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Posted

When a "Military Conflict" even happens, it seems like if I lose the event and the territory breaks away, the alert stays in the missions list forever. Is that a known bug?

Posted (edited)
4 hours ago, Warspite96 said:

The AI also needs to be punished heavily for constantly building capital ships with 5mm of armour all around to basically force overpens of any big gun in the game, since overpens do so little damage. Overpens need a massive buff so that building BBs with absolutely 0 armour protection isn't going to be somehow more effective than building a properly protected warship.

Yeah. As an aside, the frequency of overpens in this game is pretty strange anyway. As I understand it, overpen means that an AP shell went straight through without setting off its bursting charge. That should be happening a lot less frequently I think.

I mean, sure. If there genuinely isn't enough resistance there to initiate the fuse, fine. A destroyer bridge probably isn't substantial enough to set off a 16" AP shell, I get that. But anything above splinter proofing probably should initiate the fuse, no? And once that happens, the shell will go off.

Overpen should be an edge case against very lightly protected targets or hit locations. Anything that hits the main hull of a capital ship would be incredibly unlikely to not initiate.

Edited by Aldaris
Posted
1 hour ago, Северная said:

The AI is building a lot fewer battleships again.  Probably because they are always at war and have really bad GDP.

Like this.

Screenshot2024-11-04184147.thumb.png.9c7d14a5cb98c01794b93d168855d79c.png

  • Like 2
Posted
2 hours ago, Северная said:

The AI is building a lot fewer battleships again.  Probably because they are always at war and have really bad GDP.

Yeah. It's boring.

  • Like 1
Posted (edited)

I feel like there may be some kind of problem with budgeting and GDP - after my GDP hit $2T, the cost of maintaining my merchant marine started going up waaaay faster than my naval budget, to the point where it's pretty hard to invest in things.

Is the math for this mechanic available somewhere? Is transport capacity like a fixed % of GDP?

uTDm7KL.png

Basically my operating budget is shrinking my about $30M a month even as my GDP goes up.

Edited by Dave P.
  • Like 1
Posted (edited)

I'll have to post here as well as it appears to me the devs team & Nick don't look elsewhere...

 

 

@Nick Thomadis Will I ever get a reply on this after 2 years of reporitng it?

In v1.04 were introduced French predreadnought battleship hulls together with their respective ROUND turrets:

image.jpg

so it was possible to recreate Massena & Bouvet as how they originally were. The round side main gun 279mm was fitting in it's respective place no probs!

Then in v1.06 those round turrets of 305mm & 279mm were replaced with OVAL turrets, the 305mm one became quite big for it's place & the 279mm gun no longer fits where it was before:

Jt38EvG.jpeg

Why break what was working fine? Why can't we have the initial round turrets back even after over 2 years of updates???

 

See - ROUND turrets on Charles Martel:

Battleship_017-1024x576.webp

 

Round main gun turrets on Massena:

316754-rf-massena-4-jpg

 

Round main gun turrets on Bouvet:

25289_armo-700-14g.jpg

 

Round main gun turrets on Charlemagne:

images?q=tbn:ANd9GcRQkOJqmodvrJr9s20Aydy

 

Round main gun turrets on Iena:

nmf_iena_battleship_1907-89356.jpg

 

Round main gun turrets on Suffren:

b83bb826bb790e283c8f48fa40727e59.jpg

 

Only AFTER all those of the 1890s the oval main gun turrets appeared in 1900 on République-class battleships. Yet we have oval turrets in game since 1890. And it STILL is ignored no matter how many times I reported it in 

 Why can't we choose this or that turrets for a certain year & caliber?

Edited by Captain Meow
  • Like 2
Posted

your recent fixes correctet quite a lot:

AI spends more money on tech budget - i´ve seen multiple countries tech ahead of me even on normal difficulty- thats nice!

AI doesn´t build that many BBs - now its CA and CL spam - but fleets seem to be a bit smaller for most nations.

that made my actual campaign the most thrilling game i had in the last month!

but crew replacement still is too low. in wartime it should always be possible to man every ship, at least with the lowest ranked crew. As it is, you always have at least one turn delay because as the crew pool runs empty you at least get some thousand sailors next turn. but this turn delay ist really annoying. you should replace this routine.

 

actually a gamebreaker is the amount of ships that minors now spawn! I´m in 1905 as italy in a war against the ottoman empire (allies to USA). They (the osman empire) spawn incredible lots of ships every few turns. within 6 month they attacked me with fleets of the most modern ships, they had even dreadnoughts spawn within just a few turns. they are allied with the USA - but i doubt that the osman empire can afford to buy that many ships within 6 month while they are fighting on multiple fronts for years. Im talking about 1Dreadnought, 6Battleships, about 30CAs, 20CL & a shitload of DDs and TBs  -all of very modern technology! I was happy to defeat their first major fleet (35 ships, mostly CA and CLs) during a conquest-port attack at quite a high cost for my own fleet. After that they had only about 10 remaining ships on the map, but a few month later they came up with even bigger fleets that spawned in their ports. If you are fighting the allied major at the same time this gets ridiculous and makes the game hardly playable. Please fix minor-nations mass shipspawn  - or am I wrong and the osman empire had a giant fleet building in the USA that just got finished just in time???

