Panzergraf Posted November 7, 2024 Posted November 7, 2024 5 minutes ago, Lamb Chop said: 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. That used to be the case pre 1.3 or so, and it did indeed cause a bit of a steamroll effect. I'd like to see shipyard capacity become an independent thing from shipyard size though, like it's own slider or upgrade button. While yes, increasing shipyard size does also bump up the capacity by a bit, I'm also paying for a shipyard size I don't really need. 1
Aldaris Posted November 7, 2024 Posted November 7, 2024 True - I can live with the current system though. Yeah, being able to build hulls of 175k tons may not be terribly useful, and at some point I merely build for capacity, not maximum possible size. But them being linked like they currently are is not a terribly big deal. What I would really like to be able to spend money on are ports. There are nations who hardly get any usefully sized ports anywhere, and even for those that do, being able to upgrade, say, Gibraltar after you capture it from the UK would be a big deal. If I'm playing the Japanese and I get a naval base in the mediterranean? Hell yeah, let me spend a huge amount of yen to upgrade that port so it can host a decently sized fleet. Currently, ports only upgrade naturally and very slowly over time, which doesn't make much sense. I feel that would have a HUGE gameplay impact. 3
Peksern Posted November 7, 2024 Posted November 7, 2024 (edited) @Nick ThomadisHello. In the patch notes you asked for reports, if there is still a problem with sending ships into ports. "San Juan" (caribbean port) is almost impossible to point. Tried about 20 times without success. I'm playing in Full HD Resolution. Edited November 7, 2024 by Peksern
Captain Meow Posted November 7, 2024 Posted November 7, 2024 (edited) 13 hours ago, Северная said: 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. Regarding the flexibility of constructing a certain desired ship, there're a lot of stuff which needs adjustments since early years, yet it keeps being ignored & developers only add "more new hulls" (most of which are endless copypastes of a couple of early hulls). For example, slecting a certain year in Custom Battles it's possible to create an aunthenic looking existed ship & then it's not because having the right towers/guns/funnels for this or that certain hull is rare. Or real ship had 152mm casemate guns in those places, yet in game you can only fit 102mm guns there. And much more stuff that's equally frustrating. Like why can't I have all various BB designs I created for this nation & this year - all in one custom battle? 3 clones of same BB, 5 clones of same CA, 7 clones of same CL as my fleet in a custom battle... come on?! Edited November 7, 2024 by Captain Meow
Lamb Chop Posted November 7, 2024 Posted November 7, 2024 3 hours ago, Panzergraf said: That used to be the case pre 1.3 or so, and it did indeed cause a bit of a steamroll effect. I'd like to see shipyard capacity become an independent thing from shipyard size though, like it's own slider or upgrade button. While yes, increasing shipyard size does also bump up the capacity by a bit, I'm also paying for a shipyard size I don't really need. I think yours is a better idea... haven't thought of a seperate slider.
MDHansen Posted November 7, 2024 Posted November 7, 2024 (edited) 1. Maybe Shipyard size could simply enough be tied to the largest ship you can build per research, and increase as you unlock larger hulls. Nothing more advanced than that, since, what's the point of having tech for a 100k BB, but the shipyards can only build a 89k sized ship. 2. Ports could be able to be upgraded, individually/per region, to a ceiling, maybe depending on a regions population/gross income/development (I guess all are related anyway). Therefore e.g. Timor won't be able to support a 500k port. Edited November 7, 2024 by MDHansen 2
Captain Meow Posted November 7, 2024 Posted November 7, 2024 (edited) @Nick Thomadis When this issue was reported 2 years ago - it was fixed, now I see this issue is present still: Ship's available speed depends on number of working engines. So if 2 engines suddenly broke down - the speed SUUDENLY drops on 2/3. That means when ship was running at any speed & then all 3 engines suddenly got broken - the speed SUDDENLY drops to 0kn from any value. Especially when a sailing ship gets a sinking status - it's speed drops to 0kn right away! Also, this prolonged SSSSSSSSSSSSSSSSSSSSSSHHHHHHHHHHHHHHHHHHHHHHH sound (from spashes?) that eventually occurs & stays present the whole active phase of a battle is getting annoying. It's at any distance from any ship (even durring zooming/moving the camera), no idea whatever it is, it's as if some sound effect gets "stuck" & disappears only after it's done playing the loop just to repeat again. Edited November 7, 2024 by Captain Meow
