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Posted

guys... precious little has changed... We still can't touch the minors unless a/ we're invited to or b/ the ground pounders take care of it... Noticed the last couple of campaigns that incidence of invitation to invade minors has dropped appreciably.

 

So we're still stuck with waiting for another major to take the minors... THEN we can take 'em... IF we can push relations low enough that is... Just don't hold your breath trying that mess... it'll take quite a while

Posted
4 hours ago, justMike247 said:

guys... precious little has changed... We still can't touch the minors

Sorry, but I just had to quote that out of context😂


There really should be a second politics tab for minor nations and, as many have suggested, a minor nation allied to a major nation I'm at war with should also be a legitimate target for invasions and port strikes and so forth.

  • Like 6
Posted

I would definitely agree that it might be worth seeing how a build of the game without fleet tension generation plays. 

Or maybe a version where only powers that already have negative relations with you generate tension? 

Do alliances affect tension at all in the current build? It would make sense if allies generated positive tension or none at all, but sometimes it doesn't feel like that!

Posted
6 hours ago, brothermunro said:

Although yes absolutely @Urst I would love a way to say, spend naval prestige to launch a conquest mission, possibly via an event, but ideally just straight from the politics screen.

This was the only suggestion I made to @NathanKell for TAF...

@justMike247, Of course it did not, but in the current state, I have parked multiple 200K Fleets near the french, I am not allied to anyone and my relationship goes "UP" due to tensions...

It feels like there is a rounding issue in the code that is not exposed to us for modding, It does not look like a variable issue

  • Like 2
Posted

One thing that is currently a bit frustrating is  inability to engage enemy fleet on transit..  you see their target, but its completely random to determine if you actually end up intercepting them or not.. In my recent game, i noticed large russian fleet with target of Vladivostok. I took my main fleet and sailed towards it, yet they bypassed it and instead launched a strike against my port (Taiwan) with my main fleet nearby, but they did not defend the port... Next turn, i have tried to engage them again, but instead, russian fleet sailed into Japan sea, wreaking my trade fleet there... so when i tried to intercept it again, they sailed back to Taiwan strait, launching another strike mission... again, I sent my fleet there, but instead, they sailed back towards Arabian sea completely avoiding combat..  I dont say its completely unrealistic, but in times of radio (1910), it was much easier to send info to main fleet.. it should not work like in Napoleonic times when fleets could miss each other on opposite courses and sail across the Medditeranean sea for few months..

  • Like 2
Posted
6 hours ago, Lamb Chop said:

Of course it did not, but in the current state, I have parked multiple 200K Fleets near the french, I am not allied to anyone and my relationship goes "UP" due to tensions...

yea.... I hear ya.... whatever's going on, logic sure as hell isn't a part of it...

Posted
1 hour ago, JaM said:

Next turn, i have tried to engage them again, but instead, russian fleet sailed into Japan sea, wreaking my trade fleet there...

when you're dealing with a marauder like that, they tend to move in short legs... whatever their transit distance is, it's end will be punctuated by a big red dot at the end of their projected track. If you can park a fleet at that dot, at the same time as they're due to arrive there, chances are better than even you'll force an engagement...

Posted
13 hours ago, o Barão said:

I am almost sure that there is no connection between the "tension" mechanic and generating invading missions against minors.

You suggested removing tension.

tension_vs_enemyofally,?,Extra tension caused for enemies of ally,,,,,,,

Set to 0?  "params" file.

That one is about fleets floating around your minor allies (I think)

Posted

The addition of showing other nation's missions on the world map is quite good, adds a little bit more context to what AI fleets are doing in random locations.

I've noticed a small issue recently where refitted ships retain their original tonnage on the world map/port screen, which can sometimes affect the success chance of naval invasions as the ships are lighter than they should be. 

  • Like 1
Posted
1 hour ago, brothermunro said:

That one is about fleets floating around your minor allies (I think)

Your minor allies will always help you in war if they are 1000km away (vanilla value), but in vanilla game for some odd reason, your allies (major nations) will not enter the war to defend you unless they also have -100 relations with your enemy. 

 

The tension mechanic is to promote increasing tension between your enemy and your allies to a point they will reach a war state somewhere in the future. 

 

With the TAF alliance changes (if you are using) this is not needed anymore, and become irrelevant this value. So set to 0 I guess. 

