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


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Posted

The whole  AI declares war on AI which instantly tanks your relations with one of the sides of the conflict, is what causes constant wars maybe even more than fleets...  because you cant control what AI does, and quite often, these wars end up in a chain event, which pushes you into war situation and you just dont have any choice. Its particularly nasty when playing small nation, as you try to choose your fights, but because of this mechanic, you will end up at war with at least half of major nations..

  • Like 2
Posted (edited)

yes, this is waaayy too harsh. one war can easily kick up 3-4 messages all giving -5 to -15 relations to several countries, and can spark several wars, without any alliances.
once that happens, the game just ends up being a 40 year endless war campaign

@Nick Thomadis is there anywhere where we can tweak these numbers so that they are not so unforgiving, or add a threshold to needing a certain negative relation for it to kick in?
alternatively, you try and ease up on the tensions between countries when 2 countries goes to war

Edited by MDHansen
Posted

BTW, Is AI prioritizing player as target?  I'm in war with russians, they have 8BBs in total and they sent them all, together with all their CAs and CLs in two big fleets towards Japan (me)... yet, they are at war with France and Austria-Hungary, yet no fleet is present anywhere near their ports..    It seems to be quite unrealistic behavior to do something like that, especially, when these huge fleets even contain TBs, which run out of fuel..  its like AI completely ignores all types of limitations to fleet size 

Posted

thing that's gettin to me.... I'm still in the 1890's, US... so tons of open water on both flanks, but that hasn't deterred the A.I. pickin fights with me. Cue the swarms of TB's coming across the Atlantic, zippin around like bees with their butts on fire until they get shot to pieces... But... where are they gettin the fuel from to make that transit and still have enough to run engines flat out?

Posted

Yeah, TBs are the most annoying thing in the game.. AI builds a huge numbers of them, they cost almost nothing but they can get everywhere... and sinking them in droves doesnt move the needle because they are not worth that many VPs..

Posted

The game is unplayable. No matter that i killed every enemy in the invasion zone they still won my territory, it didn't matter that they had 29000 of the necessary 129000 due to my fleet.

Unplayable

 

Posted

Uploaded optimized x4 version including:
- Finalization of the full refactoring of tension logic. Tension will now be caused only by task forces which are close to their destination or stationary, which will actually allow to create tension only intentionally, for both AI and player. Fleets that pass by regions will no longer cause accidental tension and so this will greatly help nations which control canals or are near map choke points which previously received a lot of tension by big fleets that were heading to very far away destinations. Moreover, there will be extra tension caused when fleets enter zones where there is no own port, simulating a realistic diplomatic effect when fleets are near sea zones where they should not have  any business. The new tension system should be now much more controllable and realistic, also allowing nations to slowly increase their good relations and issue alliances if they share common waters but keep their fleets in reasonable numbers.
- Fixed a temporary issue of the new special events for deciding when to declare war or ask for an alliance, which could be triggered two times and cancel a war at the same turn.
- Added a cool down time when using the new special event for deciding when to go to war or issue an alliance, so that it needs at least 5 turns to reappear if you choose "cancel".
- Fix of initial income/shipyard development being too low in late start campaign years.  You will notice this improvement on new campaigns and it affects both the player and AI. If you have an ongoing campaign vs an AI which seems unable to support its fleets economically, it is because there were not much initial funds and Ai was never able to recover, so it is advised to restart this campaign for a more interesting gameplay.
- Fixed shared designs not having a working tonnage limit, fixing case when you loaded a shared design which had tonnage higher than allowed, it would reset to the maximum allowed tonnage and corrupting the save.
You need to restart Steam to get the update fast
 

  • Like 8
  • Nick Thomadis changed the title to >>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.0.9 Optx4)
Posted

Still having the same issue.

France 1890, normal difficulty.  Been posting my battle fleet outside British ports (set to Invade), creating tension, and relations still balloon to 99 positive no matter what I do.  However, relations with Germany, China, AH, and USSR always go to negative 99.  It's like I'm being forced to pick the same allies and fight the same nations in wars, I have no agency. AI is also set to "random", not "historical"

Another thing which needs a buff is Crew pool for players.  I can barely man 5 battleships without bankrupting myself.

