Aldaris Posted October 25, 2023 Posted October 25, 2023 Italy has a bug in the research tree - I got the Modern Heavy Cruiser II before modern Cruisers, which gives modern heavies and lights I respectively.
o Barão Posted October 25, 2023 Posted October 25, 2023 Academy mission. Option "Optimize secondary guns" when in reality is "engines and boilers" Speed basics 1 4
Nick Thomadis Posted October 25, 2023 Author Posted October 25, 2023 Uploaded repaired version x2 including the following: - Balanced Campaign Economy: Increased +10% income from provinces and oil resources, increased costs of ammo/fuel. - Increased the potential profit when selling new ships. - Reduced power projection advantage needed to blockade from 100% to 50%. - Improved overall the calculations of logistics and power ratings of nations. - Transport losses from random events and submarine raids are enhanced in impact. - Fixed port of Samsunta to belong in "Northern Turkey" region (Needs new campaign to apply) - Optimizations for auto-design: improved further the processes. - Improved the stealth ability of submarines. - Increased Battlecruiser armor limit slightly, to allow more design freedom, within historical and physical limits - Other minor fixes and improvements. You must restart Steam to get the update 9
Abuse_Claws Posted October 26, 2023 Posted October 26, 2023 Haven't played the game for a while, idk if it has been changed, but since transport losses are increased, it would be nice to also increase transport building capacity. It used to be the case that like 10+ years into the campaign max transport budget only provided about 0.1% growth a month without transport losses. Therefore, it took literal years to restore transport capacity back to 200% after a war. It didn't make a lot of sense, and if it's still in the game, I would very much like to see it fixed. 1
Aldaris Posted October 26, 2023 Posted October 26, 2023 (edited) Another thing: VPs for successful Naval Invasions seem severely underscaled. Conquering Morocco, the Balearic Islands and the Azores gave me a grand total of 15K VPs. Not enough to offset the one heavy cruiser I lost to the Spanish submarine swarm, that gave them more than 5K, enough to not quite give me a margin of 10K to allow for peace. That is completely bonkers. Also, Spain (and other countries) doesn't really have a navy, they just have a million subs. Another extremely annoying thing that happens frequently. Subs don't allow me any gameplay. I can't have battles with subs. They give almost no VP when destroyed. They're an annoying irrelevance who avoid the actual game. How am I supposed to fight a war with that? Find their two CAs and hope it's enough? Fighting Subs is like fighting an excel sheet in an RTS. It's not fun, and I mean REALLY not fun. Edited October 26, 2023 by Aldaris 3
HopefullAdmiral0786 Posted October 26, 2023 Posted October 26, 2023 A cry for help!!! Further to my last post about the economy rebalance introduced recently, well it just does not work! Playing as Japan, as one can see from the attached, I have conquered or control 49 provinces, a large number of oil producing provinces, cut my reseach and recruitment to zero, made peace with Russia (finally after she collapsed) only have an active fleet of 21 ships and building as many ships as I can for minor nations to gain revenue, set my transport capacity at maximum to grow the economy and I still cannot make ends meet and about to go bankrupt the next turn! Is it me or am I missing something? The game was working and the economy was balanced until the recent changes and now appears impossible to play! It is ironic that with the new changes, I might enjoy the extended game to 1965, but on this evidence, I have no chance of making it out of the 1930s! 1
Aldaris Posted October 26, 2023 Posted October 26, 2023 (edited) Your GDP is practically nonexistent. That's a major factor. Another thing: when you build ships for another nation, you're paying for the build while it's happening. You get an advance, and you get a lump sum exceeding your build costs at the end, but in between, you have to pay for the actual building - which makes sense, considering it's happening in your shipyards. And churning out this many ships is killing you with the monthly overhead. You're also exceeding capacity by a fair bit, meaning it'll take a good bit longer to build everything you've queued up, meaning your actual payday is longer off. So, when building ships to make money, make sure you a) have the shipyard capacity spare and b) you can afford the build costs while it's happening. Otherwise, you're shooting yourself in the foot instead of benefiting. Edited October 26, 2023 by Aldaris 3
flaviohc16 Posted October 26, 2023 Posted October 26, 2023 41 minutes ago, HopefullAdmiral0786 said: A cry for help!!! Further to my last post about the economy rebalance introduced recently, well it just does not work! Playing as Japan, as one can see from the attached, I have conquered or control 49 provinces, a large number of oil producing provinces, cut my reseach and recruitment to zero, made peace with Russia (finally after she collapsed) only have an active fleet of 21 ships and building as many ships as I can for minor nations to gain revenue, set my transport capacity at maximum to grow the economy and I still cannot make ends meet and about to go bankrupt the next turn! Is it me or am I missing something? The game was working and the economy was balanced until the recent changes and now appears impossible to play! It is ironic that with the new changes, I might enjoy the extended game to 1965, but on this evidence, I have no chance of making it out of the 1930s! to add to everything that was said above ( your gdp is really,really baad, like terribad): check that your ports aren't at overcapacity, this kills your economy. How can you have an economy this bad when others are 2-300 billions+?
