Nick Thomadis Posted November 6, 2023 Author Posted November 6, 2023 Uploaded Repaired version x3 including the following: - Fixed an issue which could cause a campaign battle to not load, causing a freeze (.. "Battles" loading). The related fix will also increase the fps performance of 3D combat. - Battle AI and Targeting fine tuning. You have to restart Steam to get this update 4
Nick Thomadis Posted November 6, 2023 Author Posted November 6, 2023 5 hours ago, Lima said: An example of the that low fuel happens even with modern ships with a long range (It was a battle off the coast of southern France) A ship of this class received as a reparation Maybe sometimes the AI tries to return to a port in order to refuel but it is dragged to battle? Maybe the AI fleets often are forced to make very large trips around canals that are blocked? It is hard to find the reason. I save would help.
Lima Posted November 6, 2023 Posted November 6, 2023 20 minutes ago, Nick Thomadis said: Maybe sometimes the AI tries to return to a port in order to refuel but it is dragged to battle? Maybe the AI fleets often are forced to make very large trips around canals that are blocked? It is hard to find the reason. I save would help. Hmm. Yes, it seems that this is exactly the case. This BB returned from a long campaign and was immediately involved in a convoy battle. But this case still illustrates the point. Along the way, this BB had many ports (North Africa), but she did not use them. AI pushes its TFps so hard that even modern ships lose all fuel. This 1910 campaign. And for about the first 15 years there were a lot of "Meeting" battles around Africa. In almost all of these battles, Britain and France had "low fuel", although they had oil and colonies nearby. Their TFs were constantly moving along long routes (something like Britain-India, Suez is blocked by me), completely ignoring refueling along the way.
Lima Posted November 6, 2023 Posted November 6, 2023 Zombie submarine rampage Well, this time I managed to capture the appearance of a zombie submarine. E-16 attack E-16 Sunk Zombie E-16 attack Zombie E-16 dies again Video of subsequent zombie E-16 attacks 5
HopefullAdmiral0786 Posted November 6, 2023 Posted November 6, 2023 Hi Admirals, I've just popped out from a campaign to ask a question and/or make a suggestion for a minor improvement. For some time, it has bugged me that, without warning, whilst in a battle the angle of the camera view or say the "tilt" or the camera view changes so that no matter how high one goes, you loose sight of the enemy, even whilst their ships are in range. In Total War camera this is called the "tilt" so that alter the camera angle to see long distance etc. I cannot find this on the battle controls anywhere (unless I've missed it, if so please let me know). Is it possible, if this is missing, to add it on? As I'm sure you can appreciate, it does have a massive impact on ones ability to target whilst in battle, if one is deciding to aim at a specific target like a battleship on its last legs, in order to boost ones VP score. I'd appreciate some feedback if I've missed this command option, or a response from the devs, if this can be added. Below is the screen grab of the battle map commands I've found (together with my own custom key settings). Many thanks.
Dave P. Posted November 7, 2023 Posted November 7, 2023 (edited) Some weirdness with commissioning new ships. They all are ordered at the same time, all complete construction on the same turn, but they will commission at different speeds, and the time that it says they have left isn't correct. It says 8m till these are complete, but they completed in 7m. When they completed, the commissioning times were different? The two definitely fitted out a month faster than the other four. But even after 2m, the remaining four still say 2m... But then they are complete the next month anyway. Seems like something might be a bit goofy. (Rounding errors?) Edited November 7, 2023 by Dave P.
Hangar18 Posted November 7, 2023 Posted November 7, 2023 12 hours ago, Nick Thomadis said: Maybe sometimes the AI tries to return to a port in order to refuel but it is dragged to battle? Maybe the AI fleets often are forced to make very large trips around canals that are blocked? It is hard to find the reason. I save would help. I'm seeing lots of british and french ships in the north sea, and english channel like this. More importantly. Armor and AP still have a bad relationship. You can HE any ship completely to death. But AP? nope, you need to stack modifier upon modifier to have a relatively meager amount of penetration. Of course once you do this, your reload is colossal Sticking 152mm of armor on any given cruiser is more than enough, because no medium caliber gun is ever going to penetrate, regardless of the gun, if you use krupp II or higher, then youre very safe. Even some battleship guns will struggle. Thats just purely flat, once you start throwing in ships being angled, theres no point.
Lima Posted November 7, 2023 Posted November 7, 2023 9 hours ago, Dave P. said: When they completed, the commissioning times were different? Look at the displacement. Your first two BBs have OK displacement, and the other have overweight. Therefore, the time of commisioning is different. 1
brothermunro Posted November 7, 2023 Posted November 7, 2023 There’s something definitely odd with how submarines generate missions. Several times now I’ve had either my own submarines generating multiple missions against the same enemy sub group or surface task force, sometimes as many as four. As an example I had four submarine groups generate missions against the same CA. First auto resolve caused heavy damage, second one sunk the CA, the third and fourth also ‘sank’ the CA and awarded me VP, essentially allowing me to triple the VP from a single CA kill. I’ve seen the same behaviour from the AI with subs engaging the same task force multiple times in one turn. 5
Hangar18 Posted November 7, 2023 Posted November 7, 2023 Another thing I'm seeing is the AI keeping hopelessly obsolete ships around, even if they could afford to build new ones. Like older dreds, semi/armored cruisers are showing up in 1933. This isn't just here and there either, I'm seeing this as the backbone of other navies. It's not like they don't have the tech either because they're considered very advanced. Maybe the AI is refitting these, and so it thinks they're modern?
