Norbert Sattler Posted January 13, 2023 Posted January 13, 2023 (edited) 1 hour ago, admiralsnackbar said: well it's 100% of your income not your balance. It buys you time but it's not a way of keeping you out of war forever. It is not. As the text says it is 100% of the currently saved up money. I had an income of about 170 million per month at the time and as you can see in the screenshot it would have taken over a billion off of me. If it merely took one month worth of income from me, it would not be much of an issue. Edited January 13, 2023 by Norbert Sattler
Lima Posted January 13, 2023 Posted January 13, 2023 This post was recognized by Nick Thomadis! Lima was awarded the badge 'Great Support' and 5 points. 8 minutes ago, Lima said: The weight of this soviet turret is simply incredible (no armor) @Nick Thomadis 100% STALINIUM 100% Now AI is suffering very much from mines. AI does not prioritize mine hunter kit and the capacity of the shipyards is limited, so there are a lot of damaged ships and they are slowly being repaired. I decided to make a lot of destroyers for my new campaign and everything was fine until I got to STALINIUM GUN. Russian 102-127mm mk4-5 guns have a huge weight. No one has that much weight. I love destroyers, and there are not so many unique hulls for them. The Russians have a beautiful hulls (italian), but this STALINIUM GUN is attached to it. I just can't watch a good hull suffer because of this wunderwaffe.
Urst Posted January 13, 2023 Posted January 13, 2023 13 minutes ago, Lima said: Now AI is suffering very much from mines. AI does not prioritize mine hunter kit and the capacity of the shipyards is limited, so there are a lot of damaged ships and they are slowly being repaired. I decided to make a lot of destroyers for my new campaign and everything was fine until I got to STALINIUM GUN. Russian 102-127mm mk4-5 guns have a huge weight. No one has that much weight. I love destroyers, and there are not so many unique hulls for them. The Russians have a beautiful hulls (italian), but this STALINIUM GUN is attached to it. I just can't watch a good hull suffer because of this wunderwaffe. Yeah. The last 3 turns of current war between Germany and the Soviet Union (1906) gave me SEVEN popups of nothing but German ships being damaged by mines.
Plazma Posted January 13, 2023 Posted January 13, 2023 I found that I can't change the speed of my ships sometimes, do you have similar issue? 3
TAKTCOM Posted January 13, 2023 Posted January 13, 2023 19 hours ago, Nick Thomadis said: *Update 20* - Fixed aiming bug of the new fire control... 4
ZorinW Posted January 13, 2023 Posted January 13, 2023 17 minutes ago, Plazma said: I found that I can't change the speed of my ships sometimes, do you have similar issue? Yes, pretty much every battle. 1
Plazma Posted January 13, 2023 Posted January 13, 2023 what the hell? 6km, 1904 and all of sudden the enemy CL ship crew have 100% accuracy, because they found the range 2
Stephensan Posted January 13, 2023 Posted January 13, 2023 7 hours ago, Lima said: Now one main caliber turret is enough. In general, this is good, but now the AI will create even greater abominations than before. there is sometimes i want to create small caliber ships with almost no big ones, so this is a change that i want 2
Gsam Posted January 13, 2023 Posted January 13, 2023 Current issues. The accuracy is horrific. Before every jumps my case and says L2P I have all the upgrades possible and have been rushing rangefinding, towers, guns, seasoned crew etc.. I am steady on my course, at cruising speed to increase accuracy and I have like a 3.2% chance to hit a BB that is 3 KM away from me in a BC. Meanwhile AA using 9 inch guns is absolutely shredding me hitting about 15% of shots and They have changed something with the accuracy mechanic. Its horrid right now. 1
Nick Thomadis Posted January 13, 2023 Author Posted January 13, 2023 4 hours ago, Lima said: Now AI is suffering very much from mines. AI does not prioritize mine hunter kit and the capacity of the shipyards is limited, so there are a lot of damaged ships and they are slowly being repaired. I decided to make a lot of destroyers for my new campaign and everything was fine until I got to STALINIUM GUN. Russian 102-127mm mk4-5 guns have a huge weight. No one has that much weight. I love destroyers, and there are not so many unique hulls for them. The Russians have a beautiful hulls (italian), but this STALINIUM GUN is attached to it. I just can't watch a good hull suffer because of this wunderwaffe. Actually all other guns are very light... thanks for the feedback, we will address. EDIT: The specific gun is indeed overweight. Other small changes are needed too. 8