Posted
1 hour ago, Aendos said:

Still having the same issue.

France 1890, normal difficulty.  Been posting my battle fleet outside British ports (set to Invade), creating tension, and relations still balloon to 99 positive no matter what I do.  However, relations with Germany, China, AH, and USSR always go to negative 99.  It's like I'm being forced to pick the same allies and fight the same nations in wars, I have no agency. AI is also set to "random", not "historical"

Another thing which needs a buff is Crew pool for players.  I can barely man 5 battleships without bankrupting myself.

In Random AI, do you still start out with high positive relation with the UK?  If that’s the case, your fleets are generating goodwill most likely.  Tension would probably have to be lowered diplomatically before sending your ships out.

Posted
5 hours ago, Aendos said:

Still having the same issue.

France 1890, normal difficulty.  Been posting my battle fleet outside British ports (set to Invade), creating tension, and relations still balloon to 99 positive no matter what I do.  However, relations with Germany, China, AH, and USSR always go to negative 99.  It's like I'm being forced to pick the same allies and fight the same nations in wars, I have no agency. AI is also set to "random", not "historical"

Another thing which needs a buff is Crew pool for players.  I can barely man 5 battleships without bankrupting myself.

If you find yourself with too good relations to a nation you want to fight, an easy solution has always been to accept an alliance with them, and then breaking it. This will set relations to 0, and you can provoke them from there. Also, as you can only increase tensions every other turn, use the off-turns to improve relations with nations they (the British in this case) have bad relations with.

Posted

This makes no sense:

 

image.thumb.png.1a4af04e19d3ba24c97f39d50adc8276.png

 

I have no alliance with France, im on other side of the world, yet Italy going into war with France is hitting my relations the most??? why?  Why would Japan care about two European coutries at war with each other???

Posted
4 hours ago, JaM said:

This makes no sense:

 

image.thumb.png.1a4af04e19d3ba24c97f39d50adc8276.png

 

I have no alliance with France, im on other side of the world, yet Italy going into war with France is hitting my relations the most??? why?  Why would Japan care about two European coutries at war with each other???

It is rather simple, and it worked like this from the start. Relations get affected, becoming more negative or positive according to their previous status. Major Nations support or not, one of the war rivals.

Regarding your last question, I think that after the medieval times, when the new technologies allowed the collaboration of nations from one side of the world to the other, diplomatic affairs between the major powers were always interconnected.

Posted
1 hour ago, Nick Thomadis said:

It is rather simple, and it worked like this from the start. Relations get affected, becoming more negative or positive according to their previous status. Major Nations support or not, one of the war rivals.

Regarding your last question, I think that after the medieval times, when the new technologies allowed the collaboration of nations from one side of the world to the other, diplomatic affairs between the major powers were always interconnected.

Thats all fine, but distance and borders should matter... why would Japan be the most affected by war between European powers, while every other European power near them are not as affected by it? Common sense would be to have some distance modifier, so far away countries would not consider it as impactful. after all, USA for quite some time preferred ISOLATIONIST policy and pretty much did not meddle into European wars for quite some time..  Right now, there is no option to play such position.. you are always dragged into wars by others.

Posted
15 minutes ago, JaM said:

why would Japan be the most affected by war between European powers, while every other European power near them are not as affected by it?

switching to historical context for this one...

Look at your game date, then ask, who's supplying your ship designs... who's building a significant part of your navy?

Posted
2 hours ago, justMike247 said:

switching to historical context for this one...

Look at your game date, then ask, who's supplying your ship designs... who's building a significant part of your navy?

