PhoenixLP44 Posted December 3, 2024 Posted December 3, 2024 11 hours ago, Dave P. said: That's normal - ships slow down when they take flooding or engine damage, and they will also slow to keep pace with the slowest ships in their units/division. If you hover over the ships division it will popup a list of ships in the division and their maximum speeds. If you have a single ship in a division, you can set the speed control higher (into the red portion of the slider) but it won't do you any good, the ship will just putter along as fast as it can. They also slow down when turning - larger ships and tighter turns have to slow down more. So if you issue a bunch of course change commands to a ship and don't give it time to turn, stop turning, and speed back up to cruising speed, you can sort of "freeze" them in place. the ship was the only one in my fleet and going in a straight line without damage or flooding...
HopefullAdmiral0786 Posted December 3, 2024 Posted December 3, 2024 Dear Dev's, I have spooted a bit of a bug which is causing me some annoyance. I understand that there has been much work previously carried out, to allow task force passage through various narrow see lanes like Keil Canal, Suex, Panama etc. And in essence, one must own the territory or port located as such tom assurte passage in wartime. However, playing as Germany, I've just successfully taken the Dardenelles (Churchill eat your heart out) I want to move my fleet to invade the Bophorous and take Constantinople to gain access to the Black Sea. But the game won't let me move my fleet to the proximity to invade the Bophorous! Can you please explain!
Mike L Posted December 3, 2024 Posted December 3, 2024 Bosporus is also a canal that you can't pass thru is a hostile power owns. You are at war with the Austrians. Try to do an invasion on it.
Северная Posted December 3, 2024 Posted December 3, 2024 7 minutes ago, Mike L said: Bosporus is also a canal that you can't pass thru is a hostile power owns. You are at war with the Austrians. Try to do an invasion on it. He is doing an invasion on it, but his fleet can’t get there as they are trapped behind Gallipoli for some reason even though he owns the territory right before it. It definitely is an error.
SevDarastrix Posted December 3, 2024 Posted December 3, 2024 59 minutes ago, Северная said: He is doing an invasion on it, but his fleet can’t get there as they are trapped behind Gallipoli for some reason even though he owns the territory right before it. It definitely is an error. ive had this bug too and im on the last major version before multiplayer was added, so its been an existing bug
DougToss Posted December 3, 2024 Posted December 3, 2024 (edited) On 12/1/2024 at 7:56 PM, Dave P. said: Ah. I see. Or rather, I don't see, since you're not actually showing the damage report for your own ship there, (:-p) but I still think I see your point. I'm actually interested in this hoverover: As you can see here, this BB has taken a couple hundred small caliber hits but the vast majority of the actual damage is coming from those 10" and 13" hits. If you're going by the logs, those few hits are absolutely lost in the noise. First of all, historically, any ship hit by several hundred shells, even small ones, is going to be having a BAD day and probably rendered combat-ineffective. (See: last battle of Japanese battleship Hiei.) The in-game mechanic of disabling ships with too many crew losses is basically what happens IRL. I'd also point to the battle of Tsushima, and the fate of the Russian battle line, as examples of HE shells rendering ships combat ineffective even if they didn't sink them properly. Secondly, small hits to actually ablate heavy armor. Example (testing done on a tank): You can see that even hits which don't penetrate the armor plating cause damage, thinning the armor and allowing other followup hits to penetrate more easily. One thing which isn't modeled in-game is armor plates are usually bolted on to be easily replaced; enough non-penetrating hits can actually knock them off completely. Anyway, from a design standpoint, it's usually assumed that an armor plate can block its rated shell once, after that all bets are off. Anyway, tl;dr - Big guns are for hitting battleships at range. Small guns are for melting destroyers and cruisers if they come too close to you. Keep the range open and you won't get hundreds of small caliber hits. Tsushima was situational though, as fireproofing and firefighting gear were primitive. Beside paint, flooring, furniture and wall panels all being more flammable than in the World Wars, damage control parties and water hoses and mains were exposed to shell splinters in ways they weren't on later ships. By the Second World War, aircraft carriers excepted, fires very rarely resulted in the total loss of a ship. "Cumulative damage" was not something naval designers pursued, as we see with the development of all-big-gun armament after, and as a result of lessons from, the Russo-Japanese War. Better for a 12 inch shell to cause major damage than a 6 inch shell to start small fires. In addition, rate of fire was demonstrably not the same as rate of hitting, and as fire control equipment improved, and ranges increased, the emphasis became clear - hits by large calibre guns that could defeat armour. Edited December 3, 2024 by DougToss 2
Warspite96 Posted December 3, 2024 Posted December 3, 2024 I'm getting the uncontrollable formations bug again. Perhaps reintroduced from a recent hotfix?
