occasion at least. I think this kind of issue will only be solveable when the iteration of battle and strategic map is higher. For example.. you can navigate to coast.. or we coudl have a time limit in a battle that allows to push the rest of the fight to the next strtegic turn (with chance of reinforcements, withdrw etc for both sides)
SiWi Posted June 4, 2022 Posted June 4, 2022 18 minutes ago, SpecTRe_X said: It defeats the point of testing if they hold off on bug fixes they know they have but are still being reported. Rolling them out lets them know if those hotfixes truly work in the wild or if they break something else in the process. but how I'm suppose to test anything if the game restarts all the time?
Morderian Posted June 4, 2022 Posted June 4, 2022 it would be nice if we could still build and design outdated shipdesign even later in the campaign as currently i run into an issue in my campaign were i researched dreadnought but did not have the Capabilty to build some due to not having the necessary Shipyard size which means i am now barred over a year from building new BBs and cant replace my losses in an ongoing war it would make give players more gameplay options too in their fleet building as not only can you know roleplay an admirality believing in outdated designs but also makes way for selfimposed rules for extra challenges
Nick Thomadis Posted June 4, 2022 Author Posted June 4, 2022 6 hours ago, CAR DOOR said: The german 15" twin gun turrets and those with the same model still have their turrets change size instead of barrel length, shrinking and expanding to comical sizes when adjusted, also the twin turrets is considered 15"/45 while the triple is 15"52 even though the model would suggest otherwise. I will check that. 1
Nick Thomadis Posted June 4, 2022 Author Posted June 4, 2022 1 hour ago, jkl said: Something wrong with funnel and weight balance here. You need to check the offset of the citadel. If you bring the citadel too offset from the center fore or aft it will affect the weight stability accordingly.
Nick Thomadis Posted June 4, 2022 Author Posted June 4, 2022 3 hours ago, jkl said: Good theory. But look like it's still wrong. As you see, with same armour 4.9" have almoxt x2.5 weight of 5" (84 and 34t w/o ammo, 27 and 11 w/o armour) @Nick Thomadis can we have answer about oversized guns and their weight, it's sort of miscalculating, wrong modifiers, or it work as intended? One of the main features of the beta patch is the different weight, armor and many other different factors of the guns depending on the 3d model of the turrets. There is a current minor bug, which we have mentioned it, that comparing guns on the UI interface is not accurate. You need to place them on the ship to compare accurately. If you see a big thick turret and has smaller gun diameter than another turret, the weight will still follow the size of the 3D model. Example is a 2-inch gun turret which has no visible armor on it, so this is reflected in the game and it cannot be armored, while it has very small weight. There can be another model with a heavy armor model which is much heavier and you can armor it significantly. That is all, it is a feature one should not argue about it but appreciate it. 1
Nick Thomadis Posted June 4, 2022 Author Posted June 4, 2022 3 hours ago, o Barão said: The AI TB launched the torpedo against my ship to the other side? Strange. Is this still happening with update 4? There has been an effort to fix this potential rare problem, which can happen when the estimated path of the torpedo can be over 90 degrees off the source ship.
Nick Thomadis Posted June 4, 2022 Author Posted June 4, 2022 6 hours ago, Aloeus said: Quick bug find, towers float when you place them down. tested on 2 French hulls and a Russian hull. This bug can happen when saves do not match. Not sure if this is the case, but please do not try to back up old saves, or you can risk it but then please do not report bugs.
Darth Khyron Posted June 4, 2022 Posted June 4, 2022 hmm...there is something curious. In the current battle, two of my battleships are 6.5kms away from the enemy battlecruiser. Their (BBs) main guns are 420mm L/50s equipped with TNT-IV and Tube Powder III rounds. The BCs armor is 18.5cms thick in it's belt. But for the sake of god, my guns do not penetrate and do an average damage of 40 or so. Is this intended?
jkl Posted June 4, 2022 Posted June 4, 2022 6 minutes ago, Nick Thomadis said: One of the main features of the beta patch is the different weight, armor and many other different factors of the guns depending on the 3d model of the turrets. There is a current minor bug, which we have mentioned it, that comparing guns on the UI interface is not accurate. You need to place them on the ship to compare accurately. If you see a big thick turret and has smaller gun diameter than another turret, the weight will still follow the size of the 3D model. Example is a 2-inch gun turret which has no visible armor on it, so this is reflected in the game and it cannot be armored,. There can be another model with a heavy armor model which you can armor it significantly. That is all, it is a feature one should not argue about it but appreciate it. Well, so this definetly a bug. Since both guns placed, both guns have stripped armour , 4.9" have visible smaller gun (i.t. 3d model), but 4.9" have more weight than even 5.9".
Nick Thomadis Posted June 4, 2022 Author Posted June 4, 2022 8 minutes ago, jkl said: Well, so this definetly a bug. Since both guns placed, both guns have stripped armour , 4.9" have visible smaller gun (i.t. 3d model), but 4.9" have more weight than even 5.9". We'll check it out, but if you hover on the guns, does it show the same weight values? Please do not check the below interface panel, but check the weight shown in the tooltip when you hover with your cursor on the mounted guns. 1
jkl Posted June 4, 2022 Posted June 4, 2022 Just now, Nick Thomadis said: We'll check it out, but if you hover on the guns, does it show the same weight values? Yeah. 5.9" have (20+14=34) instead of 35, but i think it's rounding.
Nick Thomadis Posted June 4, 2022 Author Posted June 4, 2022 There is nothing rounding, it is a known issue, we will fix, just please ignore weights in the below UI interface, until we fix it. It is just an UI problem. 3
o Barão Posted June 4, 2022 Posted June 4, 2022 25 minutes ago, Nick Thomadis said: Is this still happening with update 4? There has been an effort to fix this potential rare problem, which can happen when the estimated path of the torpedo can be over 90 degrees off the source ship. Yes, it was this morning with the beta updated. I had 6 or 7 battles today and I noticed this only one time. Not common.
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