Historically? British were... not Italians or French. but thats not the point. Right now, these relation swings are wildly random.. I believe it would be much better, if there was some sort of a Distance multiplier applied, so nations that are farthest away would not be as affected by distant war as those close by and vice versa. It would just make life a bit easier for those small countries that dont have overseas colonies (like Japan, or Austria-Hungary)

 

And for example i posted above, in reality, i would expect my relations with France worsen, as they have colonies nearby, instead of Italy, who is far away... Its France who has some ships in South China Sea..  but as it is, its backwards.

Posted

This seems like an extraordinarily minor thing to complain about.  The campaign is basically an ahistorical sandbox to generate conflicts for the ships we design to fight in and give some semblance of purpose or conquest.  The fact that when two nations go to war, you get positive relation with the one you are better friends with and negative relation with the one you are worse with is mainly to heighten the sense of global consequence that leads to major world conflicts like WW1 for instance.

  • Like 2
Posted
50 minutes ago, Северная said:

This seems like an extraordinarily minor thing to complain about.  The campaign is basically an ahistorical sandbox to generate conflicts for the ships we design to fight in and give some semblance of purpose or conquest.  The fact that when two nations go to war, you get positive relation with the one you are better friends with and negative relation with the one you are worse with is mainly to heighten the sense of global consequence that leads to major world conflicts like WW1 for instance.

Providing feedback is not complaining... Besides, for devs, players complaining is better than silent playerbase... 

Posted
1 hour ago, JaM said:

Historically? British were... not Italians or French.

I believe you'll discover, with a smidge more digging, that the French got their foot in the door first... no doubt to the consternation of the other major powers at the time. But the Japanese have always been a wiley bunch, never sticking with any single "benefactor", accepting designs and tech from most of the major powers, learning from each in turn, before launching their own build program without having to go through the "growing pains" that the majors had to grind through.

 

But I get your point... can totally relate to it. Playing the US, tension with Spain I can sorta understand... Buggered if I can figure what I'm doing that's bugging the Germans and Austro-Hungarians however...  **le shrug**

 

Ner mind... While the A.I. persists in sending them across the pond in fuel-starved ones and two's, they're merely meat on the hoof for my clown-car fleets... Easy XP.

  • Nick Thomadis changed the title to >>>v1.6.0.7+ Feedback<<<(Latest version: v1.6.1.0)
Posted (edited)

Hello, I've just reported this bug ingame: in my games minor nations can't conquer any territory. Be it they're clashing between each other (Serbia vs. Montenegro), rebelling from another minor (Greece vs. Ottomans) or major nation (all those -stan russian states), in the end nothing changes. Sent a pic link with the bug report, with Ottomans still owning Northern Egypt right after a successful rebellion.

I believe I'm running the latest version of the game (exited Steam and updated the game yesterday), and to be sure I started a fresh campaign to check.

EDIT: it looks like your post a few minutes ago might have addressed this. Giving it a try.

EDIT 2: updated, started a new campaign but minors are still not getting territories.

Edited by Shornaal
recent post above me
Posted
13 minutes ago, Shornaal said:

Hello, I've just reported this bug ingame: in my games minor nations can't conquer any territory. Be it they're clashing between each other (Serbia vs. Montenegro), rebelling from another minor (Greece vs. Ottomans) or major nation (all those -stan russian states), in the end nothing changes. Sent a pic link with the bug report, with Ottomans still owning Northern Egypt right after a successful rebellion.

I believe I'm running the latest version of the game (exited Steam and updated the game yesterday), and to be sure I started a fresh campaign to check.

EDIT: it looks like your post a few minutes ago might have addressed this. Giving it a try.

EDIT 2: updated, started a new campaign but minors are still not getting territories.

They should get territories if they win the event.

Posted
7 minutes ago, Nick Thomadis said:

They should get territories if they win the event.

 They were until I've noticed this 2 or 3 days ago I think. Linking the screens submitted with the bug report, as you can see the rebels won and got nothing.

I'll do some more testing tomorrow. 

Ultimate_Admiral_Dreadnoughts_nTjBDfQaGy.jpg

Ultimate_Admiral_Dreadnoughts_zRh7QaB5ZM.jpg

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