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>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)


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Posted

It's still very bad. New  game, Japs. No ships. And i have good rep changes (4.1, Karl! 4.1!!!) with China, and bad changes with Germany...

Posted

Your habit of making untested changes to the live version is striking.

2 years for Japan in trying to start a war with China. Then change the save so that the relationship is -99 and....The war is not starting! Because on the very next turn, they grow by + 12 (which compensates for even pressing "boost tension"). Please stop making random changes to the live version of the game. You just kill saves with such changes.

  • Like 1
Posted

Uploaded optimized x2 version including:
-Further tension and relations adjustments. You should be able to do wars or try to avoid them with less fleets and on limited status. More feedback will help to optimize further.
You need to restart Steam to get the update fast

  • Like 3
  • Nick Thomadis changed the title to >>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.0.9 Optx2)
Posted

Just fired up a test campaign

France 1890, normal

Random, auto-gen fleet.

 

Relations with GB still flying up to 100, even with creating tension as much as possible.

Posted (edited)

Yeah relations with everyone is improving faster than I can Increase Tension to try to start a war.
Was at -60 with the USA (I'm China) when I played on Thursday, but now relations have gone up to +60... Might as well get it up further so they start asking me for an alliance, which I can turn down for a big negative boost to relations?

Overall I think Increase Tensions should do more. I want to make it abundantly clear to them that my fleets outside of San Francisco and the Philippines do not have good intentions!

(the US has the largest navy other than my own in my current campaign and it would be a fun fight, so that's basically my casus bellum)

Edit:
Opt x2 came out while I was playing, it's a bit better now, but I'm still gaining a lot of positive relations in sea regions where I don't have any active fleets. Wouldn't those regions simply be neutral?

Edited by Panzergraf
  • Like 3
Posted (edited)

tension; problem seem to be that, wherever you have ports, but no ships, you keep getting positive relations. As soon as you drop some ships in port or at sea, you get negative tensions (if and when whoever else has ports in the sea region does the same)

edit: I am playing without any modded files for testing purposes

Edited by MDHansen
  • Like 1
Posted
2 minutes ago, MDHansen said:

tension; problem seem to be that, wherever you have ports, but no ships, you keep getting positive relations. As soon as you drop some ships in port or at sea, you get negative tensions (if and when whoever else has ports in the sea region does the same)

edit: I am playing without any modded files for testing purposes

I'm getting positive relations in the Arabian Sea, but have no ports there. The US does, though.
I do however have ports in the Bay of Benghal, including Ceylon, which is close.

Posted (edited)

In my head it shouldn't be difficult, coding it probably more so :)

-no own ships nor neutral fleets in region, no tension
-in regions with own port and neutral fleet, tiny amount of tension
-in regions with own port and ships and neutral fleet, small to medium amount of tension, depending on size (power projection) of both fleets
-as a subdivider at the end of the calculation there should be more/less tension depending on relations being negative or positive, closer to 0 should be more/less tension

 

?

Edited by MDHansen
  • Like 1
Posted (edited)

I haven't tested the latest version, but could the difficulty in causing tension be related to the new feature of alliances not causing tension? Perhaps there is no clear distinction between what is neutral and what is threatening? 

Just a thought but what if you could toggle your task force to be more aggressive against transports, just like with your submarines?

You place your TF near your preferred enemy and ask your TF to be more aggressive or to put sancions in effect, thus disturbing the trade and building more tension. 

Edited by Markus1985
Posted

Evidently somebody can't count... Shocked to see German tension at -65 after installing the update... For 3 game years I've been trying to push that lower. Got down to -99... then succeeded to push down another -15... resulting tension becomes -93.

 

I give up... wasted 30 game years testing this mess...

Posted (edited)

Glad to see I'm not the only one seeing these issues. I'm playing as Japan in an 1890s start, and despite my best efforts to be a bad neighbour to China I can't get the relationship to hit the magic -99 for a war. Best I can do is -95 due to passive positive gains.

EDIT: I think the big issue here is that the relations system is just bad; the player doesn't have many levers with which to engage with it, and those levers are unreliable or vague. I can only increase tensions or improve relations with a single nation per turn, and there's a chance of nothing happening. In theory I can set my vessels to sea control which might impact relations with other nations, but the calculations are hidden from us entirely.

Ideally, I should be able to set a diplomatic stance (Friendly, Neutral, Hostile) towards each other nation. This will directly feed into relation changes due to fleet movements/actions, and also cause certain types of events to happen more/less frequently; if I've set myself as Hostile towards another nation and have vessels set to Sea Control in an area where they have many ports, there should be fairly strong downward pressure on our relationship (even moreso if they have set their relationship towards me as Hostile) and trigger events about 'accidents' between our vessels or somesuch. On the other hand, if I have mutual Friendly relations with a neighbour, my fleets moving through their waters won't cause any issues, and may even trigger events about positive port visits etc.

