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


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Posted
5 hours ago, JaM said:

Well, Prestige is your political power.. so it would make sense if it was linked to political decisions..

Na... again, not trying to be argumentative but... as you'll see above from multiple aborted attempts to wield any political influence, we don't HAVE any political power, irrespective of strength of Prestige, Naval oomph, whatever... it's just not a thing. Prestige is merely a meaningless measure of what you've done... It bears no relation to what you're currently capable of doing.

Posted

Whatever you use to influence peace or war should be a ressource that you can accumulate though. And that necessarily means it is to some degree a measure of what you've done, not of what you do right now.

And currently, there are 2 ressources the player accumulates over time: money and naval prestige. And if that ressource should be used, in a theoretical new mechanic, to either insure peace or go to war, money feels deeply silly in the offensive context: "I'd like to pay 1 billion from my naval budget to initiate conflict". That's dumb. "I'd like to pay 1 billion to avoid a war" still feels silly, but it's what we currently have.

Both instances sound way better with NP used instead of money IMO. But hey, Unless Nick thinks this is a good idea, it's not gonna happen either way. But a fundamental look at the tension mechanic and ways to influence war and peace is definitely needed IMO. I'm not a game designer by profession, perhaps there are better ideas out there than mine.

  • Like 2
Posted
21 minutes ago, Aldaris said:

perhaps there are better ideas out there than mine

If there are, I've not seen them on this forum. Using NP as a currency to spend on influencing political issues both domestic (such as influencing election outcomes and trying to change the government form, maybe some budgetary/economic shenanigans too) and foreign (initiating wars and invasions and making peace) sounds pretty logical to me as well, sometimes coupled with Unrest and/or money from the naval budget. Would love to see it implemented in the game, as otherwise it feels like the campaign is incomplete and replay value is severely limited

Posted

Uploaded optimized x2 version including:
- Fixed war reparation ships not being able to become refit.
- Further tunings in the tension system to be more subtle.
- Added a special message when an alliance breaks due to peace treaty and lost war.
- Fixed old issue of negative funds that could be created for a nation after paying too many war reparation funds, resulting in a never-ending dismissal of admirals and inability to build anything for the nation. This issue, if it happens in an AI opponent of your campaign, cannot be fixed, needs a new campaign.
- Balanced money shortage events for both player and AI to be more impactful. For AI, when naval funds become zero, the bonus funds are more (to prevent the same problem happening in a few turns) but the yearly GDP reduction is higher.
- “Create tension” action is now more impactful.
- Improved Campaign AI ability to suspend building of ships and reduce ship trade orders if there is not enough shipbuilding capacity.
Please restart Steam to get this update fast

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  • Nick Thomadis changed the title to >>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.0.8 Optx2)
Posted

I hate to say this Nick, but Tension's still fundamentally buggered. Tension with Japan logged at -95%. Can't blame allied fleets for this, because I've taken pains to rid myself of allies every time they latch on to me. My own fleets are in port, set to Limited. The first 5 attempts to use influence to ease tension failed. 6th attempt improved things by just 6%, but the very next turn, they're pushing for war... This is rediculous. I've just clawed my way out from under waging war against 4 countries at the same time, where every engagement was against between 1-4 of the smallest boat classes. Rinse and repeat this at least 6x per month for five freakin years, because there's no enabled political option to suggest an end to their stupidity; the only way I've been able to end things was to literally take their toys away from them, because they refuse to play nicely.

 

There has to be a way to introduce some quiet time to facilitate rebuilding of my merchant fleet, and I don't mean for merely a turn or two.

Posted
On 10/16/2024 at 1:30 PM, Nick Thomadis said:

Fix for the invasion success chance will soon be uploaded.

Is this still outstanding? I have the Germans invading the North of England with a 79% chance despite not having the required tonnage. Should I submit an ingame bug report?

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Posted
1 hour ago, Doomed said:

Is this still outstanding? I have the Germans invading the North of England with a 79% chance despite not having the required tonnage. Should I submit an ingame bug report?

We still receive reports from players that play old versions.... for them, it is still an issue yes. If you make an in-game report it may show something that needs fixing.

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Posted
7 hours ago, justMike247 said:

I hate to say this Nick, but Tension's still fundamentally buggered. Tension with Japan logged at -95%. Can't blame allied fleets for this, because I've taken pains to rid myself of allies every time they latch on to me. My own fleets are in port, set to Limited. The first 5 attempts to use influence to ease tension failed. 6th attempt improved things by just 6%, but the very next turn, they're pushing for war... This is rediculous. I've just clawed my way out from under waging war against 4 countries at the same time, where every engagement was against between 1-4 of the smallest boat classes. Rinse and repeat this at least 6x per month for five freakin years, because there's no enabled political option to suggest an end to their stupidity; the only way I've been able to end things was to literally take their toys away from them, because they refuse to play nicely.

 

There has to be a way to introduce some quiet time to facilitate rebuilding of my merchant fleet, and I don't mean for merely a turn or two.

Can you make an in-game report to understand what is the problem you describe? On going campaigns may need a lot of turns to stabilize in regards to tension dynamics. 