Lima Posted November 7, 2023 Posted November 7, 2023 (edited) Three battles for one TF in one turn Meanwhile, the second TF with two 100K BBs: egh, we're busy drinking beer BTW, it's just beginning... Edited November 7, 2023 by Lima
Lima Posted November 7, 2023 Posted November 7, 2023 There were a lot of double battles (in one turn) in one region, but this is a double battle in different regions. First there was a battle in Southeast Asia, and then panzerschiffs returned to the west and fought a battle in the Bay of Bengal.
418ImATeapot Posted November 7, 2023 Posted November 7, 2023 2 minutes ago, Lima said: There were a lot of double battles (in one turn) in one region, but this is a double battle in different regions. First there was a battle in Southeast Asia, and then panzerschiffs returned to the west and fought a battle in the Bay of Bengal. that's nice your ships got the teleport update. 1
SirTrafalgar Posted November 8, 2023 Posted November 8, 2023 12 hours ago, Hangar18 said: Another thing I'm seeing is the AI keeping hopelessly obsolete ships around, even if they could afford to build new ones. Like older dreds, semi/armored cruisers are showing up in 1933. This isn't just here and there either, I'm seeing this as the backbone of other navies. It's not like they don't have the tech either because they're considered very advanced. Maybe the AI is refitting these, and so it thinks they're modern? When I have a country with a large colonial footprint I tend not to scrap ships. Instead, I keep older ships around as colonial defense forces. Besides, I think it is a fun challenge to see if I can win one of the final battles at the end of the campaign with one of the first Pre-Dreadnought Battleships I built. Also refitting an "ironclad" battleship so it can go 24knts and have a single eighteen-inch double gun turret is amusing (thanks France) is hilariously fun in 1950. But ya the AI should be keeping their fleets way more modern than ours. 1
Nick Thomadis Posted November 8, 2023 Author Posted November 8, 2023 Here it is, what else, another update which improves the game further. Enjoy! Minor Update v1.4.06 https://steamcommunity.com/games/1069660/announcements/detail/3811794911345635148 7
brothermunro Posted November 8, 2023 Posted November 8, 2023 Glad to see the multiple battles issue has been fixed so fast! Thank you! 4
Nick Thomadis Posted November 8, 2023 Author Posted November 8, 2023 29 minutes ago, brothermunro said: Glad to see the multiple battles issue has been fixed so fast! Thank you! Just for a note, the fix will apply on the next turn. 1
Guest Posted November 8, 2023 Posted November 8, 2023 funny part is, I never got the multiple battle instances 🤔
Lima Posted November 8, 2023 Posted November 8, 2023 Great update. Although multiple battles were quite a fun experience.
Harwood_39 Posted November 8, 2023 Posted November 8, 2023 Just something I noticed the other day - you can't highlight and scrap multiple submarines in one go in the same manner that you can with your ships.
SodaBit Posted November 9, 2023 Posted November 9, 2023 (edited) I've got some quick feedback regarding submarines here. Specifically regarding the exploits of the Royal Navy submarine E7. That's her, right there. Surrounded by 3 taskforces who sole purpose of being in this region is to sink E7. 8 M Class light cruisers, who boast a staggering 600 recon value and almost 3,300 ASW, backed up by 4 destroyers, which have a slightly more modest 325 recon and 1600 ASW. In the face of such overwhelming force, the 330 ton submarine should have been hunted down and destroyed within a month of these taskforces arriving to protect German shipping, but alas... Every single month, For The Past Year, E7 has somehow managed to evade my forces and strike out against Somehow Undefended convoys. Either the captain of E7 has made a deal with Cthulhu, or submarines aren't working as they should. Also, I recall there being a poll about whether or not submarines and mines should be removed from the game, and there was an option to leave the choice to the player when they start the campaign, so that those who didn't want to play with these assets didn't have to. Is that going to be implemented at any point, or am I just going to have to grin and bear? Update: Finally caught her. Still, It Took About 4 and a Half YEARS To Hunt Down a Single Sub. And, if the tooltip here is anything to go by, E7 was only caught and destroyed because she pushed her luck too far. If she hadn't committed suicide by Kriegsmarine, this song and dance might have lasted several more months. There needs to be a better way to hunt down subs rather than simply waiting for them to fall on their swords. Edited November 9, 2023 by SodaBit 5
Guest Posted November 9, 2023 Posted November 9, 2023 Game feeling pretty good these days. Keep it going One juuuuge request though. Are you able to add an option to disable damage messages that appears above ships in battles? This would clean up the screen, and the dmg messages are in the logs (lower left) anyway.
Fun Police Posted November 10, 2023 Posted November 10, 2023 Not being able to get the transport level up again, continues to feel really bad. Especially when I have no control over them getting sunk, and am locked into a perma war. If the AI doesn't want to fight, it shouldn't get to just cripple my eco if I have a good sized fleet in the region. I don't have a chance to build warscore, and just keep losing literally irreplaceable transports. Can we have an option to assign ships to dedicated convoy escort? It certainly has a basis in historical truth, and would give players a reason to keep old dreadnought hulls around a little longer. 4
PanzerMk34 Posted November 10, 2023 Posted November 10, 2023 Seems that this ship's secondary tower somehow fade into nothingness whenever I zoom away from her, I wonder what's going on here...
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