mrfox1918 Posted December 4, 2024 Posted December 4, 2024 7 hours ago, Warspite96 said: I'm getting the uncontrollable formations bug again. Perhaps reintroduced from a recent hotfix? Same, ships cant hold a line for snot even trying to be easy on the turn rates and speed changes they just bunch up X.x 1
Aldaris Posted December 4, 2024 Posted December 4, 2024 (edited) I can also confirm the "minor allies aren't interested in buying my mothballed ships anymore" bug that was reported earlier. Which is weird since they're attempting to order ships of the same classes new, but they won't buy the upgraded version of the same class they could have right now... Edited December 4, 2024 by Aldaris 2
Nick Thomadis Posted December 4, 2024 Author Posted December 4, 2024 Uploaded optimized build x6 including: - Further battle fps optimizations. You should notice a better frame rate overall. - Land Army mechanics improved. The army will support the borders more effectively. Minor nations will not be able to expand as much as before, because their army will be strictly dependent on their home population. The minor nations which lose their home territory will now attempt to retaliate and take it back (previously they would not respond unless they were allied with a major nation). Many other fixes and optimizations on the system make the land army interaction much more consistent. - Fixed some other, rare issues which could result in components' reset on refitted ships. Hopefully no other fix on this will be needed. - Fixed issue which could make AI task forces get stuck on map. - Increased desirability of minor nations to trade older/obsolete ships when mothballed and not scrap them too soon. - Other minor fixes and improvements. You need to restart Steam to get this update fast 3
TheFurTrapper Posted December 5, 2024 Posted December 5, 2024 (edited) HE seems a little overtuned. Just experienced this situation: Be me, A-H 1900 start, currently early 1907 Average tech Situation CA vs CA Range: 5,400m Hit by enemy shell in the main belt No defects Gun/Shell: 5.3"/38 mk2 HE, Ballistite/Picric Acid I/Heavy Shells 790 m/s muzzle velocity 564.6 damage (+488%) ~0.2" statcard pen @ 5000m Armor 6.5" main belt 3" 1st inner belt Krupp II/Citadel 2 (100% quality) 64.6 Resistance -7% gun damage recieved Result Partial Pen 808.1 damage Fire 7 crew killed This is just one of many HE hits I've seen recently where my first thought has been "wait, what?". It feels like in the early game HE (especially low-caliber HE) seems to be extremely effective, both at inflicting direct damage and damage via setting fires. Maybe this is intentional? Maybe my expectations are wrong w.r.t. the damage on the statcard? Maybe they're off due to how HE interacts with armor? Maybe I'm just playing a campaign where all the AI designs are using Picric Acid and it is a viable doctrine to build around early? It just seems odd that a shell with 3% of the requisite pen for the plate it hit did almost twice its stated damage. Edited December 5, 2024 by TheFurTrapper
HopefullAdmiral0786 Posted December 5, 2024 Posted December 5, 2024 (edited) Hi Dev's Here is another annoying aspect - I've just been attacked by a minor Power (Turkey) from Northern Greece to the Dardenelles (not sure why, as I'm not at war with anyone). However, as it is a minor power, I can't launch an invasion back to stop the land attack! So apart from moving my task force off the coast, I have to sit it out and wait, hoping that it fails! Apart from not being realistic, surely from a gameplay perspective, this cannot be right! Edited December 5, 2024 by HopefullAdmiral0786
Nick Thomadis Posted December 5, 2024 Author Posted December 5, 2024 22 minutes ago, HopefullAdmiral0786 said: Hi Dev's Here is another annoying aspect - I've just been attacked by a minor Power (Turkey) from Northern Greece to the Dardenelles (not sure why, as I'm not at war with anyone). However, as it is a minor power, I can't launch an invasion back to stop the land attack! So apart from moving my task force off the coast, I have to sit it out and wait, hoping that it fails! Apart from not being realistic, surely from a gameplay perspective, this cannot be right! Are Ottomans allied with someone? If you place a large fleet in the Aegean, you can trigger a mission against them.