Nick Thomadis Posted November 8, 2024 Author Posted November 8, 2024 Uploaded optimizedx2 version including the following: - Further balances on the damage model, following the shell ballistics changes. Overall you should notice the armored ships to be much more durable, while even small ships with adequate protection can survive for longer. - Fixed issues causing sometimes zero armies to provinces. - Ship acceleration further fine tunings, addressing cases where acceleration could be too low. Players must though not anticipate making ships with 50+ knots speed and zero engine efficiency to accelerate as before. - Improved further the click sensitivity when ordering task forces to enter ports. - Fixed a minor issue causing ships to be added in mission events while being a little out of the radius. - Fixed issue causing recoil to not dissipate when all weapons got disabled. - Fixed minor UI issue for submarine movement window. - Other minor. You have to restart Steam to get this update fast 4
justMike247 Posted November 8, 2024 Posted November 8, 2024 Came across a "feature" regarding Minors during the tail end of my last campaign. Minors allied to Majors, fair enough, that makes sense. Finally being able to swat them when they decide to get proactive is... welcome... Should have been a no brainer to include from the outset, but... better late than never... However... Non-allied Minor decides to attack one of my provinces at a time when I wasn't actively fighting anybody... and there's nothing I can do about it. Reinforcing the province under attack by docking a fleet there had zero effect on army size within the province. Trying to blockade the only port where the attack originated had similarly, zero effect, and of course, I can't attack either the attacking province nor its Capitol state (Romania) because they're not allied to anyone, much less another of the Majors. 1
justMike247 Posted November 8, 2024 Posted November 8, 2024 I've seen it all now... Game Date April 1894, US... at war with Germany... Question... How do 350 ton TB's carry enough fuel to make an Atlantic crossing and still have fuel to zip around like bees with their butts on fire? Situation... Germany tries to conquer Maine. Maine has an army greater than 25k; German invading force is a single solitary TB, yet that T.B. is logged as having a tonage of 24k... Combined total of all German forces in the Atlantic don't come to half that amount, much less have that localised for conquest. Chance to succeed is never greater than 5%. Just to make sure, I've a fleet stationed just off Portland. Fleet's presence has negligable effect on required tonage. Conquest succeeds. Maine's German army strength now logged at 25,123... Question... how did they get there given the absence of supporting naval forces? I immediately launch an attempt to recapture; required tonage now 161k+ Evidently these German chappies have some new fangled engines that enable tiny hulls to carry in excess of 100,000 troops... I'm guessing they use hydrogen for fuel... So much for grabbing a quiet smoke on the fan-tail.... I's strongly recommend whoever wrote this particular piece of game code be screened for illegal substances cos this is just plain batchit crazy 1
Nick Thomadis Posted November 8, 2024 Author Posted November 8, 2024 Uploaded optimizedx3 version including the following: - Fine tunings in ship acceleration and shell ballistics, finalizing the systems to a good balance. - Tension slight tone down as per latest feedback. - Formation optimizations. - Fixed case where a naval invasion could be ordered by human or AI player while another special event invasion was active in the same province. - Fixed some tonnage issues reported in mission events. - Fixed minor sorting issues in fleet management. - Other minor. You have to restart Steam to get this update fast 6
o Barão Posted November 8, 2024 Posted November 8, 2024 1 hour ago, Nick Thomadis said: Fixed case where a naval invasion could be ordered by human or AI player while another special event invasion was active in the same province. Thank you!
Vambann Posted November 9, 2024 Posted November 9, 2024 Would it be possible to get shipyard tonnages added to the fleet and submarine pages, like they were added to the ship design page? It would help when adjusting what I suspend when I get some unplanned repair work and don't want to have that slow everything else down, and same for submarines. Port tonnages would also be nice when selecting where to send subs once they get built.
