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>>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.5 Optx4)


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Posted

Another minor QOL thing, but it would be nice if, on the main screen, there was an indication of ships for which repair/construction was suspended.

I.E., instead of saying "Refit 6 Ships: 4 BB, 2 DD" it would say something like "Refit 6 Ships: 4(2) BB, 2(1) DD" to indicate how many of each type were suspended.

Just my $0.02. 🙂

  • Like 1
Posted

Another suggestion. When I play and design ships I'd very much like to save them for later, partially since I'd like to quickly re-use them if I play that nation again.

That's why I'd like to suggest the possibility to save your designs during campaigns. As of now I have to make shared designs outside of the campaign, and I'd like to add this feature to the campaign too.

I understand that this will lead to problems and corrupted designs whenever the ship parts are tweaked in future builds, but eventually I think this would be a relatively natural way of generating current-tech based shared designs that the AI can then use in the campaigns.

  • Like 2
Posted
1 hour ago, Markus1985 said:

Another suggestion. When I play and design ships I'd very much like to save them for later, partially since I'd like to quickly re-use them if I play that nation again.

That's why I'd like to suggest the possibility to save your designs during campaigns. As of now I have to make shared designs outside of the campaign, and I'd like to add this feature to the campaign too.

I understand that this will lead to problems and corrupted designs whenever the ship parts are tweaked in future builds, but eventually I think this would be a relatively natural way of generating current-tech based shared designs that the AI can then use in the campaigns.

Problem with that is you'll rarely have the exact same combination of techs + bonuses, so the designs wouldn't likely either not be valid due to missing techs or non-optimal due to available techs.

  • Like 1
Posted

I havent found the correct Topic to post this, so please give me a link if I am at the wrong place!

Suggestions

 

1.On the „New campaign” page there could be a 4 extra settings option available, namely:

·         Naval Funds – where players could set their monthly income for the very first month of the campaign and their starting budget. Reasoning: With the new patches the previous income and expenses ballance was absolutely turned upside down. This would be a fix to that problem, and also would the players freedom to make their own budgeting more challenging or easier for the starting period.

·         Building capacity: Here I would like to point out that Germany has a maximum capacity of roughly 85000 tons that it can built at the same time and maximum displacement 11750tons. Austro-Hungarian empire has 32000 and 10500… So from the first day they have disadvantage, they cant capture as effectively(need 3x more time to built the necessary amount of ships (considering that they dont loose/ need to repair one)) WHILE they are also weaker since cant put that much armor or firepower on their ships due to lower tonnage! I understand that historically The Austro-Hungarian empire was never a naval superpower, but this much differance makes it very weak! So if the player could set a highter Building capacity at least it could be playable!

·         Research: At the biggining the game randomly researches things for the players, but it would be also beneficial, if instead of „random research”  the players would recieve *number* monthes to freely shorten their desired options. For this there could be also a limit how much the game automatically research for the players and to the AI’s.

·         Ground troop effectiveness: This option would allow to set a maximum % that the ground troops can advance in a turn. (Basicly working around the problem of balancing the game non stop… Let the player suffer with that… It also give them more freedom on influencing how much they wish to rely on their naval forces, so its a win-win.)

2. It would be intersting if the Starting year and technology could be dated back to the end of the Monitor/ironclad period (as there is a mission where you have to design and command those ships)!

 

3. On the fleet screen when multiple ships are „Mothballed” and want to place crew of them, players have to go through each ships 1 by 1. A mass „mening up stations”/ „add crew” option would make it easier, also if a mistaken mening up happens a retraction of the order would be good! (Like „sorry… I didnt meant to place back the crew on that ship, dont spent 1-4 months to assemble the crew and spend millions in the process! I take back that order and leave it mothballed!”)

 

4.There is a ship class… 3 years later I update this class to have better everything… I refit those ships and want to built some more to use my building capacity. Could you make it so, that I dont have to open the ship designer, copy the ship, rename  it, save it, than I can built it. Just simply built the updated version(from wich all the previous models were refitted)? (this is not a major issue but a small inconviniance!)

 

5. Meetings: When Multiple meeting happens in a turn it would be nice to have a say which one we would like to fight first. Just like with battles and convoys.