HopefullAdmiral0786 Posted December 5, 2024 Posted December 5, 2024 No, as I mentioned, I am not at war with anyone else at the moment, so I do not have the option to invade!
Cryadis Posted December 5, 2024 Posted December 5, 2024 4 hours ago, Nick Thomadis said: If you place a large fleet in the Aegean, you can trigger a mission against them. Ohh you can trigger conquer missions ? thats good to know !
Nick Thomadis Posted December 5, 2024 Author Posted December 5, 2024 Uploaded optimized build x7 including: - Final fix for components, guns, techs resetting due to a refit error. This bug came with v1.6 and was happening often when players made consecutive refits of refits on the same turn. - Fixed an old bug of ship constructor which caused a "mount 2" error of part placement. - Battle AI optimization. The battle AI should be more human, opportunistic, try for the maximum gain with minimal losses, and retain a more effective firing distance. - Fixed minor allies attacking their own major allies when they owned any of their homelands (temporary issue of previous update). - Other minor fixes. You need to restart Steam to get this update fast 2
Aldaris Posted December 5, 2024 Posted December 5, 2024 (edited) Can we take another look at submarines, please? This is a dedicated anti-submarine taskforce engaging 2 subs. Those are modern CAs, CLs and modern DDs. All with latest sonar and depth charges. I set up a couple of those because I was so fed up with subs. So here they are, doing their job. Engaging 2 piddly little 300 ton boats. The results? Yeah, this feels bad. I mean, really bad. I get why you want subs in the game. Otherwise, destroyers wouldn't have to have anti-sub equipment. But this is simply an anti-fun mechanism. I literally don't know what else I can do. If you have to have those little bastards in the game, at least make transparent what the values mean, and what I need to build to counter them. Because my only recourse is building. I can't beat this with skill. There is none involved. I just click a button, and it tells me I lost a CA. Edited December 5, 2024 by Aldaris 6
Dave P. Posted December 6, 2024 Posted December 6, 2024 1 hour ago, Aldaris said: Can we take another look at submarines, please? This is a dedicated anti-submarine taskforce engaging 2 subs. Those are modern CAs, CLs and modern DDs. All with latest sonar and depth charges. I set up a couple of those because I was so fed up with subs. So here they are, doing their job. Engaging 2 piddly little 300 ton boats. The results? Yeah, this feels bad. I mean, really bad. I get why you want subs in the game. Otherwise, destroyers wouldn't have to have anti-sub equipment. But this is simply an anti-fun mechanism. I literally don't know what else I can do. If you have to have those little bastards in the game, at least make transparent what the values mean, and what I need to build to counter them. Because my only recourse is building. I can't beat this with skill. There is none involved. I just click a button, and it tells me I lost a CA. This. Although I usually stick with DDs and CLs in my ASW forces because of their disposability. I get that subs sometimes get lucky and ASW crews sometimes get unlucky, but if you're going to let a submarine sink a capital or near-capital asset, it would be nice if there was some kind of player skill involved in the outcome instead of just RNG magic. 3
Cryadis Posted December 6, 2024 Posted December 6, 2024 (edited) I think the crew recruitment need to be adjust (playing Spain 1890 start hard) initially you do not get much crew, i can live with that, but it does not improve at all. Example on my current campaign March 1910, over 20 years in: Crew training slider at 100% and at a crew pool of 816 results in an increase of 78 crew for next turn. It feels there is a strong cap around 1000 pool. At this stage of the game this is not enough to man a competative CA or way off to field a BB spain can build. For new i guess i need to pause this campaign as this bares me from staying competative. Edited December 6, 2024 by Cryadis 4