HaMaT Posted November 9, 2024 Posted November 9, 2024 In my opinion, 2 features have to be adjusted: 1. Spotting distance. Too often obsolete ships spot my newest super dreadnought that has radar, RDFs, and other modern towers before my ship spots an enemy. And they start shooting at me long before I open fire. What is the point of the newest technologies on large ships if these ships can be sent to the bottom before they spot an enemy? 2. Destroyers must avoid using torpedoes against enemy destroyers. Especially when there are enemy BBs nearby. The smaller the ship the lower torpedo priority it has to have. 9
suzerain Posted November 10, 2024 Posted November 10, 2024 I really hate to be That Guy, joining a forum and their first point is nothing but complaining. And there's so much with this game that I really enjoy, and I really want to emphasise that having been playing it on and off for most of the last 6 months, its been great fun. But I've a few days off from work with illness, and playing through the latest steam build (Using 1.61.3), and, honestly, its incredibly frustrating. I'm finding the exact same problems with tension as some of the criticisms here, to the point where its almost unplayable. Doing a playthrough as France, I am rejecting all alliances because the last playthrough in a previous build I did (as Spain) alliances made tension uncontrollable. But for this build, the wars are constant. There is no moment's rest. Its like Warhammer 40,000's slogan: "in the future past there is only war", to the point that its almost unplayable. In 1904-5, I end up in war with the US. I lose, getting my arse handed to me on a plate as i'm unable to rebuild a fleet. That's ok, losing is part of it. So I willingly let a few raids happen, and sue for peace. Brilliant, standing up to 0, time to breathe, rebuild. 3 turns. That's all it took. 1st turn, -41 tension from American invading a colony of the netherlands. 2nd turn, -35 tension from them attacking argentina. I'm not even a trade partner with Argentina! plus another - 2.5 or so from fleet tensions - despite my entire fleet being "in being". Turn 3, and another politician murdered and its a declaration of war, or I lose 45% of my entire naval funds for a +35 tension boost. Peace in our lifetimes... if you have the life expectancy of a mayfly. And that's just America. At the same time, I've got Austro-Hungary, and Germany breathing down my neck. I'm refusing to make alliances, because I know that will accelerate the tension even worse. At this point, its not a game, its an exercise in frustration. I'm trying to use diplomacy, and getting rejected 2/3rds of the time, so that's 1 in 6 turns that I might, if I'm lucky, get a +20 tension raise. If I'm facing 3 hostile nations, you cant juggle the handgrenades without one going off. I honestly think that the entire tension system needs to be reassessed and redesigned in its fundamental mechanics. Ever since the builds with fleets causing tension, its been either uncontrollable death spirals, or impossible to break a friendship. And alliances are more a hinderance than a benefit. I'm not a coder, (Game art was my job once upon a time, but that side of developmet is maths voodoo to me.), so I cant put a finger on what system in the tension mechanics causes it. But I am absolutely certain that a better system than this can be designed. where tension isnt so volatile it makes the game quite dysfunctional. 2
suzerain Posted November 10, 2024 Posted November 10, 2024 I know I was complainig about Tension last night, well, I was taking notes for a bit of playthrough this afternoon. For a little further, with some more detailed observation. the Tension system is absolutely insane, and to the point where I'm asking myself "how do I revert to version 1.5.2 when it was enjoyable?". I mentioned I was in 1904-5 playing as France. I'm repeatedly not accepting alliances, because I know fine well those will lock me into a different death spiral of war. So I'm at +50 to +99 standing with Britain, Italy, Japan, Spain, and China, the values climbing constantly with tension positives, and then being cut down to 50 or so each time I reject an alliance. I finally managed to end the war with the US at the end of 1905. I have Tension with Russia, Austro-Hungary, and Germany all around the -90 mark. The same turn I end a war with the US, Austro-Hungary declares war on me. this fires another spiral of tension, and Germany and Russia follow within 2-3 turns. I eventually manage to extract from war with the Austro-Hungarian empire, And then the Russians. At that point I started recording just Russia's tension, watching where that standing went. during this, I'm still stuck in a war with Germany In October 1906 I have a Standing of - 0 with Russia. December 1906, my standing with Russia is -37. At this point, I end up dragged into a war with the US again. I cant even be bothered trying to fight them. January 1907 my standing with