 

6. I have seen that some re-balancing happened in terms of how many tonnage needed to iniciate naval invasion, but the tonnage needed to actually succeed is ridiculous. Let me give an example: I usually start a war against The British Empire with Germany  around 1893. Now… At this time to capture southern england or scotland is well around or above 140.000 tons Around a year ago I sent a detailed calculation where I compared this to the 1st month of landings in Normandy after the D-day, and it showed that even the allied forces (multiple nations) combined didnt had that many tonnage there in 1 months(including supplies) that in some cases the game require just to get 10% chance to succeed! In 1943 when I tried to invade the New York region of USA i needed 1.883 MILLION tons (1.883.000 + change.…) of warships to succeed! (No landing operation was this big in human history D-day included!)

 

7. I encountered a bug where I had 100% chance to capture a region but 3 months before the end of the landing, the game decided to halt the event (despite my ships being there), and I didnt got the region.

 

8. With the new army advancement mechanism ground forces are too capable in advancing. They sometimes need only 2-3 months to succeed while players need 3-6 months to capture. Factoring this with the 4th and 5th points, players has barely any option to make an impact any more.

 

9. Army logistics: I dont know if it was intentional or not, but when I (now in the new update) destroyed the Austro- Hungarian fleet (literally! 0 ships!) blocaded them, havent lost a ship yet… And they still push me back on the land? Has 1.5 times bigger population, GDP, Army budget (even before the blocade), and they not defending, but successfuly invading? Please enlighten me how to destroy their ground forces capabilityes faster than sinking all their ships in 3 round and blocading them! And by the way Army logistics were improving for the ai and degradingg for me...

 

10. Army logistics % has a tendency of getting stuck at 100% for AI nations: Once I kept a country blocaded for 4+ years, had only 1 territory attacked from 3 directions on ground and a naval invasion throughout these years (it required 1.883 million tons of warships to succeed so I was stuck obviously…)  And despite the extensive fighting against that one territory, the logistics never dropped bellow 100%... (It happened with previous updates but I never read that it was fixed!)

11. Update the „Help” area of the game, add more details to thing like point 7 above!

 

12. Higher character limit at the report bug/ no limit… If its working at all, since I havent seen any feedback that my concerns were recieved!

 

 *Pictures were screenshotted from the actual game, all right belong to the copyrights owners!*

  • Like 1
Posted

So having just tried a campaign again.

Battles: 
Improved, enemy can be a threat sometimes.
Gun target selection needs improving.
Torps 100% need long range visible highlighting
Buttons for advanced maneuvers would be appreciated, including 'weave' for smaller
ships to make them harder to hit instead of sailing in a straight line.
Shell flight is still far too blatantly based off the calculated % to hit instead of actually ballistics
in many circumstances. You often see the 'hit' shell flying on a distinctly different trajectory
to the miss shells.

Ship designer:
Balance (fore/aft) is simply broken currently. In some cases I can move an object
backwards and it increase the FORE offset. High objects have way too much effect
on balance, particularly on hulls that have raised sections. 

Stat values for many modules are still nonsensical. They should make sense and not
become useless for ships when they are a % instead of a flat weight, so ships that are
already larger are disincentived from using them. Oxy torps are a prime example as they
add hull weight %, so a TD with 8 oxy torps might add 2 tons, but a BB with the same torps
might add 500 tons for the exact same thing.

Amount of ammo per gun is daft, some guns run out far too quickly, others have loads
depending on the gun setup. Really needs an ammo slider per gun type so you can customise
it so your rapid-firing guns can have enough ammo to be useful.

Campaign:
Diplomacy is basically non-existent. Fleet tension mechanics make no sense. This whole system needs ripping out and reworking. Its too flawed at the moment but the whole game is too reliant upon it.

TR system is nearly as bad. Basically impossible to defend them. I've had ships in literally every port (just a couple of DDs in each) as well as dominating all the oceans where I have ports, still losing more TRs than I can produce each turn by a lot.
Worse if you have a few ports away from home when TRs keep going there to get murdered for no reason.

Financing is complete nonsense at the moment. At one point in the campaign I had a 3.5 B/month income... of which over 3B was going straight out on "TR losses" leaving me less than 500m/month for everything else. 

Combat encounter system could be improved. Seems very random if a fleet engages a enemy fleet or not regardless of map positions quite often. Need a way to tell a fleet to go after an enemy fleet. Or telling your fleet to just engage any enemy fleet in a much larger radius. On the flip side, need a 'avoid' role for a battered/out of ammo fleet, telling them to avoid engagements if possible.

How much resupply fleets get, even which sitting right next to a friendly large port seems very random.