Северная Posted December 6, 2024 Posted December 6, 2024 4 hours ago, Cryadis said: I think the crew recruitment need to be adjust (playing Spain 1890 start hard) initially you do not get much crew, i can live with that, but it does not improve at all. Example on my current campaign March 1910, over 20 years in: Crew training slider at 100% and at a crew pool of 816 results in an increase of 78 crew for next turn. It feels there is a strong cap around 1000 pool. At this stage of the game this is not enough to man a competative CA or way off to field a BB spain can build. For new i guess i need to pause this campaign as this bares me from staying competative. Yeah this is an issue with the base crew pool value generally being too low. So if you spend 800 crew, it will rapidly recover, but then stop when it reaches the base crew value. Which doesn’t make any sense. It is saying that the nation actually has no trouble finding lots of crew RIGHT AFTER exhausting its crew pool, but has difficulty finding crew when it doesn’t?
Cryadis Posted December 6, 2024 Posted December 6, 2024 (edited) I do remember in some previous version / beta they did adress the topic of collecting endless crew, so they introduced a softcap or something. It seems this either derailed due some other change or was never properly introduced for all nations. I do hope they can adjust that with minimal efford though. Started an Austrian (again hard, 1890) and the crew pool cap for them seems way higher, 8500 to 10000. Tbh i didn'T play a capaign longer then 1920 around or so, but that seems quite workable. Edited December 6, 2024 by Cryadis 1
Nick Thomadis Posted December 6, 2024 Author Posted December 6, 2024 Uploaded optimized build x8 including: - Now you can enforce a special mission to defend against a minor nation that attacks you. You must have a strong fleet in the area to trigger this mission. - Fixed issue which could cause zero army to some minor nations. - Other minor fixes. You need to restart Steam to get this update fast 3
Nick Thomadis Posted December 6, 2024 Author Posted December 6, 2024 Uploaded hotfix build x9 including: -Fixed issue which could cause turn freeze during building ships in campaign. If you have again such a problem, please make an in-game report as you did. You need to restart Steam to get this update fast 4
Aldaris Posted December 7, 2024 Posted December 7, 2024 (edited) Besides the submarine issue - the allocation of repair ports is still incredibly weird and random. Playing as Germany, I had a destroyer damaged in an engagement in the mediterranean, off Benghazi. I have bases in the med, the black sea, and of course, Germany itself. It teleported to Kwajalein for repairs. In the Marshall Islands. I plotted a course from there back to the fleet, and it is 45000 kilometers away. I mean, wtf?? Edited December 7, 2024 by Aldaris 4
Dave P. Posted December 7, 2024 Posted December 7, 2024 5 hours ago, Aldaris said: Besides the submarine issue - the allocation of repair ports is still incredibly weird and random. Playing as Germany, I had a destroyer damaged in an engagement in the mediterranean, off Benghazi. I have bases in the med, the black sea, and of course, Germany itself. It teleported to Kwajalein for repairs. In the Marshall Islands. I plotted a course from there back to the fleet, and it is 45000 kilometers away. I mean, wtf?? I've had similar issues - I was under the impression that it gets teleported to the nearest port, but the distance is calculated "as the crowd flies" and not routed. (So my ships damaged while invading the Baltic get send to ports in the Black Sea, not the Med.) But what you observed, that doesn't sound like that. 1
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