 

with this gamebreaker it doesn´t make any sense for me to continue my campaign. Hope you fix this issue with the next patch

  • Like 2
Posted

Just taking a step back and a bigger picture view on the core gameplay....

Game design is about giving player a series of interesting choices. So based on the current build, what are we finding 'unteresting' and what 'frustrating'?

For me:

Interesting...

Ship design - I like trying to maximise the potential of my ships

Economics - It has it's flaws but working out how to manageoney to afford new ship designs is interesting

Battle manoeuvring - Bringing guns to bear at advantageous ranges, torpedo attacks, all interesting

Frustrating...

Diplomacy - The outcome is choosing when you go to war with who. The process to get there is pretty annoying. Each turn selecting who to increase and decrease tension with.…. Setting ship status from sea control to limited in each region to try to get the outcome you want.... Whole thing is many actions with limited feedback on whether it has made a difference. No fun. I think an approach of setting sliders and leaving them would beuch better  (i.e. I want to increase tension with Germany and an willing to spend 3 prestige a month towards that outcome.) Set it once and change when you want to rather than need to do an load of tweakung and resettihg each go (or feel like you are losing out by not being bothered to spend the admin effort to be optimal).

Research - not frustrating, more a waste of space. Three priority flasks but little/no point in using them.

Battle interface - Again not frustrating as such but if this is the key selling point of the game, design it so there is more meaningful player choice. I'd like to be gave some kind of tactical overlay that steered the AI behaviours of my fleet. Just something simple like setting a fleet ideal engagement range, or setting destroyers to offensive/defensive..  Just something to give a player more control of the AI behaviour for his ships (again to avoid that feel of 'if I don't miicro everythibg personally I lose out big tiime).

 

  • Like 1
Posted

Ever since the ability to partially control war declarations has been added, I can't get anyone to fight me. I started a Germany 1930 save, it is now May 1952 and I haven't been at war with anyone. It was great at first since my economy and navy size benefitted tremendously from the lack of warfare, but now whenever I get asked by the government if we should declare war and I agree, the AI nation just pays me off to avoid the war, every single time. Britain was even in negative funds and a recession and STILL paid me off to avoid war. What?

  • Like 1
Posted

Anyone having Economy problems?  I am playing as USA on Hard 1890 start.  Transport slider maxed since turn 0.  I'm in 1908 and haven't been able to afford anything in years.  Have to keep Tech slider around 30 percent, unable to build up port.  And I only have a 60 ship navy of pretty much all DD and TB.

  • Nick Thomadis changed the title to >>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.3)
Posted (edited)

Latest update has seriously buggered the Follow command... Gotta learn how to herd cats till this is fixed

 

Got a little bit more info on this bug. Bug seems to be in the modulation of division speed, affecting divisions set to Follow. Their speed is invariably higher than the division they're following, forcing them to sail in crazy loops while sorta kinda keep station. Result is about as organised as a bowl of noodles unless you manually regulate their speed to be ever so slightly slower than the division they should be following.

Edited by justMike247
Posted
15 hours ago, Aendos said:

Anyone having Economy problems?  I am playing as USA on Hard 1890 start.  Transport slider maxed since turn 0.  I'm in 1908 and haven't been able to afford anything in years.  Have to keep Tech slider around 30 percent, unable to build up port.  And I only have a 60 ship navy of pretty much all DD and TB.

That... doesn't sound right...

US economy is pretty weak until well into the 1910's-20's, and even then, you're not gonna have all the cash you want... Once my merc's were at 200%, I adjusted the slider to generate 0% growth, which left me needing to modulate Research and Training; without a ghost fleet, there's little point ploughing cash into training once your crew pool is larger than 2.5k. Rather than build in blocks (10x CA's, 30x DD's for example), build in smaller batches, just enough to soak up the crew pool, which should kick training into mediocre gear (high gear has been nerfed for now) at a cost that's just a shade below eye-watering. This works until you break into Modern BB hulls, where it can take multiple months to generate crew for a single new build... Definitely needs to be some rework to address this.

  • Like 2
Posted
6 minutes ago, Dave P. said:

On latest patch, ships set to "Screen" are charging right into the enemy, regardless of where the ships they're supposed to be screening are?

that's merely the start of their antics... Right before they reach optimal torp range, suddenly they put the brakes on, and meander aimlessly, just waiting to get their ass's blown out of the water while achieving absolutely nothing. Trying to protect them by activating their smoke screen simply guarantees they're gonna be one-shot killed; no ranging shots, no explanation re why target-lock hasn't been broken by the smoke screen... That whole aspect of the game is rotten to the core...

