Jump to content
Naval Games Community

Recommended Posts

Posted
1 hour ago, Zuikaku said:

Yes, armor quality can not be prioritized in any campaign.

Oh, if true that sucks. Perhaps instead of penalizing the player, the AI should be tweaked to use the best armor availible?

 

 

I hope it gets reverted in the next patch.

Posted (edited)
2 hours ago, Littorio said:

How is this looking gents? Still buggy enough to avoid?

At this point yes still enough to avoid. Custom battle has many bugs and the biggest complaint with the campaign still seems to be the victory rewards and the alliance issues. but it is a step in the right direction since this is only half of the fixes to the game from this beta will reevaluate after the rest of the beta release is out.

Edited by Kiknurazz91
Posted (edited)

thumbs up to the addition of the new ports/countries 👍

Edited by MDHansen
Posted (edited)
4 hours ago, Zuikaku said:

Yes, armor quality can not be prioritized in any campaign.

I managed to do so, the trick is changing the position by scrolling a bit, still the UI has some issues aside from that:

i.e. Ship list, when you try to set the port a ship you are building should spawn it is hard to select the first ship in the list (also if you shift select from number 4 in list and want to end that selecting at the first this is impossible).

In reagrds of the weather system: Its nice andinteresting it changes over time. As already mentioned in a storm you canot see your UI (set course) which should be adressed.

 

Unfortunatly the general gameplay issues (1890 AH start on normal) still exist in the campaign:

- Enter manual combat and enemy runs right at the beginning of the battle so you chase for nothing (maybe realistic but even worse on bad weather since you visibility is 1km at best).

   --> maybe block the AI from retreating untill visual contact was made, or even better

  --> start combat when some form of contact is made (early game visual, later on radar).

- enemy taskforces can stil pass yours without any mission generating (prime example is gibraltar, park a taskforce there and enemies still have free sailing).

- need to search your ships after battle in various ports

- missions generate battle with no regards of your actual taskforces.

  example a): i have a taskforce of 6 to 8 CLs, i get a convoy raid with a single of my CL from that taskforce vs 3 Cl of enemy (plus some TR). --> iirc there is some tonnage calculation so that could have a play here but,...

example b) another taskforce of mine with 4 CL  gets into a mission vs the mayority of the french navy (1 BB, 2or3 CA, 12 CL and 14 TB), their total tonnage was way higher then mine.

--> I really would appreciate some tuning on the mission generation and improved meaning of taskforces. currently the campaign is more a random encounter generator, where the player / admiral has no influence at all strategically (see enemy taskforces passing each other) or in the missions itself (the ships you get is just a random selection), with finally t good cahnce that the enemy AI will just run without any contact (because they know exactly where you are even without radar)

Edited by Cryadis
  • Like 3
Posted

Confirmed the armor quality is a UI issue, as Cryadis said, you have to mess around with pointer position and click around for a while.

 

Also noticed the same issue while deploying ships or subs, clicking directly on the name doesn't work, but moving to the left or right does.

Posted
4 hours ago, Zuikaku said:

Yes, armor quality can not be prioritized in any campaign.

 

5 hours ago, DieselPower said:

I already submitted a bug report in-game, but wanted to mention it here as well.

 

Doing a 1920 German campaign, and I'm unable to focus research on Armor Quality.

 

Every other area seems to work as intended.

 

If you expand a tech above it, it pushes it down on the screen, and you can then focus it, there is a spot on the screen in that area that you can't interact with the UI for some reason right now

Posted

While it is great to have dynamic weather I can see the problem in weather changing to frequently. Now and then changing is OK. Every time and abruptly- NO.

  • Like 2
Posted (edited)

Thanks for the update! The weather is great! (a little tweaking is of course required, the storm is too frequent).

I would like to ask if there are any more improvements planned for the ship's auto designer?

