Captain Meow Posted November 11, 2024 Posted November 11, 2024 (edited) 1 hour ago, Kiknurazz91 said: has there been any update on when we are supposed to get the new hulls and stuff? I wish they'd rather fix issues of existing hulls & their parts than add 20+ new "copypaste" hulls. Edited November 11, 2024 by Captain Meow 1
Warspite96 Posted November 11, 2024 Posted November 11, 2024 Can ammunition capacity please get increased back to what it was before it was nerfed to current levels? I find my ships often running out of ammo even with Increased capacity equipped to my ships. Its not so much of a problem in the early game with low rate of fire ships, but in the late game where you can get 15 inch guns to 20-25 second reloads, you run out of ammo extremely quickly when they only carry 400-500 shells per ship. 5
Kiknurazz91 Posted November 11, 2024 Posted November 11, 2024 1 hour ago, Captain Meow said: I wish they'd rather fix issues of existing hulls & their parts than add 20+ new "copypaste" hulls. yes i would too but its been a while since it was mentioned
justMike247 Posted November 11, 2024 Posted November 11, 2024 42 minutes ago, Kiknurazz91 said: yes i would too but its been a while since it was mentioned I doubt you're likely to see either anytime soon, much less both...
Северная Posted November 12, 2024 Posted November 12, 2024 Now that the minor nations are more impactful, can they NOT be given an infinite budget? It’s crazy attacking a minor nation now and they have a dozen BB and sixty cruisers in their ports, like most major nations wouldn’t be able to afford that. 4
justMike247 Posted November 12, 2024 Posted November 12, 2024 16 minutes ago, Северная said: Now that the minor nations are more impactful, can they NOT be given an infinite budget? It’s crazy attacking a minor nation now and they have a dozen BB and sixty cruisers in their ports, like most major nations wouldn’t be able to afford that. While it might seem infinate, bear in mind that because they're "contracting out" the R&D and port development we have to grind out, they have significantly higher disposable cash to play with. Couple that with the A.I.'s continuing habit of hanging on to hulls long after they're obsolete, and those numbers really shouldn't be as intimidating as they appear at first glance. Developing issue I'm having is... the Minors aren't so minor no more; near a decade of the other Majors continually beating three shades of crap outa each other has resulted in them all being weak enough for Minors to stomp through them like a virus. Compound that with their untouchability *by us at least*... and we have a pretty serious problem, made worse by Minors being permitted to unilatterally attack our provinces, and there's not a damned thing we can do about that if those Minors aren't allied to another Major we're not currently at war with. Somebody really hasn't thought this mess through properly. 1
Bjoern Posted November 12, 2024 Posted November 12, 2024 just Mike - you are right - but the problem gets even worse with minors having nearly infinite budgets - the bigger minors like osman empire etc have fleets bigger than some major powers, so war with a minor can quickly cripple a major power because its navy gets stomped by the minor that doesn´t need to care for ports, research etc. Give the minor a technically advanced ally and its ships become even more of a threat for any major that gets involved in a war with that bigger minor (from about 5-6 provinces in size they can become really nasty).
Северная Posted November 12, 2024 Posted November 12, 2024 1 hour ago, justMike247 said: While it might seem infinate, bear in mind that because they're "contracting out" the R&D and port development we have to grind out, they have significantly higher disposable cash to play with. Couple that with the A.I.'s continuing habit of hanging on to hulls long after they're obsolete, and those numbers really shouldn't be as intimidating as they appear at first glance. Developing issue I'm having is... the Minors aren't so minor no more; near a decade of the other Majors continually beating three shades of crap outa each other has resulted in them all being weak enough for Minors to stomp through them like a virus. Compound that with their untouchability *by us at least*... and we have a pretty serious problem, made worse by Minors being permitted to unilatterally attack our provinces, and there's not a damned thing we can do about that if those Minors aren't allied to another Major we're not currently at war with. Somebody really hasn't thought this mess through properly. Yeah being attacked by an entity that you can't do anything about, that you aren't really even at war with, is really stupid.
justMike247 Posted November 12, 2024 Posted November 12, 2024 40 minutes ago, Северная said: Yeah being attacked by an entity that you can't do anything about, that you aren't really even at war with, is really stupid. "It's life, Jim... but not as we'd like it..."
justMike247 Posted November 12, 2024 Posted November 12, 2024 Lost campaign after game crash. Reboot found zero saved campaigns,despite religiously manually saving after every engagement.