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Posted
39 minutes ago, Nick Thomadis said:

Can you make an in-game report to understand what is the problem you describe? On going campaigns may need a lot of turns to stabilize in regards to tension dynamics. 

Ticket submitted, but details limited by ticket charactor limits. Use above post for details

Posted
13 minutes ago, justMike247 said:

Ticket submitted, but details limited by ticket charactor limits. Use above post for details

I see you are at war with 3 nations and in East Asia you have gathered almost all your fleet as the USA. All other nations which are not at war with you are having positive relations. They will soon ask you to make alliance.

You have war against China, Japan and Russia. You are invading Okinawa, your fleet is at sea.

What is the expected result? Nations that are at war with you are not affected by tension.

Posted

At the time I wrote the above post, I was at war with 4 nations, and trying to defuse tension with another 2. Currently I've been continually at war for the last 10 game years, no respite. As I write, I've had the Spanish join the list of countries I'm at war with; why would a country with just 1 tiny province left, and one, single solitary hopelessly obsolete CL want to aggitate for war? It's insane.

 

The game is quiet(ish) only at the beginning of a campaign, then goes nutz, with every country waging war agaist 3-6 other countries, constantly. The resulting constant chaos means they remain technologically backward, never building up their naval strength to attempt any fleet action, but instead, feeding individual ships into impossible confrontations, allowing them to be picked off piecemeal. In the last 10 game years, I've seen just 3 fleet actions, with every month mired with engagements with between just 1-4 small units.

 

11 minutes ago, Nick Thomadis said:

I see you are at war with 3 nations and in East Asia you have gathered almost all your fleet as the USA. All other nations which are not at war with you are having positive relations. They will soon ask you to make alliance.

The only time I'm able to influence relations is when rejecting alliance requests, yet despite that, with zero input from me, relations soon go up to near max (Britain, Ftance, Germany). Attempts to improve relations with Spain, Japan, Italy, Russia have been a waste of time.

 

For perspective, I don't think any of us expect our attempts to affect politics to be 100% successful, 100% of the time... Hell, I'd be happy if even 20% of attempts bore fruit. As things are, it's a waste of time even thinking about using the tool, as every successful attempt to influence is immediately negated the very next turn.

Posted
27 minutes ago, justMike247 said:

At the time I wrote the above post, I was at war with 4 nations, and trying to defuse tension with another 2. Currently I've been continually at war for the last 10 game years, no respite. As I write, I've had the Spanish join the list of countries I'm at war with; why would a country with just 1 tiny province left, and one, single solitary hopelessly obsolete CL want to aggitate for war? It's insane.

 

The game is quiet(ish) only at the beginning of a campaign, then goes nutz, with every country waging war agaist 3-6 other countries, constantly. The resulting constant chaos means they remain technologically backward, never building up their naval strength to attempt any fleet action, but instead, feeding individual ships into impossible confrontations, allowing them to be picked off piecemeal. In the last 10 game years, I've seen just 3 fleet actions, with every month mired with engagements with between just 1-4 small units.

 

The only time I'm able to influence relations is when rejecting alliance requests, yet despite that, with zero input from me, relations soon go up to near max (Britain, Ftance, Germany). Attempts to improve relations with Spain, Japan, Italy, Russia have been a waste of time.

 

For perspective, I don't think any of us expect our attempts to affect politics to be 100% successful, 100% of the time... Hell, I'd be happy if even 20% of attempts bore fruit. As things are, it's a waste of time even thinking about using the tool, as every successful attempt to influence is immediately negated the very next turn.

What is dragging nations to war, is their alliances, most often. In regards to Spain, it had already very bad relations with you, tension just rises to complete its predetermined cycle, as it seems. In a new campaign the tension should be more manageable. Nations that are very weak, without ships should not cause tension, unless an enemy fleet, without any business in their waters, parks its fleet.

Then the game must cause tension, because diplomacy mechanics in the game, are not as detailed as some players would desire, the game focuses mostly on naval warfare, therefore there must be a tension or else nations can just become passive till the end of the game, and players would argue they cannot conquer them.

Posted
8 minutes ago, Nick Thomadis said:

Nations that are very weak, without ships should not cause tension, unless an enemy fleet, without any business in their waters, parks its fleet.

Campaign start saw relations with Spain at -75%. I was allowed about 18 months before the mechanics pushed that down to -99%. I haven't had a single month of peace since then. I've been very thorough in avoiding any alliances in order to test the "Fleets Affect Tension" mechanic. Despite having no alliances with any country, despite keeping my entire navy in home waters for the first 10 campaign years, and despite them being in port, set to Limited, tension continues to increase at a rate beyond my ability to influence, and believe me, I tried to influence, not because I'm averse to fighting a campaign, but simply to test the Tension mechanics.

 

  Early campaign, my fleet didn't have the range to move outside home waters and still be effective, so I didn't send them overseas. Opposition was similarly constrained by limited range, but they came anyway, in 1's and 2's... The result was 4 years of constant duck-shoots. As soon as I could build ships with sufficient range to be combat capable after crossing the Atlantic, I get serious with Spain, taking away their provinces until they're reduced to just 1 left. As I'm moving fleets to take that last province, war's over... Spain hasn't built a single hull since then, and yet they're currently at war with 4 nations, trying to prosecute war with just one CL.

