Aldaris Posted December 7, 2024 Posted December 7, 2024 To be fair, this isn't a regular occurrence, but it did happen. No idea why. On the whole though, I'd kill for some kind of fleet management system. Assign ships to fleets/task forces, name them, assign them home ports. A man can dream... 3
HopefullAdmiral0786 Posted December 7, 2024 Posted December 7, 2024 (edited) Dear Dev's This issue has been mentioned before by other forum members but still seems to be bugging the game play. Changes made some time previously to the game seem to make it impossible to go to war, NO MATTER THE LEVEL OF THE CURRENT RELATIONSHIP, with target country. I have been attempting to go to war (playing as Germany) with the USA for atleast 2 dozen turns. I have managed to get the relationship down to -99, and despite all of my best efforts and repeated INCREASE tension, not to mention that the relationship at -99 has just dropped a further 20 POINTS, the relationship in the game stubbonly remains at -99 and will not triggeer a war. Added to which I have a substantial number of fleets, located off the cost of several of their possessions. Surely, this cannot be right? I look forward to hearing from you and approrpiate code changes to balance the game to be more realistic. Edited December 7, 2024 by HopefullAdmiral0786 2
Peksern Posted December 7, 2024 Posted December 7, 2024 I lost overview of the last update. Is there any way to directly influence the army forces in a country? For example, when I want one province to attack its neigbor, but there are only a few thousand troops. Is there any way to "motivate" them or push the troops in this province, perhaps by fleet presence?
MDHansen Posted December 7, 2024 Posted December 7, 2024 (edited) Yeh I can not, nor the ai, start a war no matter what and how many times the popup says we actually went to war (-20 relations etc etc) after pushing for it For the sake of testing I played a decade with no modded files I apologize ,apparently not all modded files was deleted/replaced, inluding the resources.assets file. Nothing to see here, working fine. Time to bugtest my files 😬 (or maybe TaF is causing issues(?)) Edited December 7, 2024 by MDHansen
Aruon Posted December 9, 2024 Posted December 9, 2024 apologies if it's already been mentioned, but automating the battles currently is insanely one-sided in your favor seemingly just about no matter what. i'm germany at 1914 and the only time i've seen a ship of mine die in an auto-battle is old torpedo boats. 2 DDs vs CL? dead CL, and maybe a lightly damaged DD. evenly matched fleets of any size save for a player pre-dreadnoughts vs those terrible 9-inch dreadnoughts the AI loves to vomit out? (please remove those calibers for dreadnoughts at some point) enemy fleet wiped, most TBs lightly damaged, maybe 1 dead, and a damaged cruiser. sometimes i just wanna get to the next turn quickly, but with fear.
Dave P. Posted December 9, 2024 Posted December 9, 2024 9 hours ago, Aruon said: apologies if it's already been mentioned, but automating the battles currently is insanely one-sided in your favor seemingly just about no matter what. i'm germany at 1914 and the only time i've seen a ship of mine die in an auto-battle is old torpedo boats. 2 DDs vs CL? dead CL, and maybe a lightly damaged DD. evenly matched fleets of any size save for a player pre-dreadnoughts vs those terrible 9-inch dreadnoughts the AI loves to vomit out? (please remove those calibers for dreadnoughts at some point) enemy fleet wiped, most TBs lightly damaged, maybe 1 dead, and a damaged cruiser. sometimes i just wanna get to the next turn quickly, but with fear. I've typically had the opposite experience. If we knew the algorithm for the autobattles and ASW battles, at least we could sensibly minmax it. 2
Panzergraf Posted December 9, 2024 Posted December 9, 2024 3 hours ago, Dave P. said: I've typically had the opposite experience. If we knew the algorithm for the autobattles and ASW battles, at least we could sensibly minmax it. Autobattles seem to favor ships with torpedoes a lot, which is why I never dare autobattle with a full task force VS a single DD, I often end up with a lot of heavily damaged or even sunk ships that way. (or at least this used to be the case - they keep changing this algorithm) ASW uses the average ASW score for the full TF, so the most economical ASW TF will just be a single ship, as the average ASW score will then just be the value of that ship. CL's can easly get enough ASW value to easily sink or at least heavily damage a full flotilla of subs, with no damage in return. Also, radar and RDF adds a lot to the ASW value, presumably because the "recon" value is factored in somehow.