Lima Posted October 26, 2023 Posted October 26, 2023 59 minutes ago, HopefullAdmiral0786 said: A cry for help!!! Further to my last post about the economy rebalance introduced recently, well it just does not work! Playing as Japan, as one can see from the attached, I have conquered or control 49 provinces, a large number of oil producing provinces, cut my reseach and recruitment to zero, made peace with Russia (finally after she collapsed) only have an active fleet of 21 ships and building as many ships as I can for minor nations to gain revenue, set my transport capacity at maximum to grow the economy and I still cannot make ends meet and about to go bankrupt the next turn! Is it me or am I missing something? The game was working and the economy was balanced until the recent changes and now appears impossible to play! It is ironic that with the new changes, I might enjoy the extended game to 1965, but on this evidence, I have no chance of making it out of the 1930s! OMG, what is this GDP...You must be very unlucky with the wealthGrowthMul, somehting around 0.7-0.8. In combination with the far-right government and the wars, this set a catastrophe. So you have the following options for getting out of the crisis: Set the slider of "transport capacity" to the center. You have 200% (max) or very close to it, you are spending money for nothing. Set all ships to "Limited". Put some ships construction on pause to get out of the red shipyard capaciry. Sit for around 10 years in the peace to build some GDP.
Pappystein Posted October 26, 2023 Posted October 26, 2023 (edited) 1 hour ago, HopefullAdmiral0786 said: A cry for help!!! Is it me or am I missing something? Others have already covered most of this. Having ports over full causes huge GDP strikes (and has since V1.0) You don't have enough ships *NOW* to affect that too much unless you have all your ships in one port as a sort of "grand fleet" But during your campaign if you were constantly over tonnage in ports.... In an early branch of 1.3 I ran into this same problem and discovered the same things that the others above have already pointed out. I will add, Sometimes it is best NOT to take territory at the end of a war... you have to be able to provide ships and such for protection. That cost me my last career in 1946. I got too greedy to quickly once the boom dropped in 1942, was at war with almost everyone and winning because I R Better than the AI in manual battles But the ship damages + taking too many territories meant I was wide open to defenseless port attacks. The war was over by 1945 but in 1946 I went bankrupt because I seriously hurt my GDP and loss of transports and port facilities compounded that. As I see it you have 3 solutions. 1) Take up and then scrap all the ships you have in production. YES you will loose the minor allies but you will still be solvent. Do this a couple at a time so you can judge any penalty costs and not pop your budget! 2) Use a Save Editor/edit the JSON proper to increase your wealth/wealth multiplier 3) Start a new career and don't be so quick to sell ships in the future to allies. Edited October 26, 2023 by Pappystein
Aldaris Posted October 26, 2023 Posted October 26, 2023 (edited) Just to illustrate the VP issue again: This is the situation. 19K for me, 10K for Spain. Not enough difference for peace. What has happened to arrive at that score? I lost: 1 CA, 1 CL, 1 DD. Spain lost: The Canaries, The Azores, The Balearics, and Morocco, and about 20-30 subs. They don't have a fleet I can fight, so I have to gather VPs by naval invasions only, and hope their 200 subs don't do too much. That seems slightly off to me. And it results in the most boring war of all time. Declare invasion, wait 6 turns. Repeat. Oh, and by the way: Why am I fighting the soldiers of 4 NATIONS I'M NOT AT WAR WITH? Edited October 26, 2023 by Aldaris 1
Urst Posted October 26, 2023 Posted October 26, 2023 So... When're the tumors being removed from the U.S. "flush deck" destroyer? Cause it's 100% not flush deck at the moment.
killjoy1941 Posted October 26, 2023 Posted October 26, 2023 3 hours ago, Urst said: So... When're the tumors being removed from the U.S. "flush deck" destroyer? Cause it's 100% not flush deck at the moment. That's supposed to mimic the high-sided, extended forecastle of the Caldwell, Wickes, and Clemson class. 1
Urst Posted October 26, 2023 Posted October 26, 2023 (edited) 1 hour ago, killjoy1941 said: That's supposed to mimic the high-sided, extended forecastle of the Caldwell, Wickes, and Clemson class. You can't put anything* inside of them and they look nothing like any of those destroyers. *other than funnels Let the towers and barbettes clip through, at the very least. Otherwise, delete the tumors. Edited October 26, 2023 by Urst
killjoy1941 Posted October 26, 2023 Posted October 26, 2023 10 minutes ago, Urst said: You can't put anything* inside of them and they look nothing like any of those destroyers. *other than funnels Let the towers and barbettes clip through, at the very least. Otherwise, delete the tumors. You're supposed to put funnels between them and nothing more. Do an image search for the ships in question and it'll make more sense.