o Barão Posted November 12, 2024 Posted November 12, 2024 This post was recognized by Nick Thomadis! "Thank you for the continuous support!" o Barão was awarded the badge 'Helpful' and 1000 points. ---Provinces neighbours errors--- part 1 BLACK: should not exist. RED: should exist, but is missing. Some neighbours errors found in the "provinces" file by @overvaalmaaken northern_russia,Northern Russia,arctic,russia,russia,russia,russia,russia,russia,russia,russia,1,home,4,150000,-1,1925,15,1000,2500,7,0.0299999993,3,"northern_finland, southern_finland, esthonia, latvia, belarus, ukraine, southern_russia, siberian_russia, kazakhstan" eastern_mexico has space after northeast_mexico in neighbour code Found by me: gambia,Gambia,c_atlantic,britain,britain,britain,britain,britain,britain,britain,gambia,0,colony,3,6000,-1,-1,0,0,0,7,0.0125000002,2,"senegal, french_guinea" french_guinea,French Guinea,c_atlantic,france,france,france,france,france,france,france,cayenne,0,colony,5.9000001,14000,-1,-1,0,0,0,7,0.0125000002,2,"sierra_leone, french_sudan, upper_volta, ivory_coast, portuguese_guinea, senegal, liberia" senegal,Senegal,c_atlantic,france,france,france,france,france,france,france,senegal,0,colony,5,10000,-1,-1,0,0,0,7,0.0125000002,2,"gambia, mauritania, french_sudan, french_guinea" georgia,Georgia,b_sea,russia,russia,russia,russia,georgia,russia,russia,georgia,1,home,3,90000,-1,1930,1,100,100,7,0.0125000002,2,"southern_russia, armenia, azerbaijan, northern_turkey, eastern_turkey" northern_turkey,Northern Turkey,b_sea,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,1,home,9,80000,-1,1930,1,150,100,6,0.119999997,2,"bosporus, western_turkey, southern_turkey, eastern_turkey, georgia" eastern_turkey,Eastern Turkey,b_sea,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,ottoman,1,home,9,80000,-1,1930,1,150,100,6,0.119999997,2,"western_turkey, northern_turkey, southern_turkey, syria, georgia, armenia, persia, iraq" southern_spain,Southern Spain,medit2,spain,spain,spain,spain,spain,spain,spain,spain,1,home,10,85000,-1,-1,0,0,0,2.5,0.0299999993,2,"southern_france, western_spain, northern_spain, western_france" syria,Syria,medit,ottoman,ottoman,ottoman,ottoman,france,france,france,syria,0,colony,5,20000,-1,1930,4,400,100,10,0.0299999993,3,"lebanon, transjordania, iraq, southern_turkey, eastern_turkey, palestine" british_columbia,British Columbia,alaska_gulf,canada,canada,canada,canada,canada,canada,canada,canada,0,country,2,25000,-1,-1,0,0,0,2.5,0.0125000002,2,"northern_canada, central_usa, western_usa, eastern_aleutians, canadian_prairies, southern_alaska" southern_russia,Southern Russia,b_sea,russia,russia,russia,russia,russia,russia,russia,russia,1,home,12,150000,-1,1890,100,500,1500,7,0.0299999993,2,"central_russia, ukraine, kazakhstan, georgia, azerbaijan" north_east_england,Northeast England,n_sea,britain,britain,britain,britain,britain,britain,britain,britain,1,home,9,120000,-1,1890,100,300,300,7,0.0299999993,2,"scotland, north_west_england, eastern_england" eastern_england,Eastern England,n_sea,britain,britain,britain,britain,britain,britain,britain,britain,1,home,17,120000,-1,1890,100,550,500,7,0.0299999993,2,"north_west_england, wales, southern_england, north_east_england" 9
o Barão Posted November 12, 2024 Posted November 12, 2024 Armenia have a mysterious province in the south. Graphic, minor issue.
