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Posted
6 hours ago, Nick Thomadis said:

Probably you already know, but only ships in port can refit. Did you check if the ships you mention are in port?

Additionally. you need to have at least one ship built from the class to be able to make a refit for it. 

Yes and Yes...

This is coupled with the refit being setup as in most basic boilers, lowest armor etc...

 

Posted
On 11/15/2024 at 4:59 PM, Nick Thomadis said:

Improved torpedo friendly fire to not trigger when the target is too close. This will address the problem of torpedoes not firing when you encircle an opponent. Torpedo friendly fire should be also overall more effective.

❤️ 

Posted

The optimization for the campaign didn't really work; everything is still very laggy, and I had a save with over three decades on it running the modern update that eventually croaked. Is there a way we can slap the devs in person for their stupidity?

  • Downvote 7
Posted (edited)
3 hours ago, KhanAnon said:

Is there a way we can slap the devs in person for their stupidity?

Is there a way we can slap someone for a stupid post?

I have 2400hrs in this game and havent seen or had lag since I started playing  ~2 years ago, when massive fleets (100+) was a thing. Not saying lag isn't a thing, but what is your specs? (I mean your pc)

Get your shit together and make a proper post and not just wommit up something in pure stupidity

Edited by MDHansen
  • Like 4
Posted

I mean, I see lag, but that is the fault of my PC.  I am running 2015's best with a 4790k and a 980 TI.  Even with the game installed on a SSD, I am held back by the rest of the system.  It is what it is.

That said, the campaign is light years better than what it used to be in both loading and processing times.

  • Like 2
Posted

I see lags between turns sometimes. This happens when the AI is building new ships. With my configuration, it can take 2-3 minutes of waiting, maybe 4. But when everything is okay, it takes a few seconds to start a new turn. But there are 2 issues here: optimization of the ship design process and issues with the game engine itself. Unity (is it Unity, right?) doesn't like many files and/or configurations. The situation with the first issue is constantly improving. It is WAY BETTER now than it was a year ago. So I think devs are on the right track.

  • Like 2
Posted (edited)

Well, turning times do sometimes go in to several minutes. Especially when the ai is struggling to design ships.

The actual lag I assume is meant in battles, and here its' a bit up to players hardware. It doesn't help that the game is single core...

@HaMaT yes, Unity 😬

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

It doesn't help that the game is single core...

2 hours ago, MDHansen said:

 

But... Why? Even cheap office laptops have four cores nowadays.

Can't it be updated to use more cores?

 

 

 

 

Posted
55 minutes ago, HMS Implosive said:

But... Why? Even cheap office laptops have four cores nowadays.

Can't it be updated to use more cores?

 

 

 

 

My understanding is yes, but that would require the devs updating the underlying Unity engine version the game runs on. (Even then Unity’s multithreading is… well not the best shall we say). That’s a much bigger job than it sounds, and can introduce a lot of issues.

  • Like 5
Posted
On 11/16/2024 at 6:14 AM, Captain Meow said:

Ever gonna correct the issue where a ship receives damage from one side but visually the damage is on the other side? 

Ever since I started playing this game I still see this happening from time to time. Enemy ship fires in to my ship's starboard side but the black damage texture is on my ship's port side.

Very strange how developers keep ignoring certain issues for several years, they don't even respond to such reports.

Could that be "exit wounds" from an overpen?

Posted

QoL note: when my allied minor nations have a military action, invasion, defense, etc., I see that my ships can show up and help, and count towards the required tonnage for the defense/offense.

Since it is actually possible for my ships to do something in these conflicts, it would be nice if these showed up in the list of ongoing naval actions below the mini-map.

  • Like 2
Posted



Another minor thing: apparently the Spanish government considered buying Littorio class plans and some technological assistance from Italy to build them domestically. Would be nice if Italian italian battleship III, and maybe Italian Super Battleship, were available for Spain to reflect this.
 

 

  • Like 1
Posted (edited)
On 11/16/2024 at 8:46 AM, Warspite96 said:

The only real WW2 example of one of UAD's "Destroyer Attack" missions is the Battle of Malacca Strait, and this battle was the result of the Allies having intelligence that allowed such a precise torpedo ambush to be pulled off with destroyers. 

This is debatable. Multiple night actions around Guadalcanal involved groups of destroyers attacking enemy vessels in a manner best described as an ambush.

Further, the game's time period covers more than just WWII and there are arguable examples of torpedo craft ambushing and even sinking cruiser-sized ships and larger in that period. Some of the examples would overlap with other UAD battle types like port strikes.

Especially in the early portion of the UAD timeline, torpedo craft attacks against capital ships were something fleets worried about and guarded against. And as another poster said, there's no reason to assume that accurate intelligence wasn't involved in the opportunity coming about. 