Urst Posted October 26, 2023 Posted October 26, 2023 6 minutes ago, killjoy1941 said: You're supposed to put funnels between them and nothing more. Do an image search for the ships in question and it'll make more sense. I did and you're supposed to be able to put 2x 5" guns in front of the tower, which you cannot physically do with any tower in game.
killjoy1941 Posted October 26, 2023 Posted October 26, 2023 26 minutes ago, Urst said: I did and you're supposed to be able to put 2x 5" guns in front of the tower, which you cannot physically do with any tower in game. 4" single. And you can:
killjoy1941 Posted October 26, 2023 Posted October 26, 2023 Just now, killjoy1941 said: 4" single. And you can: I did that in 5 minutes using 3in guns for consistency.
Urst Posted October 26, 2023 Posted October 26, 2023 (edited) 32 minutes ago, killjoy1941 said: 4" single. And you can: In FRONT not BEHIND, and they're supposed to be 2x 5" singles. Edited October 26, 2023 by Urst
killjoy1941 Posted October 27, 2023 Posted October 27, 2023 (edited) 1 hour ago, Urst said: In FRONT not BEHIND, and they're supposed to be 2x 5" singles. Nope. 4x1 4in main for all three classes, one forward, two side-mounted on the forecastle behind the bridge (which you can't do in-game), and one aft. The only reason I used 3in mains is because I chose to use the Armed Tower for the secondary, which can't take anything larger than 3in guns. I could've used 4in or 5in mains if I built it just a bit differently. If Nick were to put a note in for his model guy to enlarge the forecastle signal mounts to actually mount armament, you could make extremely passable four-stackers. Edited October 27, 2023 by killjoy1941 Clarity
Fangoriously Posted October 27, 2023 Posted October 27, 2023 11 minutes ago, killjoy1941 said: If Nick were to put a note in for his model guy to enlarge the forecastle signal mounts to actually mount armament, you could make extremely passable four-stackers. Try casemates
killjoy1941 Posted October 27, 2023 Posted October 27, 2023 15 minutes ago, Fangoriously said: Try casemates You can only mount mains on that hull. 1
Harwood_39 Posted October 27, 2023 Posted October 27, 2023 Can we please make submarines a toggleable option in the campaign? I'm doing everything I can to defend against them, yet they're a) making multiple attacks each turn, managing to expertly weave throughout my multiple escorts and sink/severely damage the BB/BC in the centre of the fleet I then send out DD flotillas to the area the submarines are in - yet I can't generate the mission. Yet when. I send my submarines out to go hunting, they almost always only engage single ships, usually CAs, CLS, and DDS and get sunk without any damage caused. 2
Urst Posted October 27, 2023 Posted October 27, 2023 2 hours ago, killjoy1941 said: Nope. 4x1 4in main for all three classes, one forward, two side-mounted on the forecastle behind the bridge (which you can't do in-game), and one aft. The only reason I used 3in mains is because I chose to use the Armed Tower for the secondary, which can't take anything larger than 3in guns. I could've used 4in or 5in mains if I built it just a bit differently. If Nick were to put a note in for his model guy to enlarge the forecastle signal mounts to actually mount armament, you could make extremely passable four-stackers. I never said a single thing about the IRL classes. I don't care about the IRL classes. I want to be able to mount 2x 5" guns for and aft and I so the flush deck, which isn't flush, is useless. Remove the tumors.
Lima Posted October 27, 2023 Posted October 27, 2023 My experience with submarines Above there are 9 battles with submarines in 1 turn, 5 of them are attacks by enemy subs and 4 are battles between subs. I use DDs as 2DDs per 1CA, 4DDs per 1BB/BC + reserve DDs (2-4 usually). Also, all my cruisers carry depth charges and all ships are equipped with sonars. For all the campaigns on beta and on live, the maximum that enemy subs managed to achieve was to damage one CA. DDs get minor damage quite regularly. My submarines survive pretty well and manage to sink enemy ships even if they are DDs and cruisers with depth charges. I mainly use coastal submarines.
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