Not only on 1.3.0, but also on previous versions, such ships are already very tired:

1.thumb.jpg.2efe436aa44cef6317026ab91049251d.jpg

2.thumb.jpg.6bbbe8f7087b639b4dce9798a55792a5.jpg

A constant longitudinal unbalance of 70-90% makes such bot projects simply unviable against the player's ships. Is it possible to limit auto-generation, for example, to at least 20% of the longitudinal unbalance?

And more. In custom battles, when you choose a fixed weather, rather than a random one, can you make sure that it really does not change, but is constant throughout the battle?

Edited by Grizli60rus
  • Like 3
Posted

A question about how the time of day. It seems like in certain cases, "broad daylight" or generally the "day" time weather seems to give an accuracy penalty? It seems to only do this when compounded with bad weather like overcast, but it still seems weird that this effect compounds twice as a result of clouds.

Posted (edited)

It is necessary to correct the behavior of ships in the water. Now they seem to be made of foam, not metal. The underwater part to the extent shown in the screenshots is visible only on the stocks during the construction of the ship.20230417121925_1.thumb.jpg.13674774d788b12c7a30880d918f1be3.jpg20230416202038_1.thumb.jpg.6d7f59c841bcccea527b3aff4f2f70dd.jpg

Edited by spinaker
Posted

Sadly, the long shadows issue was never fixed.

fpy5njn.png

Where in previous versions we could edit the settings file to have high quality long shadows in game, now with the binary files this is simply not possible anymore.

hdDd2ug.png

Not even possible with a binary editor.

  • Like 1
Posted

I think this is a bug (submited bug report in game)... playing as britain 1890 campaign I had in the span of 2 turns 3 of my provincies rebelling (including India and Ireland) and each of them generated a mission like Naval Invasion but the tonnage doesnt count... looks like as if it was generated for the rebelling faction, I dont know... of course all 3 missions failed despite me having my entire fleet positioned on the marked area...

1- It isn't very funny/realistical as britain loosing India and Ireland in the span of a few months and not being able to do anything about it....

2- The naval mission is a nice idea if the tonnage counted... the player makes a "show of force" with a few warships and the rebellion calms down... that way you have more things to do with your fleet (particularly in peace time) and have more control over (not) losing provincies randomly...

Captura de Ecrã (399).png

Posted (edited)

anyone else have AI using 1-2 ship TF only? I got my map spammed with 100+ TF's 😬

 

EDIT: never mind for now. Seems they send their ships 1 and 1 to a destination and team up... Wich still is a bit weird

Edited by MDHansen
Posted

7U00OGS.jpg

Weather suggestions:

  • Improve the thunder graphic resolution.
  • IMO, we don't need the thunders in the "rainy" weather conditions. It is better to differentiate "rainy" with "stormy" by having thunders only in storms.
  • The fog effect is now having a bigger impact on the flags (white flags graphic issue). Maybe it is not possible to fix this, but I think we could tone down a little the fog effect in rainy conditions.

In overall, I like a lot of the new weather effects. Just need a few tweaks.

  • Like 4
Posted

it was mainly Spain and Britain, and they disolved within 10 turns in the period I saw them spamming single ship TF's. USA, 1890 campaign, medium, random. Year is 1900

Posted

The borders are a great touch, however, it would still be helpful to color the territory within those borders to make it clear who owns the territory.

Like make Britain Pink and France Blue for instance. 

Also France needs the Alsace-Lorraine region as this province changed hands several times throughout history and provides a good buffer between France and Germany. Also other countries should have border regions that frequently changed hands between the major powers. These provinces should be cheap to take in peace negotiations while core provinces should be more prohibitively expensive the closer to the capitol the territory is. 

Buttons to move the camera to our provinces and task forces.

Arrow button on the edge of the map to move to one side or the other .

Weather system needs a bit of work beyond the randomizer. When it says overcast its more of a fog rather than being overcast. Some of the weather conditions just seem a bit odd. Also techs to improve the chances of getting good weather in a battle and to see what kind of weather conditions we might face before fighting a battle would be amazing. 