admiralsnackbar Posted January 13, 2023 Posted January 13, 2023 (edited) 1 hour ago, Nick Thomadis said: Actually all other guns are very light... thanks for the feedback, we will address. EDIT: The specific gun is indeed overweight. Other small changes are needed too. A quick mention about gun model selection. I wouldn't worry about this for awhile, but here's an example of a Russian CL. [awesome work on the hotfixes btw, this patch went from being one of the worst to one of the best over a 2 week timespan] The low tier, single gun mounts for secondaries on russian cruisers [maybe a few other countries] are these turret mounts, which on cruisers are a pain to try and mount. Those mounting points are definitely assuming that the small shielded guns are being used here. This is true of some larger ships as well but it's a lot more punishing as the hull gets smaller.Protected cruisers in general [usually called light cruiser I, II, IV] are modeled after ships that almost exclusively used gun mounts with shields and not fully enclosed turrets. Some protected cruisers had large [7-9 inch guns] in single turrets but those turrets were narrower since unlike in UAD they're not designed to accommodate up to 3 guns inside of them. They also had 6 inch casemate weapons that would have been part of the main battery if the main guns were 6 inch or secondary if they were 7-9 inches] [light cruiser casemates are treated as secondary batteries and limited by default to 3 inches IIRC] For a faction like China, the tier 1-2 light guns are also in turrets [both single and double] which are a lot 'thicker'. The new models look very nice but they're impractically sized for a light cruiser. There are also pretty big differences between default barrel lengths for different guns of the same size and tier but different model. I feel like at a given tier they should all be the same and the player should decide whether they want to go with x"/30 caliber or x"/55 caliber Edited January 13, 2023 by admiralsnackbar 4
GronusCZ Posted January 13, 2023 Posted January 13, 2023 New campaign Last update Current graphics card drivers Minimum FPS when targeting an enemy ship... (sorry for low resolution - saving space) 1
applegrcoug Posted January 13, 2023 Posted January 13, 2023 4 hours ago, Plazma said: I found that I can't change the speed of my ships sometimes, do you have similar issue? Yes. It seems sometimes if I go to AI control and back off it "solves" it...but only sometimes. Other problem I encountered (although not sure which update) was my destroyers would not change direction. This has happened on multiple occasions. I wanted to go one direction, clicked to turn, the green heading indicator showed the direction, but yet my ship continued steaming straight ahead. One time it was pointed straight into the center of the enemy formation. HMS Dead Meat. Another one I have seen now for multiple patches is when you go to save the campaign it does not reflect the new time/date of the save until you exit out of the game. So, if I hit save at 10pm last night before bed and the loaded up this morning it would show me last save date of yesterday 10pm. Then I play for awhile and at 10am hit save. Then go on playing some more and then go to save again at 11am...it would show still yesterday at 10pm as the most recent.
The PC Collector Posted January 13, 2023 Posted January 13, 2023 11 hours ago, Lima said: Now one main caliber turret is enough. In general, this is good, but now the AI will create even greater abominations than before. Actually, only one gun is allowed upon refit. Which I don't know if it is intentional or a bug, but I think it is reallistic, as sometimes older ships got guns/turrets removed with time. This is how I refitted my Pelayo class (Originally it had two main turrets side to side, but no longer fitted after going from Mk I to Mk 2) I dunno if being allowed to do this is intentional or not, but please don't remove it. I think it is reallistic being able of only have one single turret on refitted old ships.
Pappystein Posted January 14, 2023 Posted January 14, 2023 So I am attacking from British Somalialand... Why not Itallian Somaliland as well.. Italian Somaliland is 100% surrounded by either the target or my land.... I posted this as a bug but is is more a food for thought for improving the land campaign. 1
neph Posted January 14, 2023 Posted January 14, 2023 2 hours ago, The PC Collector said: Actually, only one gun is allowed upon refit. Which I don't know if it is intentional or a bug, but I think it is reallistic, as sometimes older ships got guns/turrets removed with time. This is how I refitted my Pelayo class (Originally it had two main turrets side to side, but no longer fitted after going from Mk I to Mk 2) I dunno if being allowed to do this is intentional or not, but please don't remove it. I think it is reallistic being able of only have one single turret on refitted old ships. That is definitely a bug & certainly unrealistic. Turrets were removed from older ships because usually, refits were demanded to improve speed at the loss of firepower, not because they could only mess with one gun for some bizarre reason.