Rare circumstance IRL, perhaps, but so were large battleship engagements, and in the UAD campaign you can have a dozen or more of those even in a short war.

Given that you don't have to accept these missions, I can see no valid reason for removing them

Edited by Captain Vlad
Posted

Can you please make a way to implement a 'battle turn away' manoeuvre? I hate manually dissolving a division and then making ships turn into torpedoes every time somebody does a torpedo run. It's annoying trying to get them back in formation, which should be trivial.

  • Like 3
Posted (edited)
14 hours ago, PalaiologosTheGreat said:

Can you please make a way to implement a 'battle turn away' manoeuvre? I hate manually dissolving a division and then making ships turn into torpedoes every time somebody does a torpedo run. It's annoying trying to get them back in formation, which should be trivial.

For @Nick Thomadis and the development team.  Here is a visual of the maneuver that is being referenced. 

EDIT: I should also add that, after the maneuver is complete, the ship that was at the back and is now at the front of the formation is the new division leader.
 

 

Edited by Suribachi
  • Like 1
Posted
20 minutes ago, Suribachi said:

For @Nick Thomadis and the development team.  Here is a visual of the maneuver that is being referenced. 

EDIT: I should also add that, after the maneuver is complete, the ship that was at the back and is now at the front of the formation is the new division leader.
 

 

We had a button which did that, but created problems, which did not worth to fix. If you use the manual rudder button you could produce a similar maneuver.

  • Like 2
  • Downvote 1
Posted (edited)

Generally speaking, unless the problems created are REALLY bad, "more micromanagement" is not the preferred solution for the end user. IMHO.

Enjoying the game w/ recent changes though. Transport funding isn't quite so crippling towards the end of the campaign.

Given that turns seem to take progressively longer (particularly the "Building Ships) phase) as the game progresses, I'd still appreciate a "retire now" button that shows me the summary screen, rather than having to spend an hour slogging through the last couple dozen turns of a long campaign, when I have no real enemies left to fight and no time to build any more interesting superbattleships.

Edited by Dave P.
  • Like 4
Posted

All in all when it comes to the battle menu I'd like @Nick Thomadis  to take look at the buttons to make them clearer what they do, and perhaps add or remove buttons.  

1. For starters I'd like to suggest that you look into the break and joining up of groups during battles. When I open the merge and detach button I have a hard time understanding exactly what I'm choosing. 

Detaching a ship from a group is easy since there is a specific button for that, and I've been able to group selected ships together. But looking at the options besides these I see a bunch of options of, if I interpret it correctly, all the present groups of ships in the battle you can add the ship to or create a new group. It is confusing since I see a lot of options to add a ship to but they are only distinguished by their ship classes like BB, CL etc. In my head it just becomes a bunch of unidentified groups, which lead to frustration if I accidentally add a ship to a group I didn't mean to. So please look these over to clarify and simplify what they mean and do, and if they add anything to the gameplay. 

2. Another button that I'd like you to work on is the reverse button. The normal forward heading and pressed backwards state look very similar (the only difference is opacity), which I'd say is needlessly vague for such an important button. Just like with the group/detach button I'd like to suggest that you distinguish these two states clearer: for instance with differanciating arrows pointing either forward or backwards depending on the direction the ship is heading. 

3. Then there is a new formation button I'd like to suggest. When I've created a new group or added ships together in a group, I'd like a way to manually pick the formation leader or flagship for that group. As of now you can only stop ships from changing formation leader when the leading ship is damaged and move to the back, and when I press the button to change an already damaged leader it still takes a while until the change happens, if at all. With this new button I'd like to choose exactly what ship and when it goes to front. 

Love the work you do and know there's lots to do, but I really think these features would improve the battles a lot. :)

  • Like 1
Posted

I think the VP you earn at the moment from sinking ships, particularly capital ships, is too low compared to how much you earn from sinking merchants.  I’m playing as Austria-Hungary and while I haven’t lost a single warship in my current war against Russia, and have sunk many of their ships, they keep finding my merchants all over the med and I’m far behind in victory points.  They also trigger a blockade every other turn before I destroy them but considering how I have sunk so many ships it is ridiculous to me that I’m behind in the war score when Russia hasn’t won a single battle against my navy.

  • Like 1
Posted
6 hours ago, Aendos said:

Can we please have the ability to construct, from nothing, a Refitted design of a ship? 

I feel like this was a thing for, like, one patch, and then removed again. Don't remember why. 😞

Posted
11 hours ago, Aendos said:

Can we please have the ability to construct, from nothing, a Refitted design of a ship? 

You can do. Just copy the refit Design, give it a new name, save again and it should work.

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