Nick Thomadis Posted December 10, 2024 Author Posted December 10, 2024 Hello Admirals, There is ongoing work for the next major update, but we decided to offer an intermediate, very important update, which optimizes the stability and fps performance of the game. Please read: https://steamcommunity.com/games/1069660/announcements/detail/500558980530046913 4
Peksern Posted December 11, 2024 Posted December 11, 2024 (edited) @Nick Thomadis First, I do like the new system of allies and war declarations and relations. It feels better now. But there is one problem: It often happens that suddenly you are at war with a nation without any bad relations, just because an ally has war. I did not know that I had an ally which was almost in war with, for example, Britain. But now I have to fight this colossus even though I kept good relations with it the whole game. So would it perhaps be possible to make visible, how the relations of another country are, when there's a decision about war or alliance? Edited December 11, 2024 by Peksern
Nick Thomadis Posted December 11, 2024 Author Posted December 11, 2024 Uploaded optimized build including: - Further optimizations in fps performance. - Further optimizations in auto-design. - Optimization in Battle AI logic. - Fixed issue which could cause a sold ship to a minor nation to not be fully transferred, so it would appear in player's fleet instead. You must restart Steam to get the update fast. 5
Nick Thomadis Posted December 12, 2024 Author Posted December 12, 2024 Uploaded optimized build x2 including: - When a minor nation attacks you, the special mission that creates a naval invasion is now happening immediately, without the need to previously have fleets in the area, as before. The government will ask you if you agree to attack and if you agree, you will need to send ships in the mission to invade the province that the minor nation uses as base of operations. - Ships that previously were sent to be repaired randomly to other ports, when their supply port became unavailable, will now be sent to the next nearest port, in a more efficient route. - Other fixes/optimizations. You must restart Steam to get the update fast. 7
Cryadis Posted December 12, 2024 Posted December 12, 2024 (edited) On 12/11/2024 at 5:10 PM, Nick Thomadis said: Fixed issue which could cause a sold ship to a minor nation to not be fully transferred, so it would appear in player's fleet instead. Does this apply to building a ship for a minor nation, while this antion looses it / all ports ? 4 hours ago, Nick Thomadis said: - When a minor nation attacks you, the special mission that creates a naval invasion is now happening immediately, without the need to previously have fleets in the area, as before. The government will ask you if you agree to attack and if you agree, you will need to send ships in the mission to invade the province that the minor nation uses as base of operations. Really nice, in my AH campaign i conquered a good deal of the ottomans, just for them to regain parts of it via landarmies with the mission spawning ❤️ While i know you are busy, could you have a look into the crew recruitment soft cap issue i posted back a bit (basically playing spain with 1890 hard start maxes you crew at around 1000 to 1100 even 20 years into the game with techs and max slider)? Edited December 12, 2024 by Cryadis 1
Dave P. Posted December 12, 2024 Posted December 12, 2024 @Nick Thomadis - do you think we could ever get a "full screen windowed" or "borderless window" mode for the game to run in, so when I click onto my second monitor to fast forward through a podcast ad or something, the game doesn't auto-minimize? Minor QoL thing. 1
MDHansen Posted December 13, 2024 Posted December 13, 2024 (edited) 1 hour ago, Dave P. said: @Nick Thomadis - do you think we could ever get a "full screen windowed" or "borderless window" mode for the game to run in, so when I click onto my second monitor to fast forward through a podcast ad or something, the game doesn't auto-minimize? Minor QoL thing. Minor, but yet so important for us multi multitaskers Also, ui scaling for us on large (59" in my case) monitors running 3840x2160, (I acknowledge there might not be many of us). I edit the game through ML/UE ever time I start the game, but I'd love to save me those 20 seconds 😊 CanvasScaler.m_ReferenceResolution 1024x768> -> CanvasScaler.m_ReferenceResolution 3840x2160 It's hack and saw, but it works for me. Add another 2 minutes if I want to resize all popups and windows😬 Edited December 13, 2024 by MDHansen 1