 

14 minutes ago, Nick Thomadis said:

Then the game must cause tension, because diplomacy mechanics in the game, are not as detailed as some players would desire, the game focuses mostly on naval warfare, therefore there must be a tension or else nations can just become passive till the end of the game, and players would argue they cannot conquer them.

I agree there needs to be some tension, but with the current rev, every country is at war with at least 3 others, and it's been that way since 1892. They don't have the funds to build any meaningful fleet strength because units are being fed into battle piecemeal. To improve the quality of gameplay, tension really needs to be cooled down, a LOT. Not removed entirely, but calmed down, significantly. Player influenced tension (both positive and negative) needs to be a LOT more influential than it currently is, because at its current level, it's 100% ineffective in the long term.

 

Side-note...

I'm sure I've mentioned this previously, but the last 3 rev's have stopped reliably reporting merchant fleet attrition, giving no guidance re where raiders are.

Posted

A question to the devs: is there a plan to make a "campaign update" trying to substantially improve campaign mechanics (politics, relations, invasions etc) and maybe introduce new ones, or is the plan to stick to the current version, only tuning the values to try and find some sort of balance?

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Posted

I have noticed that playing on "fast" and using auto resolve is quite impossible.  The AI just sinks all of my designs (which I believe are at least adequate) all of the time.

  • Nick Thomadis changed the title to >>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.0.9)
Posted
Quote

Minor nations which are allied with enemy major nations can now be targeted much more aggressively by the nation’s government. Now wars between nations become much more complex and each campaign playthrough can have many different outcomes, depending on the various war incidents that cause the intervention of the major powers. You can influence such attacks by amassing large fleets in a sea region of interest.

Oh...oh my!  Oh my My MY!  YES!!!!  I have been waiting for this!

Posted
6 hours ago, Aendos said:

On latest update

All nations 99 friendly with each other after a few years.  Unable to tension any wars.

Yes. It's right for me too. In new started game impossible to start a war at all. Even if non-stop spam tension. 

Posted

Latest version, my keyboard wont rotate (WSAD) in the first battle after loading the save. Clears up after i end turn and enter next battle (but second battle in the same turn will have same problem)

 

In current campaign as Germany (1890 start), USA, France and UK dissolved after their economy broke (between 1900-1905).. seems to be a bit too much.. Who am I supposed to fight against? Spain? Please make these large empires a bit more resilient.. game becomes trivial with them being gone

Posted (edited)

Expanding on the still broken Tension mechanics, right now, I’ve France, Germany, Russia, Austro-Hungry and Japan all pegged at between 94-98% positive relations. Every turn where Fleets Affect Tension results are published, fleets that don’t exist, much less operate in the listed waters boost relations by between 12-15% per month. In addition, some unpublished factor boosts relations by a similar result. Net effect, relations are improved by at least 25% per month irrespective of any player induced political tension. Government constantly pushes for alliances with random remaining countries, but overtures are always rejected. Rejection pushes relations down by 50%. To accelerate the downward trend, I push to increase tension in the same turn as alliance has been rejected. Before I can try to increase tension with that country again, tension with them is always back up in the 90% range making the whole exercise utterly pointless. Observations based on 8x repetitions between 3 different countries.

 

If fleets are supposed to affect tension, then for pities sake CONNECT fleets AND GEOGRAPHY TO tension, don’t just inflict some fictitious garbage on tension, because all that serves to do is make a nonsense of trying to play the game. This has been a constant issue since at least Rev 1.4.0.1… it’s high time it was addressed.

 

Cntd.

Fleets positioned to blockade all remaining Russian ports, each fleet set to Invade. Continued to attempt using political influence to increase tension with Russia. Over the course of 12 months, total tension change was from +98% to +94%.

 

Entered alliance with France, which cost a king's ransom. Broke alliance with France in the same month. Relations at +98% prior to forming alliance. Breaking alliance supposedly increases tension by 100%. Successfully raised tension by additional 10% in the same month... Following month, tension at +24%. Following month, tension at +76% despite successfully raising tension by 7%.

 

No... I'm not making these numbers up, and no... I'm not indulging in illegal substances while writing this...

Edited by justMike247
  • Nick Thomadis changed the title to >>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.0.9 Opt)
Posted

Uploaded optimized version including:
- Fix for WASD not working, temporarily, in combat map.
- Tension small adjustment. Issuing wars should be more depended on events and wars against minor nations.
You need to restart Steam to get the update fast

  • Like 2
Posted

10 years continuous blockade of every remaining Russian sea port, 10 years of continually trying to increase tension with rev 0.9 tossed into the mix at year 2... Result... Beginning tension at +94... end tension at +98...

 

**le sigh**

as stated frequently and repeatedly... Fleet disposition has no relation to Tension... Player induced tension mechanics are as effective as titz on a bull... Oh, and Nick... It's still impossible for us to do anything other than cast harsh glares at minor nations.

 

Hostilities right across the board have been calm as a mill pond for over 14 years.

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