Posted

three years of constantly trying to increase tension with Russia... three solid years... and I've managed to reduce it by a whole freakin 15%...

**thunks... repeatedly**

ya think it'd work if I tried to figure a way to dilute their vodka or somethin???

Posted

How about adding a diplomacy event like, "the governnment asks if the Navy is prepared for a war with X", and your answer gives either +50 or -50 relations.

Posted

something similar crops up now and then that nukes 50% occasionally... pounced on that every time it came up... unfortunately every time I try to keep the pressure on the downward trend, diplomacy bounces... every skipped turn sees the %age creep up again...

It's almost... allllllllmost as frustrating as "allright guys... war's over... time for a pint" right when ya have the buggers reduced to one or two remaining provinces...

 

  • Like 1
Posted (edited)

Victory points are lowered to levels they are practically useless (unless negotiating requirements for VPs are lowered also).

Edited by Zuikaku
Posted

There is a bug with copying refit designs. Repro steps:

  1. Be in a campaign.
  2. Have a design with hull techEffect lower than current hull techEffect, such that refitting will decrease hull weight.
  3. Refit this design and save the refit. Note the weight.
  4. Copy this design to create a new design.
  5. Note the weight is now lower than it should be

This is not a persistent issue; if the copied design is saved and then the campaign is saved, exporting to json will show no difference between the refit and the copy, and loading the savegame will fix the weight issue. Merely exiting and reentering the constructor won't fix it because the full Ship object is kept around, it isn't reloaded from store.

 

This applies to pretty much any techEffect affecting the hull's PartMats as far as I can see. It appears due to TechSum reporting the wrong sum for the effect post-clone. Given the CloneDesign path is presumably what was touched in Optx5 regarding components not being preserved, it's possible it's an Optx5 regression, but it's also possible the bug existed earlier and it just wasn't noticed.

Posted
8 hours ago, NathanKell said:

(h/t @Lamb Chop for finding this; I merely proved it was a stock bug and tried to figure out where the bug was. Gave up for the night though.)

Thx but I think the only people that needs credit on this post is the amazing devs who have managed to insert such an intricate bug into the game.

I am just the user from hell that breaks it... :)

Posted
On 10/10/2024 at 5:05 PM, Aldaris said:

Oh? That might explain what happened tonight in my campaign - had a CA heavily damaged and auto-detached for repairs, couple of turns later I was trying to find it to reattach it to its task force - couldn't find it. Head count of CAs in the fleet screen showed one missing, and no, I'm VERY sure I didn't lose one in battle.

they kidnapped your cruiser! internship maybe?

Posted
1 hour ago, Warspite96 said:

Wait, what?

UAD_21.png

are you playing as Britain? otherwise who knows. I had it happen to me once- I had the Philippines as USA and the dutch attacked sumatra with 0 fleet. what the heck man

Posted
23 minutes ago, william1993 said:

are you playing as Britain? otherwise who knows. I had it happen to me once- I had the Philippines as USA and the dutch attacked sumatra with 0 fleet. what the heck man

Nope, I'm the one playing as Italy. I absolutely obliterated a British doom stack in that capture radius, then sank a few more British ships that strayed into the circle, it is now cleared out with 200,000 tons of my own shipping inside the capture circle, but the chance to succeed is still 89%. What is going on with these naval invasions?

  • Like 2
Posted

Is that chance to succeed your chance to successfully defend against the British invasion, or the British chance to successfully invade you? I've had the enemy try to invade me in the past, knocked out their invasion fleet, and the chance to succeed was still at 100%. When the invasion turn counter stopped, the enemy invasion failed and I kept my territory.

It's been a good few patches since the last time the enemy tried to invade me though, so who knows what might have changed there.

Posted (edited)
16 hours ago, Warspite96 said:

Wait, what?

UAD_21.png

 

1069660_21.thumb.jpg.77018d2d81e4a1d9f94b7112ec7f1f96.jpg

This has happened to me too a few times in the latest builds. Even without any invader ships present the chance to succeed sticks to 100% and ends in victory for the invader. 

I've reported it as a bug in game. In one of the invasions the none present enemy fleet in the zone read as 730 t attacker tonnage vs a needed tonnage of 100 098, and it still read as 100% and succeeded. 

All in all I really like to see the other nations activities, and have even seen minor nations like Portugal trying to invade Timor. 

Edited by Markus1985
  • Like 2
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