Dave P. Posted December 13, 2024 Posted December 13, 2024 (edited) 1 hour ago, MDHansen said: Minor, but yet so important for us multi multitaskers Also, ui scaling for us on large (59" in my case) monitors running 3840x2160, (I acknowledge there might not be many of us). I edit the game through ML/UE ever time I start the game, but I'd love to save me those 20 seconds 😊 CanvasScaler.m_ReferenceResolution 1024x768> -> CanvasScaler.m_ReferenceResolution 3840x2160 It's hack and saw, but it works for me. Add another 2 minutes if I want to resize all popups and windows😬 I wonder if there might be a future-proofing argument in favor of it as well - I have some older games which work in windowed mode, but some decade+ worth of DirectX, GPU driver, or Windows updates have broken their ability to work in fullscreen mode reliably. Crashing when alt-tabbing is a common issue. Mind you, I don't know enough about game programming to know why that's a issue. But yeah. Edited December 13, 2024 by Dave P. 1
Peksern Posted December 13, 2024 Posted December 13, 2024 (edited) Fighting since several years in a war against Great Britain. VP: 2,200,000 vs 670,000 points. Currently. There was a failed peace negotiation a loong time ago, but since then I couldn't even choose another try for peace manually. And nothing happens. Does this usually happen? Update: Finally I was able to ask for peace and they accepted. 102 months of war. Almost 8 Billions of reparations for me. But still... is it normal, that it takes sooo long? Edited December 13, 2024 by Peksern
Dave P. Posted December 13, 2024 Posted December 13, 2024 5 hours ago, Peksern said: Fighting since several years in a war against Great Britain. VP: 2,200,000 vs 670,000 points. Currently. There was a failed peace negotiation a loong time ago, but since then I couldn't even choose another try for peace manually. And nothing happens. Does this usually happen? Update: Finally I was able to ask for peace and they accepted. 102 months of war. Almost 8 Billions of reparations for me. But still... is it normal, that it takes sooo long? I don't think you're able to ask for peace if there's an active naval or ground invasion ongoing; any chance that was the issue?
Aldaris Posted December 13, 2024 Posted December 13, 2024 (edited) That's usually the case for me, and it's kinda bullshit to be honest. Especially since the AI can spam out naval invasions regardless of its actual available force. Had a war against the US as Germany. I had sent the entire US fleet to the bottom, they started the war with 200+ ships and had 2 CLs and a couple subs left at that point. And yet, they spammed invasions of Germany. You and what tonnage, buddy? So I have to wait for this invasion to be over. Sigh. But then, the original time keeps getting adjusted upwards, which is another thing that drives me crazy. Starts with turn 1/6 for example, and at some point we're at turn 6/11. I imagine that scenario in real life. Invasion transports are ready to go, troops all loaded up. Only to be told "boys, we need to hold on for a minute. There's a Bazillion German ships in the way, and we don't exactly have a fleet to cover us at the moment, but we're building stuff that we'll trickle in little by little. That should do the trick over the next year or so, so sit tight. No, we're not calling this off. Are you crazy?" EDIT: Loaded up the save real quick. Here they go again, 1 CA in the theater, and yet, they'll try. Score is about 2.5 million VP for me vs. 120k for them, and yet, peace? No, we're about to turn this around, for sure! Edited December 13, 2024 by Aldaris
Peksern Posted December 13, 2024 Posted December 13, 2024 57 minutes ago, Dave P. said: I don't think you're able to ask for peace if there's an active naval or ground invasion ongoing; any chance that was the issue? yeah, that indeed might fit my experience. 24 minutes ago, Aldaris said: Especially since the AI can spam out naval invasions regardless of its actual available force. Had a war against the US as Germany. I had sent the entire US fleet to the bottom, they started the war with 200+ ships and had 2 CLs and a couple subs left at that point. And yet, they spammed invasions of Germany. You and what tonnage, buddy? Well, can't say I had this problem. My war enemy was great britain. They are producing their battleships with 3D Printers. But I agree that this problem should be fixed since the AI starts naval invasions far more often by now.