Russia is - 76 In February 1907 I stop being able to push for peace treaties with Germany, because Germany has started a naval invasion of Sweden, who I'm a trade partner to. There are no boats near Sweden, so the invasion counter just keeps ticking upward sitting on 0%... I'm trapped in this war, and its death spiral of negative tension continues. March 1907, my standing with Russia is at -99. In April 1907, I get the option of war, or paying them 300 million. I'm already in debt about 250 million, so, who cares, what's the worst that happens, they fire me? by this point I'm wondering if there's a "resign from the admiralty" button, I'm going to go and live on Kerguelen, where this madness of war might leave me in peace... Having paid them off, I'm back up to -49 In June, Its back down to -64. In October, I finally manage to extract myself from war with Germany. Despite having wiped out 80% of his fleet, I've lost, because I cant keep up with the constant transport attacks all over the globe from 3 different wars. In November, that hits - 84 In February 08, that hits -99. By this point my finances are in the billion-plus debt. Every turn is warnings of bankruptcy, and honestly, I don't care any longer. The game isn't fun, its become a chore. I'm just clicking "next turn" each time to see how deep the cluster**** of tension and wars will lead. And sure enough, in March 1908, I get the option of declaration of war, or pay off 200 million. To add to my billion and a half of debt. Hey, at this point, its just another drop in the bucket. Some of the things that caused the drops: Invasion of the Netherlands, by Russia. The Netherlands aren't my ally / trade partner. They are the trade partner of Japan. I have nothing to do with them at all. but apparently not being an ally of Japan is sufficient for complete solidarity with my not-ally. This isnt fun as a game. Add to that the "tension" notifications where I'm getting a list of, on average 72 different tension changes per turn, the constant clicks of "ok" on the invasion of outer mongolia by patagonia, or whatever, and I'm in information overload, this death spiral is so frustrating, knowing that no action I can take can change this, because IF I manage to drag one of the hostile nations to 0 or even climb to the dizzying heights of +20 Tension, I know it will be dragged back to -99 within a half dozen turns by the others. As logging the turn progress for Russia demonstrates there, I can go from 0 standing Gameplay where you are trapped in a cycle - positive or negative - which you cannot change is not good game design. this entire mess makes me want to sit down and write a functional system for you.
Panzergraf Posted November 10, 2024 Posted November 10, 2024 Not sure if it's a bug or intentional because Sweden and Ottoman Empire are both my (China) allies, but it seems a bit weird that China is supposed to be the defender here.
Urst Posted November 10, 2024 Posted November 10, 2024 (edited) The forward turret points on the German Coastal Defense Ship cannot fire forwards even though there's 100% nothing in the way. Can't post a picture since I'm not allowed to post a picture larger than 8 kB and I'm not going to bother uploading it somewhere and linking it in. Edited November 10, 2024 by Urst
Северная Posted November 10, 2024 Posted November 10, 2024 16 hours ago, suzerain said: I really hate to be That Guy, joining a forum and their first point is nothing but complaining. And there's so much with this game that I really enjoy, and I really want to emphasise that having been playing it on and off for most of the last 6 months, its been great fun. But I've a few days off from work with illness, and playing through the latest steam build (Using 1.61.3), and, honestly, its incredibly frustrating. I'm finding the exact same problems with tension as some of the criticisms here, to the point where its almost unplayable. Doing a playthrough as France, I am rejecting all alliances because the last playthrough in a previous build I did (as Spain) alliances made tension uncontrollable. But for this build, the wars are constant. There is no moment's rest. Its like Warhammer 40,000's slogan: "in the future past there is only war", to the point that its almost unplayable. In 1904-5, I end up in war with the US. I lose, getting my arse handed to me on a plate as i'm unable to rebuild a fleet. That's ok, losing is part of it. So I willingly let a few raids happen, and sue for peace. Brilliant, standing up to 0, time to breathe, rebuild. 3 turns. That's all it took. 1st turn, -41 tension from American invading a colony of the netherlands. 