  • Like 4
Posted (edited)
47 minutes ago, Drenzul said:


Shell flight is still far too blatantly based off the calculated % to hit instead of actually ballistics
in many circumstances. You often see the 'hit' shell flying on a distinctly different trajectory
to the miss shells.
 

sadly that calculation is done initially as the guns fire. I am pretty confident that won't be changed, sadly.
It looks really bad. It's a reason I have reduced the visual of ballistics to 1/10 of their original size

Edited by MDHansen
Posted
4 hours ago, MDHansen said:

sadly that calculation is done initially as the guns fire. I am pretty confident that won't be changed, sadly.
It looks really bad. It's a reason I have reduced the visual of ballistics to 1/10 of their original size

No but they could make it look better by calculating the hit trajectory then deviating the others around that instead.

  • Like 2
Posted

I have to say, the whole "consensual war" game design is really annoying me in these last updates.  As Germany I have declared war on Spain 4 times and they just pay off my government every time.  I understand they're a weaker nation, but that's life.  This is so dumb.  Sometimes wars are just about conquest.  Maybe it should cost prestige to persuade your government to reject the money offer at least?  Like something to spend prestige on?  

  • Like 3
Posted

@Nick Thomadis Could you please describe the mechanics behind research priorities?  Like how they work and why you would use them?  They just seem ineffective and costly, like I don't get why you would use them.  You mentioned before that you should be using them to get ahead, but I don't see how this is possible when they appear to have a net negative effect on total research.

Posted

Well... autoresolve just had an enemy CL sink nine of my battleships.

So that's a thing that happened. Not sure it should have happened, but I clicked "Autoresolve" so I can't complain too much.

Still awfully weird.

  • Like 2
Posted
17 hours ago, Северная said:

@Nick Thomadis Could you please describe the mechanics behind research priorities?  Like how they work and why you would use them?  They just seem ineffective and costly, like I don't get why you would use them.  You mentioned before that you should be using them to get ahead, but I don't see how this is possible when they appear to have a net negative effect on total research.

Thats true, but think of it like this: you start a campaign at 1890. With no priority Dreadnoughts are researched between 1900-1904(just a random period but mostly on point.) If you use only 1 priority to research it faster by 1894-95 you could be there (I did this a lot)! Now dreadnought designs and all ther buff's versus pre dreadnoughts? I played a game on hardest difficulty, where 3 Dreadnought BB(no escort and all survived with 70%+ health) sunk 49 ships (including 6 pre-dreadnought BB's.). Thats research priorities well spend in my book.

Posted (edited)

I never use autoresolve except in low stakes fights - something like 6 DDs of mine against one or two enemy DDs. Anything else is not worth it. You can have ridiculous superiority, a full fleet of 4 BBs plus plenty of Cruisers and DDs vs. a single DD, and you're still quite likely to have a BB with heavy damage afterwards, which will put it out of commission for half a year.

 

I haven't seen a result this bad though. Ouch!

Edited by Aldaris
Posted (edited)

The bug that randomly deletes ships from the campaign was supposedly fixed right? I've just logged into a save and an entire class of 4 BCs has completely vanished. The last time I checked they were in for a refit, I assume the game deleted them upon the refit's completion.

Edited by Warspite96
Posted (edited)
5 hours ago, Aldaris said:

I never use autoresolve except in low stakes fights - something like 6 DDs of mine against one or two enemy DDs. Anything else is not worth it. You can have ridiculous superiority, a full fleet of 4 BBs plus plenty of Cruisers and DDs vs. a single DD, and you're still quite likely to have a BB with heavy damage afterwards, which will put it out of commission for half a year.

 

I haven't seen a result this bad though. Ouch!

There was a version build some month ago that I felt balanced it a lot better than it is now. 

Not sure if it was only coincidence but in the case of that build; If I had a fleet of multiple classes (BB,CA,CL,DD's) facing a single CL or DD, I would try Auto resolve. But unlike it is now (with very punishing resolves) it seemed like the enemy damage would only apply to ships close to or below their own class. So I would sink the enemy CL, and the CL would only case damage to ships of the same or smaller class, in this case other CL and/or DD.

This happened to me on multiple similar auto resolves, and felt to make a lot more sense than the present version, in which even small single enemy ships can cause enormous damage to the entire task force. In the "better build" it was as if the smaller ships created an effective screening or buffer wall that would hinder or soak up the damage instead of the bigger ships.