HopefullAdmiral0786 Posted December 13, 2024 Posted December 13, 2024 Dear Dev's, Sorry to be the conveyer of problems, but another one, that has bugged me for some time, has just reoccurred with devastaing impact upon my progress in a campaign. This concerns the campaign map path-finding and place positioing of task forces on the map. As background: 1) When you click on the area that you wish a task force to sail too, seldom do they end up on that exact position you clicked upon. 2) All to often they end up somewhere close by. 3) Often they merge with another task force of your own Nation/Empire and you have to painfully detach the combined task force and place 50% of the ships somewhere else close by (often outside an invasion/defence radius to a province). Now I have attempted to handle this issue since the game was released to the public (some 1,400 game hours ago for me personally). However, it is clear that mouse positioning and where the task force actually ends up are seldopm the same. However, up until now I've tolerated it (albeit hoping that one day it might get addressed to by the Dev's). However , in a recent game it had DEVASTING consequence. Playing as Germany, I was at war with the USA. The USA was invading my province of Morocco and I moved a task force into the invasion radius to counter the build up of US naval tonnage in order to thwart their invasion. Expecting a battle to commence the next turn, at which I could reduce or destroy the USA invasion fleet. However, the next turn, nothing happened, no 'meeting' battle occurred despite my taskforce being virtually right on top of or next door to the USA fleet. So I clicked on my task force to alter it's position slightly to be closer to the USA task force, in order to force a battle. The following turn, what happened? The dammed UAD campaign map pathfinder code did not move my task force closer to the USA task force, but placed it into the port. Then I could not move it out of port, as the game decided my task force had to undergo extensive repairs. Consequently, the USA invasion succeeded, I lost 50% of my navy, and subsequently lost the war and the campaign. All for the fact that the pathfinding on the campaign map is not finetuned enough to differentiate between a few hundred miles of ocean. Indeed this lack of accuracy in placement is not limited to this particular area of the campaign map, it extends across the entire globe! This also explains why it is that often when I place task forces miles apart, the very next turn they have merged. Surely there must be a way of making the campaign map MORE SENSITIVE to actual locations, as dirtected by the mouse? At the moment, I suspect that the grid sectors for ocean are simply far to large to be accurate. Furthermore, there is nothing I could do to prevent the autorepair of the fleet whilst in port, as the repair scale is set by the port and not the individual task force. Please can you look at this as I feel that I have waisted 576 turns of hard campaigning (1990 to 1938) all down to the lack of accuracy of the campaign map! Many thanks. 3
Aldaris Posted December 13, 2024 Posted December 13, 2024 (edited) Similar thing happened to me just now, just not as important. The US keeps the war going, indefinitely, because they keep. spamming. those. naval. invasions. Endlessly. Making peace negotiations impossible (can we PLEASE change that?). Just now they succeeded for the first time after what must have been 30+ attempts (not kidding), with capturing Rhodes. Because I couldn't bring their task force there to battle. Every turn I tried, every turn I kept getting fed a single destroyer, and they kept sitting there. They still only had a 27% chance or so to succeed, because there was close to 400K tons of mine sitting there trying to fight them, but miraculously, that worked for them. We NEED a way to target a specific enemy task force for engagement. This felt incredibly stupid and ridiculous. "The enemy invasion force is about 100 km that way. They have been for months. And they're not even half our size." - "yeah, but we're busy fighting a destroyer this month. Nothing we can do". Edited December 13, 2024 by Aldaris 4
Nick Thomadis Posted December 13, 2024 Author Posted December 13, 2024 Uploaded optimized build x3 including: - Minor nations will attack with less frequency when they want to take back their own lands. It should be more manageable now, but we need further feedback. - Fixed border issues in territories near Canada which could create bugs in the land army distribution (e.g. too small army to defend. etc.). - Fixed potential minor issue creating an empty AI task force for some turns (e.g. when all ships of the task forces got destroyed or were sent for repairs, they might have caused such a problem). - Fixes in temporary issues of auto-design, which now should be much faster and effective. - Fine tuning in ship flooding mechanics with the aim to sink faster ships with high structural damage. You must restart Steam to get the update fast. 5
MDHansen Posted December 13, 2024 Posted December 13, 2024 (edited) My 3 cents and would be a very nice QoL. Please excuse the crudeness of my simplyfied paint skill.. Edited December 13, 2024 by MDHansen 7
Nick Thomadis Posted December 17, 2024 Author Posted December 17, 2024 Uploaded optimized build x4 including: - Various auto-design optimizations. This is the last stable build before v1.7. You must restart Steam to get the update fast. IMPORTANT NOTE We added v1.6.1.5 Optx4 in the list of previous stable builds. It is advised to switch to it, if you do not want to miss any saved data before the release of v1.7 major update. 2
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