Stephensan Posted January 14, 2023 Posted January 14, 2023 im just saying game labs.. https://en.wikipedia.org/wiki/Monitor_(warship) and i would love to make a wyoming with only 5 inch guns... just saying just sayin. 2
admiralsnackbar Posted January 14, 2023 Posted January 14, 2023 I am noticing very slow to non-existent aiming progress. [aim progress resetting after every shot back to 0] I thought this might have been the result of my modding the resources.assets, but when re-install the base version i get the same problem. Previous versions seemed to give you the lock bonus and 'range found' [and pretty massive hit rates] almost immediately 2
Gsam Posted January 14, 2023 Posted January 14, 2023 1 hour ago, admiralsnackbar said: I am noticing very slow to non-existent aiming progress. [aim progress resetting after every shot back to 0] I thought this might have been the result of my modding the resources.assets, but when re-install the base version i get the same problem. Previous versions seemed to give you the lock bonus and 'range found' [and pretty massive hit rates] almost immediately This checks out with what I am seeing as well. I am fully focused on one ship, doing all the things right (speed, not changing course, etc.) and not getting hits despite upgrades etc.. Very low hit chances. 2
Guest Posted January 14, 2023 Posted January 14, 2023 2 hours ago, admiralsnackbar said: I am noticing very slow to non-existent aiming progress. [aim progress resetting after every shot back to 0] I thought this might have been the result of my modding the resources.assets, but when re-install the base version i get the same problem. Previous versions seemed to give you the lock bonus and 'range found' [and pretty massive hit rates] almost immediately 1 hour ago, Gsam said: This checks out with what I am seeing as well. I am fully focused on one ship, doing all the things right (speed, not changing course, etc.) and not getting hits despite upgrades etc.. Very low hit chances. Same here. Hopefully this gets looked in to asap. Pretty big one this
Alnitak Posted January 14, 2023 Posted January 14, 2023 (edited) 20 hours ago, Alnitak said: His shipbuilding structure is purely torpedo-proof, can't you see😅In fact, when your battleship tilts significantly, it will lose its combat effectiveness. Generally, 5-7 torpedoes are enough.Also, don't hit the same module area. 5 x 22 inch torpedoes The power of torpedoes And The enemy is walking in the ‘precision’ fire. Version answer save and load, kill with one blow🤣 Edited January 14, 2023 by Alnitak
AdmiralBert Posted January 14, 2023 Posted January 14, 2023 (edited) The year is 1894. In a new campaign, playing as the British, I was having a merry old time fighting the Spanish, cursing the very existance of the Torpedo Cruiser (HMS Triumph, you shall be remembered), and a turn ago I agreed to peace talks. I'm looking forwards to claiming many Spanish colonies in the resulting treaty. My strategy of "Light Cruisers, Light Cruisers everywhere!" has meant Spanish TRs have been sinking at an alarming rate. Suddenly, SPAIN HAS COLLAPSED. Four years in. Suddenly, my desire to seize overseas territories stops dead as a quick change of flag from yellow & red to grey renders a whole swathe of South East Asia and the Caribbean immune to my rule. This is completely killed my desire to play this campaign. Governments should actively surrender when faced with imminent economic collapse; war stops that turn, anyone they are fighting gets a bonus to their VP, and the nation itself then seeks to avoid *any* war until they've managed to get things levelled out. The alternative should be that when the government collapses, any 'ungoverned' territory should be claimable by any nation who can deploy enough naval force to the local area. In short, showing the flag and putting enough landing parties ashore to 'reassure' the remains of the colonial administration that they'll be looked after by your government, rather than the current implementation where you have to twiddle your thumbs and hope the new leader of the area calls your government a doo-doo head to justify an invasion (which will likely fail, but hey ho). Futher thoughts: The AI needs to put greater weight on actually defending their sea regions. The Spanish seemingly deployed their entire fleet into SE Asia, leaving nothing to protect Spain and one or two ships in the Caribbean. If they'd kept their CAs & TBs at home, and placing CLs out to their colonies, I doubt they'd have suffered such severe TR losses. Edited January 14, 2023 by AdmiralBert More thoughts 1
TiagoStein Posted January 14, 2023 Posted January 14, 2023 Well with 100% certainty I can say the laggy gameplay of late is interface related (the one that gets worse when you hover over a ship). If you minimize the lateral "window" where the ships data and weapons are displayed the game runs, no joke, 3 times faster. That window alone uses more CPU than the whole rest of the game. It is 100% repeatable, display it, lag returns immediately, hide it, game becomes smooth as butter. 1
TiagoStein Posted January 14, 2023 Posted January 14, 2023 12 hours ago, ZorinW said: The game is sooooo laggy now. Check what I wrote above. It is interface, more specifically the winow where the weapon and ships stats are shown . Minimize (hide) them and game runs ok.
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