Edited by AdmiralBert
Rambling
  • Like 3
Posted (edited)

5 30kt dreadnoughts escorted by a bunch of DDs vs like 3 1890-era CAs (small Chinese ones at that), 6 CLs and 2 TBs
The whole enemy fleet put together has about the same tonnage as a single BB of mine
So I dare press autoresolve, you know, because I want to save myself 10 minutes

2 of my BBs get sunk, one gets heavily damaged and one gets "medium" damage. What? HOW???

Can we please, please finally get a working "autoresolve" button. It's been a problem for literal years now

 

Edit: next turn I got a similar battle with my second fleet (1 25kt older dreadnought, 3 pre-dreadnought BBs, 3 escort CLs and a few DDs vs 3 enemy CAs, 8 CLs and 5 TBs) and decided to do it manually because I ain't touching the AR button anymore
And guess what, I only lost a DD to a lucky shot from an enemy CA, and got some minor wear and tear on a few ships. All enemy ships got sunk. That's it, and that's the kind of result we should get from Auto-Resolve when encountering an enemy fleet that we outgun, outclass and outrun.

Edited by Abuse_Claws
Posted
1 hour ago, AdmiralBert said:

Ideally, I should be able to set a diplomatic stance (Friendly, Neutral, Hostile) towards each other nation. This will directly feed into relation changes due to fleet movements/actions, and also cause certain types of events to happen more/less frequently; if I've set myself as Hostile towards another nation and have vessels set to Sea Control in an area where they have many ports, there should be fairly strong downward pressure on our relationship (even moreso if they have set their relationship towards me as Hostile) and trigger events about 'accidents' between our vessels or somesuch. On the other hand, if I have mutual Friendly relations with a neighbour, my fleets moving through their waters won't cause any issues, and may even trigger events about positive port visits etc.

Great idea, that! That stance acting as an overall modifier should help things considerably.

  • Like 1
Posted
13 minutes ago, Abuse_Claws said:

Can we please, please finally get a working "autoresolve" button. It's been a problem for literal years now

In fairness, couple of rev's back, Nick did warn that Autoresolve was gonna induce significantly more damage. For what it's worth, I can totally relate to how you feel. 18k strength fully modern fleet, (3x BB ((12x 16"Mk3)), 3x CA ((12x10"Mk5)), 3x CL ((8X 6" MK5)) and 10x DD ((8X 5", 10X 22" tt)) v's 1x 385 ton TB escorting a convoy. Mistakenly clicked auto-resolve... Entire fleet ends up scattered to ghods knows where for repairs for up to 10 months... Evidently them steam-punk TB's carry 3" death-rays... Beaucoup Voodoo...

  • Like 2
Posted

Just started a new campaign as Germany in 1890 and i am trying to start a war with Japan as they are quite weak at the moment. however after raising tension to -99 i keep getting a decision to have my government threaten Japan with war, and Japan keeps paying to prevent a war. I've been going back and forth with Japan for 4 years now and still no war. Is there a way to force a war? As this system seems to allow a weak opponent from preventing a war.

Posted
2 minutes ago, Zuikaku said:

Sometimes I hit autoresolve button when I'm completely outnumbered and outgunned and miracles happen.

that is true, AR is sometimes a "get out of jail free" card for separated squadrons that get caught by the main enemy fleet for whatever reason

Which is also not ideal

Posted

Smoke Screen should reduce torpedo detection.. not sure if its like that right now, but from my experience, AI is quite skilled avoiding torpedoes no matter what, if he is generating smoke screen or not...  in reality, smoke screen would make torpedo spotting impossible, (until invention of hydrophone).. 

  • Like 1
Posted
4 minutes ago, Zuikaku said:

Turbines can not reverse. Only geared turbines are able to reverse. In game, turbines can reverse.

Too much trouble to make an integrated tool for the player not applicable to a SINGLE technology.

Posted (edited)
5 hours ago, Abuse_Claws said:

that is true, AR is sometimes a "get out of jail free" card for separated squadrons that get caught by the main enemy fleet for whatever reason

Which is also not ideal

Meanwhile I end up losing an entire fleet, that were I controlling the battle would've completely obliterated the enemy, because I accidentally clicked on auto-resolve instead of battle.
(~40 German TBs and a half dozen LCs, all of 1890s design, versus 2 of my brand new battleships and 3 new Heavy Cruisers, 1907. All you have to do is NOT sail straight into the mass and you literally *cannot* lose that fight with how many 5" guns I had as secondaries on all 5 of my ships.)

Edited by Urst
  • Like 1
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