Rebellions happen way to frequently and once a breakaway region gains its independence its unlikely that they can be re-taken by any power. Countries that have instability at the begging of a campaign should require their involvement in a conflict to tip their citizens into rebellion. High unrest in of itself shouldn't cause rebellions until it reaches a breaking point on a 1-100 scale. Rather anything under 99 should represent slower times to build ships, less dockyard space, chances of strikes furthering limiting time working on a ship, less income from provinces and so on.  High unrest should make it hard to win a war, rather than needing to rush into one to placate the people. The Ottomans feel like they collapse just because and not because of their involvement in World War One for instance. Other European nations seem like their provinces break away because of anti colonial influence rather than anything else, which is pretty a typical. 

Provinces that do breakaway should form an alliance with the power their former country hates the most. Once a region breaks away the player should get a note that says,

"XYZ" province gained their independence that has been recognized by  "ABC" Our Government wants your opinion, should we waste men and material to regain our lost territory." 

The Player should then have three options 

"Let "XYZ"" go, they aren't worth our time"  (gives a small relationship boost to all nations, and a large boost to "ABC" power"

Let's unleash the dogs of war and teach these traitors a lesson they soon won't forget (WAR with minor Nation, War with ABC nation., War with any Allies of ABC nation relationship decrease, Money loss to pay for invasion army, GDP loss because of sanctions, Naval Budget decreases to pay Army [if you share a land border]) 

Talk to ABC nation perhaps we can negotiate to regain our territory (random list of demands ranging from money, trade agreements, and even colonial territory) 

After loosing a war with high unrest regions should break away, your military has proven incapable of winning and the rebels feel embolden. Have a random timer that this runs for. If your fleets or your country's army puts down a revolt then all other regions fall into line after. 

More interaction with minor nations. Provide ways to influence them if they like us or not. Show their feelings to us. ability to call for land forces, which makes them involved in the conflict and invadable like they were a great power in the conflict. Give them the ability to shut straits down. Give us ways to move to war. 

International relations need a rework in general. Honestly, we should be focused on our own nation's will to fight others. Meaning that we have to get our people to like other nations more to set up alliances and or hate us when we want to fight others. 

  • Like 3
Posted

Beta Update v1.3 "Build 2"
- Weather randomization mechanics are now finalized. You should be able to notice smoother variance on weather and daytime for battles.
- Fixed UI problems in campaign which made it unresponsive when clicking buttons.
- Fixed UI bug that made impossible to place a tech priority in armor quality technology.
- Fixed issue in new USA large guns which caused their colliders to expand over their visual borders.
- Battle AI & Auto-Targeting adjustments.
- Several other minor improvements.

PLEASE RESTART STEAM TO GET THE UPDATE FAST

  • Like 5
Posted
8 hours ago, o Barão said:

Sadly, the long shadows issue was never fixed.

fpy5njn.png

Where in previous versions we could edit the settings file to have high quality long shadows in game, now with the binary files this is simply not possible anymore.

hdDd2ug.png

Not even possible with a binary editor.

Hmm, shadows should be editable. Did you try to delete settings and launch the game to generate a new file?

Posted

@Nick Thomadis The very first thing you guys need to do right now is to put BIG and BRIGHT markers on every single spotted torpedo. With the new weather system it is absolutely impossible to dodge torpedos as you can't see them at all!

  • Like 2
Posted

Speaking of Torpedoes, Can we get realistic/historically accurate glowing blue torpedo trails at night? There are not many photos of this effect for obvious reasons, but it is similar to this effect, and is caused by bioluminescent dinoflagellates in the water.

Glowing waves crash onto California beaches thanks to the red tide

  • Like 2
Posted

Also you either do something about the negative effects of the weather on accuracy or don't bother players with any bad weather battles. As you can see these ships are about to ram eachother and the hit chance is still zero.

 

Unfortunately, in its current state the weather is an extremely pointless game mechanic.

biltoWh.jpg

  • Like 2
Guest
This topic is now closed to further replies.
×
×
  • Create New...