HMS Implosive Posted November 12, 2024 Posted November 12, 2024 3 hours ago, o Barão said: Armenia have a mysterious province in the south. Graphic, minor issue. Do you mean the tiny exclave of modern day Azerbaijan named Nakhchivan? @o Barão In game it is, I suppose, part of Azerbaijan territory. 1
SpardaSon21 Posted November 12, 2024 Posted November 12, 2024 (edited) To add to what @o Barão posted up about provinces, Kiautschou Bay and Weihaiwei have connections to each other in the provinces file when they don't share a border on the map. Edited November 12, 2024 by SpardaSon21 1
suzerain Posted November 12, 2024 Posted November 12, 2024 16 hours ago, justMike247 said: Developing issue I'm having is... the Minors aren't so minor no more; near a decade of the other Majors continually beating three shades of crap outa each other has resulted in them all being weak enough for Minors to stomp through them like a virus. I've just had a playthrough where brazil controls the entirety of south america, from Colombia south, with the exception of French Guiana. that's a land area equal to Russia, and double that of the US, with a population a little under 75% of the US. That would be getting close to being a superpower. Then there's a resurgent Sweden, controlling Norway, Sweden, and Finland. Gustavus Adolphus could only dream of that... And for a while, Persia controlled Modern-day Iran, Iraq, Arabia, Jordan, Oman, Lebanon, and Palestine. That's before we even look at what the Ottomans are up to. that said, its about 1924, and we're in the middle of World War 4. Maybe WW5. not a lot makes sense any longer. --- Looking at Tension, I keep thinking what's really needed is to scrap the whole damn thing, and start again. I would like to see a unified system which combines multiple aspects of the game's stats into one single coherent system: First off, I think there needs to be a more coherent gameplay mechanic of nation's policy, which is followed consistently. One of the big problems I'm seeing is that its incredibly chaotic, and inconsistent, and that's frustrating. Its like playing tetris, only the blocks randomly change as you move them. That "L" block you started with suddenly becomes a "T" and your whole plan goes awry. that's not good gameplay, its frustrating. Even if gameplay goes against you, as long as its consistent why its going against you, that isnt frustrating for players. Earlier today, I watched the head of a nation's navy successfully improve relations with me. +12 standing. The very next turn, the same nation apparently insulted me, - 25 standing. I was left just looking at the screen in bafflement, going "this makes no sense!". That sort of see-saw swinging of standings on a monthly basis is just daft. I cant speak for everyone, but it drives me up the wall The tension system is causing complete chaos. In my last gameplay, I made a note of where it all was, for one random average month, where I (France) was trying to stay out of it all: Germany was allied to Austro-Hungary, and at war with Spain, and the USA. China was Allied to Japan, and at war with Austro-Hungary. Austro-Hungary was allied to Germany, and at war with China, Russia, UK, Japan, Italy and Spain. USA was at war with Germany, Japan, and UK. Russia was at war with Austro-Hungary, UK, Italy, and Spain. The UK was at war with Austro-Hungary, USA, Russia, and Japan. Japan was allied to China, and at war with Austro-Hungary, USA, and UK. Italy was at war with Austro-Hungary, and Russia Spain was at war with Austro-Hungary, Russia, and Germany. that's chaos. Its not war with sides, its a drunken bar fight with Austro-Hungary on the dancefloor with a broken bottle of Palinka screaming "come and get it" at everyone. And I think that sort of chaos should be avoided. That's why a structured redesign is needed.
o Barão Posted November 12, 2024 Posted November 12, 2024 Do you mean the tiny exclave of modern day Azerbaijan named Nakhchivan? @o Barão In game it is, I suppose, part of Azerbaijan territory. I learned a new thing today! Thank you. 1
Nick Thomadis Posted November 12, 2024 Author Posted November 12, 2024 Uploaded optimizedx4 version including the following: - Further optimizations in the damage and armor model of the game. The fixes are major, since they cure old issues which could cause either the accuracy to not be consistent (hits were calculated but they did not register) or some angles of shots were not calculated so partial pens could cause too much damage especially against heavily armored turrets. Another issue could be some shots failed to be materialized, so a shell could not find a solution to be sent against a tower or other part of the ship. The whole system is in its best shape, and it will actually fix conditions where smaller ships had much lower accuracy against bigger ships, since their hits could not be executed and so the shots resulted in misses. That problem could make the AI and player to be at a disadvantage and very big and armored ships to be at an overpowered state, depending on various circumstances. - There is now a dissipation effect for hull resistance. As the hull gets larger it requires more hull resistance to be durable. This addresses the case where very large ships, such as the German Super Battleships could become almost immune to shell fire. - Fire chance is now more properly modeled, and is also dependent on the damage output. This new mechanic was needed, since now a lot of shells will consistently find the target according to the accuracy and so ships would very easily become overwhelmed by fires. - Various small fixes for the mission events, based on player reports. - Tension effects reduced for diplomatic actions. This change should help to keep peace for a longer time. - Other minor. You have to restart Steam to get this update fast This update, aims to be the last, unless it is absolutely needed to fix something crucial, before one more major update, which will include new hulls, estimated to arrive in December. 6
Panzergraf Posted November 12, 2024 Posted November 12, 2024 28 minutes ago, Nick Thomadis said: Uploaded optimizedx4 version including the following: - There is now a dissipation effect for hull resistance. As the hull gets larger it requires more hull resistance to be durable. This addresses the case where very large ships, such as the German Super Battleships could become almost immune to shell fire. Tested and found that immune ships with -100% gun damage modifiers from maxed out resistance are no longer possible. Highest I could get was -95%, but that was with everything added to absolutely max out resistance. Ship still received considerable damage from big guns, as it should. I like how it works now, thank you!👍 4
Aendos Posted November 12, 2024 Posted November 12, 2024 (edited) As has been mentioned, one thing that is certainly needed at some point, is DDs not dumping their torps at enemy DDs when there are capital ships on the battlefield. Maybe this could be done with a selection of "important" targets only where you have the option of off/save/normal/aggressive. likewise for capital ships firing their main battery at DDs. Edited November 12, 2024 by Aendos 4
LaughingSam Posted November 12, 2024 Posted November 12, 2024 Land combat and casualties in general still need major work. I have an ongoing naval invasion right now that has caused half a million deaths and it is only 2 turns in.