 

Edited by Markus1985
  • Like 2
Posted

Encountering another odd bug at the moment where I build ships of a particular class, then the game will not let me apply refits to them as if they are ships of a completely different class. Not sure what is causing it but this campaign is at least 3 weeks old by now if that is any help.

Posted
57 minutes ago, Warspite96 said:

Encountering another odd bug at the moment where I build ships of a particular class, then the game will not let me apply refits to them as if they are ships of a completely different class. Not sure what is causing it but this campaign is at least 3 weeks old by now if that is any help.

Probably need a new campaign. I haven't had that issue with the latest patch, but IIRC the patch before the latest said you needed to delete your saves.

Posted (edited)

Another odd thing that's cropped up in the last couple releases - the tonnage calculation for naval invasions seems to fluctuate - task forces in the invasion area don't always get counted in the included tonnage every turn.

You can see here I've got an invasion going, and the invasion area sees 499k tons.

b8Tm1rH.jpeg

But the two task forces here are 499k and 431k tons.

AjUsvnQ.jpeg

sYbs6rC.jpeg

The smaller group did engage in a convoy battle earlier that turn, so I'm thinking that somehow ships which engage in combat don't get counted? Or maybe just if some of their ships get sent home for repairs?

I've also noticed that I sometimes have to move the task forces to another spot in the invasion zone before they get registered again.

So it seems a little bugged.

Edited by Dave P.
Posted

DId play a few games for a week now and basically way more playable before i took a break.

Many good suggestions obvove on this page, but there is one thing the existing in older versions already i cannot pinpoint and is super anoying - you geta fight in campagi (Meeting, COnvoy protection) and the Enemey seems to hit retreat right when loading into the battle.

In my AH campain i played this did not happen, untill yesterday all of the sudden Germany keeps retreating most of teh fights and i have to seach / case the. This is particulary bad if they have a naval invasion going vs you, so you put a taskforce to eleminate the threat, but in battle they just retreat.

Additionally: It seems success / failure of naval invasion is calculated right at the start of a turn, and after that fights happen. I had the case whey they retreated 2nd last round of their invasion, and next turn i managed to find them (still pre radar era) and wiped out the taskforce, which still conquered the province.

On the retreating:

For the first time i did a spanish campaign (1890, hard, build own ships etc) and finally have a war vs USA 1898 about.

By now i had roughtly 25 battles with them, of wich 22 they retreated right away ><

Also on that topic, with removal of AI to "find" them at start of battle AI should also not be able to retreat right away (after spotting your ships maybe), especialy if it is a defend your convoy mission which ends up of them never showing up.

ALso no clue how AI decided on retreat, as most of the time they had way more ships and tonnage.

Posted

Ad Appendum to my previous post and on the topic of AI instantly retreating here and example where i spent the whole mission timer at 10x speed chasing the enemy fleet (there is a Bug that you can hear the location of enemy ships bumping into each other, pls don't fix :) )

AI had way more ships and Tonnage. ALso of note in this case that fleet is doing a naval invasion and since i was unable to catch them they stay on the map where they where and happily continue invading....

UAD_1.png

  • Nick Thomadis changed the title to >>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.4 Optx3)
Posted

Uploaded optimized build x3 including: 
- Improved further the auto-resolve to be more consistent according to the combat value of ships.
- Removed "Delete Design" button from the refit constructor environment. It should not be there, it could cause bugs when players used it. Fixed "Delete Design" inconsistency not applying the delete when you deleted designs from the constructor environment, until you passed the next turn. Those fixes can prevent issues which could be caused when designs were not deleted on the current turn and players kept using them, only to disappear in the next turn.
- Fixed "Shared Designs" not being usable for human player in Custom Battles. 
- Minor nations will now scrap their ships more efficiently.
- Fixed very rare issue where mission radius could not be generated resulting in being created in the center of the map.
- Minor UI improvement to show the mark of weapons in the Ship Design info panel.
You need to restart Steam to get this update fast

  • Like 3
Posted

Uploaded optimized build x4 including:
- Slight battle Fps performance improvement.
- Shell ballistics fine tuning.
- Fix of LOD for British Style quad guns (was a temp error due to ongoing work for new parts).
- Other minor fixes and improvements.
You need to restart Steam to get this update fast

  • Like 3
Posted
1 hour ago, HaMaT said:

New parts? There will be more parts? More hulls? 😀

Yeah the next major update (1.7) will have new parts, it was planned for 1.6 but pushed back, so it seems it won't be too long now...

  • Like 2
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