  • Like 2
  • Nick Thomadis changed the title to >>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.3 Opt)
Posted

Uploaded optimized version including the following:
- Major nations can now directly order naval invasions against minor nations that are allied with enemy major nations.
- Fix of some old pathfinding issues in the map, happening often near Kamchatka area.
- Fixed errors reported related with refit and war reparation designs.
- Fixed minor inconsistency in tonnage calculations when too many task forces entered the mission zone.
- Fixed issues reported for formations, improving now how ships catch up with the formation or automatically avoid torpedoes and other obstacles.
- Fine tuned new ship acceleration mechanics.
- Fine tuned armor penetration threshold after the latest shell ballistic changes. Armor should be more durable now.
You have to restart Steam to get this update fast

  • Like 9
Posted

@Nick ThomadisI've returned to this game after many months away, and I am blown away by how much of the original vision has been achieved. This is now really feeling like a modern, fully featured successor to some of my favourite classic naval games from the past. Congratulations to you and the dev team, I know this hasn't been easy with pandemics, wars, cranky beta testers, etc.

  • Like 2
Posted

I'm getting a few old bugs returning with the latest patch, weaving ships in formations and uncontrollable ships that only turn if you manually control their rudder.........

Posted

Twelve… That’s how many new-built BB’s I have laid up in mothballs waiting for crew… Twelve…

 

You’d be forgiven for thinking that in game date April 1959, I’ve batch-built a scary amount of behemoths bristling with guns so big that the earth itself shudders when they fire, but… Nope… Absolutely nothing remarkable about these. They’re merely 63k tons… armed with just 8x 15” rifles… They only need 2128 crew. But some have been hanging around for up to three years waiting for crew, despite building them in pairs, with a four month gap between pairs. Three years, and still a hellova long way before they begin commissioning, much less seeing active service… And for the whole duration (over 5 years)  of this build program, Crew Training has been at max continually…

 

For context… I found this interesting. Northern Spain had an uprising, throwing off the shackles of its Italian occupiers to resurrect Spain as a nation state. Within a month… just a single month, it has an army strength in excess of 282k… Interestingly, its Navy budget is almost 50% more than its army budget, despite having exactly zero ships, and exactly zero in-build…

 

Seems to me, there’s something pretty damned weird about this picture.

Posted
On 11/5/2024 at 11:24 AM, Captain Meow said:

I'll have to post here as well as it appears to me the devs team & Nick don't look elsewhere...

 

 

@Nick Thomadis Will I ever get a reply on this after 2 years of reporitng it?

In v1.04 were introduced French predreadnought battleship hulls together with their respective ROUND turrets:

image.jpg

so it was possible to recreate Massena & Bouvet as how they originally were. The round side main gun 279mm was fitting in it's respective place no probs!

Then in v1.06 those round turrets of 305mm & 279mm were replaced with OVAL turrets, the 305mm one became quite big for it's place & the 279mm gun no longer fits where it was before:

Jt38EvG.jpeg

Why break what was working fine? Why can't we have the initial round turrets back even after over 2 years of updates???

 

See - ROUND turrets on Charles Martel:

Battleship_017-1024x576.webp

 

Round main gun turrets on Massena:

316754-rf-massena-4-jpg

 

Round main gun turrets on Bouvet:

25289_armo-700-14g.jpg

 

Round main gun turrets on Charlemagne:

images?q=tbn:ANd9GcRQkOJqmodvrJr9s20Aydy

 

Round main gun turrets on Iena:

nmf_iena_battleship_1907-89356.jpg

 

Round main gun turrets on Suffren:

b83bb826bb790e283c8f48fa40727e59.jpg

 

Only AFTER all those of the 1890s the oval main gun turrets appeared in 1900 on République-class battleships. Yet we have oval turrets in game since 1890. And it STILL is ignored no matter how many times I reported it in 

 Why can't we choose this or that turrets for a certain year & caliber?

You are fighting the good fight, but for some reason, they never address stuff like this.  Just like the really stupid front weight offset situation where one pair of 3” classmate guns can increase front weight offset by 10% on a 30K ton ship.

  • Like 2
Posted

Hello Dev's thank you very much for all the new and wonderful additions.

I have an alternative solution to the crew pool issue, how about you add and expose paramater just like in tweaks and fixes to count a percentage of colony population for the crew pool. Just like you do with the army force...

A follow up stellar update would be, if possible to assign shipyard capacity values to provinces maybe... I always find it odd that non of the shipbuilding capacity goes to the victor... I understand, it may cause a steamroll effect, so curious what other players think about the shipyard.

  • Like 1
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