justMike247 Posted November 13, 2024 Posted November 13, 2024 As stated in previous post, game crash toasted all game saves, trashing my previous campaign. Restarted, got three years in to fresh campaign before installing latest update. 50% of mercant fleet disappears... Fair enough; a 200% strength fleet never made much sense. What makes less sense is 33% of a 100% strength merchant fleet being sunk in a single month without a single solitary engagement notification, and despite engaging/destroying every opposing force coming into my home waters. But that's just tip of the iceberg. I started paying particular attention to what's going on in the gazillion fleet v's one or two raider engagements. Seems the opposing A.I. now gets a 500% accuracy buff, along with 1000% damage buff; case in point. Opposing British DD v's fleet of 5x BB, 5X CA, 10X CL... DD out-spots my fleet, as usual... DD charges around at 32kts, firing both its 107mm guns at 10km range... Manages to hit/cause damage to critical systems with every salvo... Exactly how does a 107mm shell manage a partial pen against BB main belt armour of 350mm at those ranges, much less cause 247 damage when the max damage of its shell is less than half that value at point blank range? How is there any penetration at all when the penetration distance of that main belt is over 5000mm? (BB was bow-on to attacking DD). How does a hit chance of 1.5% generate a 50% hit rate? How does a single DD with just 2 main guns score more hits than a 20 ship fleet? In over 40 years of wargaming, I've had my share of wins and losses... I can deal with both graciously... However... This horseshit is a whole different ballgame. GDP slashed by 50% in just 2 months through merchant fleet attrition and we're utterly powerless to do anything about that. Trying to survive the opening decade when naval budget is just 10% of that of the other Majors, despite having near identical GDP. Enough's enough... Every update simply makes the horseshit deeper while making token effort to undo errors that never needed to be there in the first place... I'm done! I've never encountered any other game where despite a numerical and tech disadvantage that is, frankly, eyewatering, I don't lose a single engagement, yet still lose due to out of control nerfage and economic attrition... 2
Aldaris Posted November 13, 2024 Posted November 13, 2024 Were finances changed in one of the recent patches? They feel super weird. I have by far the highest global GDP as France, and it's going up by 8% - but my naval fund deficit rises every month, despite expenses being stable. I don't get it.
Aldaris Posted November 13, 2024 Posted November 13, 2024 (edited) I'm not building anything. There is no war. No repairs. GDP is bloody 2.777.978.000.000. My tech and training sliders are at 50%. Transport at about 2/3. All ships in port and set to limited. And yet, I'm at -1.4 billion per month, and that monthly deficit is rising. WHAT THE HELL IS HAPPENING? I've never seen anything like this. Budget says I'm 5 billion a month down from transport losses. What losses? We're at peace! Seriously, I'm steaming. That transport loss figure is more than 5 times as high as my entire fleet upkeep. Man, this is stupid. I'm losing a successful campaign because of this crap. Edited November 13, 2024 by Aldaris
Warspite96 Posted November 13, 2024 Posted November 13, 2024 3 hours ago, Aldaris said: Were finances changed in one of the recent patches? They feel super weird. I have by far the highest global GDP as France, and it's going up by 8% - but my naval fund deficit rises every month, despite expenses being stable. I don't get it. Its very likely your transport capacity, for some reason the economy was changed so that maintaining a fleet of merchant vessels costs like 10x more than maintaining your entire navy. 1
Warspite96 Posted November 13, 2024 Posted November 13, 2024 (edited) As I have mentioned before, even with the "ballistics changes", SAP and SAPBC shells are still overperforming due to spamming chip damage from partial pens that should be non-pens or direct blocks against heavy armour. I have a 1950s BB fighting two enemy BCs armed with 360mm guns, while 5 heavy cruisers armed with 261mm SAP shells also attack me from a distance. Can you guess which ships have done far more damage to my BB (specifically 50% of its "structure") despite it having armour that should logically make it immune to everything currently being fired at it? To summarise again, "partial penetrations" need to be reworked so that they only occur when a shell has enough penetration power that the armour could potentially be overcome, but the shell didn't quite make it through. Currently it seems that SAP and SAPBC shells automatically trigger partial penetrations with every shot, so if you have high rate of fire guns firing SAP or massive guns firing SAP, you can often do way more damage to a heavily armoured warship than an actual AP round ever could hope to achieve. Also ammunition capacity has still not been increased despite numerous posts regarding this issue, so late game battles are frustratingly short due to lack of ammo on both yours and the AI's ships when guns have high rates of fire. Edited November 13, 2024 by Warspite96 1
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