2nd turn, -35 tension from them attacking argentina. I'm not even a trade partner with Argentina! plus another - 2.5 or so from fleet tensions - despite my entire fleet being "in being". Turn 3, and another politician murdered and its a declaration of war, or I lose 45% of my entire naval funds for a +35 tension boost. Peace in our lifetimes... if you have the life expectancy of a mayfly. And that's just America. At the same time, I've got Austro-Hungary, and Germany breathing down my neck. I'm refusing to make alliances, because I know that will accelerate the tension even worse. At this point, its not a game, its an exercise in frustration. I'm trying to use diplomacy, and getting rejected 2/3rds of the time, so that's 1 in 6 turns that I might, if I'm lucky, get a +20 tension raise. If I'm facing 3 hostile nations, you cant juggle the handgrenades without one going off. I honestly think that the entire tension system needs to be reassessed and redesigned in its fundamental mechanics. Ever since the builds with fleets causing tension, its been either uncontrollable death spirals, or impossible to break a friendship. And alliances are more a hinderance than a benefit. I'm not a coder, (Game art was my job once upon a time, but that side of developmet is maths voodoo to me.), so I cant put a finger on what system in the tension mechanics causes it. But I am absolutely certain that a better system than this can be designed. where tension isnt so volatile it makes the game quite dysfunctional. Very well said. No matter how many times they tweak the tension mechanics from update to update, it never resolves the fundamental infinite feedback loop of constant war. It just delays it from getting to that point by a little bit, but once you are in the constant war era, it is permanent constant war. Usually in my games now I have one or two AI nations that have runaway success and super high GDP while most AI nations have smaller GDP in 1910 or 1920 than they did in 1890. Either they need to implement a truce system for AI or they need to rethink the entire concept of tension. It is just spiraling out of control. 2
Shakeyvick Posted November 11, 2024 Posted November 11, 2024 My current game as France with 1890 start. It's the early 1930s and Japan has had constant war with Spain since 1900. Japan has also been at constant war with the United States for 25 years. I'm not sure if that these countries cannot gain enough victory points to force peace? I see them losing transports every turn but never seem to reach a peace.
justMike247 Posted November 11, 2024 Posted November 11, 2024 23 hours ago, suzerain said: Turn 3, and another politician murdered and its a declaration of war, or I lose 45% of my entire naval funds for a +35 tension boost. Peace in our lifetimes... if you have the life expectancy of a mayfly. Damned politicians oughta be put up against a wall an' shot... the whole bloody lot of 'em... Firstly... welcome aboard... As for your predicament... I hear ya bro... I'm 25 years into a campaign (US) and this one's been the toughest grind of the lot so far. Trying to keep my head above water with a Naval Budget just 10% of the other majors has been... challenging; my tech level was Very Behind before the first year was out... It's only just changed to Behind... Progress!! Gotta love it. I'm counting myself lucky that my biggest defense is two bloody big oceans protecting my flanks; by the time any determined opposition forced their way over, they were running on fumes. Anything more potent would make mincemeat of my clown-car navy... Suffice to say, I haven't been shy in using Admiral Sheer's Battle Turn tactics judiciously whenever it became obvious that there's been more nerfs applied to this rev than just tweaks to the budget; nerfing aiming to generate a 50% chance to miss at 1000m is... hitting below the belt. Hell, I was shooting at that range with just iron sights back when I wore the uniform. Once the dust settled after getting bounced by 3 of the other Majors, I've kept my head down, grinding my way through a complete fleet replacement; there's only so much you can do to the initial clown cars to upgrade them. In the tween time, the others have been religiously ripping each other apart, so it'll be interesting to see the results when I let my dreadnought fleet off the leash.
o Barão Posted November 11, 2024 Posted November 11, 2024 @Nick ThomadisAn error found by @MDHansen in the provinces file. northern_colombia,,Northern Colombia,caribbean,colombia,,,,,,,colombia,,country,8.414879,-74.797093,Northern Colombia,10,"22,000","2,909,900",1916,5,700,400,7,,,"panama, venezuela, northern_colombia",,,,,,,,, northern_colombia should be southern_colombia 2
Kiknurazz91 Posted November 11, 2024 Posted November 11, 2024 has there been any update on when we are supposed to get the new hulls and stuff? 1
xPorkulusx Posted November 11, 2024 Posted November 11, 2024 1 hour ago, Kiknurazz91 said: has there been any update on when we are supposed to get the new hulls and stuff? Honestly that's what I've been waiting for. I appreciate all of the little tweaks and updates as well, but I mainly really like to build cool looking ships and I'm eagerly awaiting a new set of parts to play with
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