corgi
New Member
Posts: 43
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Post by corgi on May 18, 2019 11:45:05 GMT -6
If the auto designer tries to put DP guns on a ship before DP guns are developed, there's no way to uncheck the DP gun checkbox.
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Post by williammiller on May 18, 2019 11:49:52 GMT -6
This is a potential issue when running the game with some multi-monitor setups.
Try these and let me know if they help the issue:
1) Set the resolution of both monitors to the same value (i.e. set both to 1920 x 1080, 1280 x 720, etc/whatever works for both).
2) If #1 does not help, try running the game using a single monitor.
Let me know if either of these affect the issue, please. This will help us to better understand what the core problem is.
Thanks.
Okay I have some info for you. The good news is that I was able to get the screen! I expected that the multiple monitors could be an issue.
Initially, I just disabled the second monitor to see if that worked and it did! Yay! Then I plugged the monitor back in while the design screen was still open, and it didn't effect the game at all however, when I close the screen and tried to reopen it I got this error message (see attachment). I then tried closing the game and restarting and was back to square one. After that I tried to set the resolution of monitor 2 to monitor 1's and everything worked like a charm. Monitor 2 is a 3440x1440 Ultrawide and monitor 1 is a 1920x1080 for the record.
I appreciate the help though, Cheers!
If I can do anything further to help you get to the root of the issue then I'd be happy to help. I would prefer not to change the res on monitor 2 every time I play, ha!
Oh yes, I certainly don't blame you for not wanting to have to change the monitor rez every time you play - it was a step to check to see if that was another workaround for this issue while we look at it. Thanks for the input & help!
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Post by skyhawk on May 18, 2019 11:58:37 GMT -6
Any update on the Obtain Lock error Williammiller?
Guessing its not an easy fix but then I know nothing of coding. Should we expect it to take a couple days or a couple hours?
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bubby
Junior Member
Posts: 66
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Post by bubby on May 18, 2019 12:03:44 GMT -6
Still getting hit by mines in Fleet Exercises in open water.
Carrier Fleet exercises, even when set to start far apart, only start some ~40-60 miles apart. This is not nearly enough for a "search and Destroy" exercise.
These are simple that should not be an issue.
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Post by jwsmith26 on May 18, 2019 12:12:20 GMT -6
A coastal artillery battery moved from one battle to the next. At first it was on the southern tip of Saaremaa Island, next it moved across the Irbe Strait to the northern tip of the Courland Peninsula. Coastal batteries are not fixed in place. They represent a generalized arming of the coast in question and the actual location of the battery can change between battles.
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Post by rodentnavy on May 18, 2019 12:13:00 GMT -6
Game start 1900 Nation Great Britain Historical Resources Attachment DeletedThis occurred during a convoy attack against the US. The error seemed to halt the clock and progressively removed the 1minute, 5 minute and continuous options but apart from having to click the select number of hours turn option really did not have any effect as turns progressed in 1 minute increments...save the clock remained at 459/800, the bug went away after saving and quitting and restarting the battle. So far have not experienced the bug again.
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Post by williammiller on May 18, 2019 12:38:30 GMT -6
Game start 1900 Nation Great Britain Historical Resources This occurred during a convoy attack against the US. The error seemed to halt the clock and progressively removed the 1minute, 5 minute and continuous options but apart from having to click the select number of hours turn option really did not have any effect as turns progressed in 1 minute increments...save the clock remained at 459/800, the bug went away after saving and quitting and restarting the battle. So far have not experienced the bug again. Thanks for the report, we will add that to our internal database.
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Post by williammiller on May 18, 2019 12:39:19 GMT -6
Any update on the Obtain Lock error Williammiller? Guessing its not an easy fix but then I know nothing of coding. Should we expect it to take a couple days or a couple hours? I have a likely resolution for it, please PM me and I will let you try it out right now if you want :-)
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bubby
Junior Member
Posts: 66
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Post by bubby on May 18, 2019 12:46:46 GMT -6
I believe I was able to build 3" and 4" DP Dual Mounted secondaries before I had the required tech for it... Might want to check on that.
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Post by hiiiiii74 on May 18, 2019 13:05:05 GMT -6
My issue is one I actually kinda had in RtW 1, but it is worse now. When I am designing ships, particularly in the Legacy Fleet design phase, I encounter a game-breaking issue. I click the red checkmark to check my design for errors and suggestions, and it is not responsive. As a result, I cannot troubleshoot my design. This is also coupled with an inability to save the design. This is particularly catastrophic when trying to start a game in the Legacy Fleet Design phase, because I cannot save or restart the game until I launch into the first turn. Closing and re-opening the Design Ship interface doesn't fix it, and neither does clearing the design. If I clear the design, it allows the checkmark to read either "Ship Identified as a TR" or that it does not recognize it as a legal ship type. Once I put a design back together, the error persists. Personally, I am surprised to find that nobody else reports this problem, which may mean it's something unique to my setup, though I'm on Windows 10. Multiple monitors were mentioned earlier, and I run a two monitor setup, but they are of equal resolution. I am attaching a screen capture gif to visualize what I'm encountering: i.gyazo.com/39e3e5850294ad934e68ba78f67a84c4.mp4On another note, I don't recall the same errors with the 1920 designs creeping into the 1900 start. All opponent nations seemed to have built functional navies of proper proportions, about a dozen of each Cruiser type and about 40 DDs, and anywhere from 5 to 15 Bs. Interesting that I seem to be encountering a totally different can of worms.
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Post by noshurviverse on May 18, 2019 13:23:24 GMT -6
Minor bug(?)/oddity: Playing Italy, take Austria-Hungary's coastal possession. Couple turns later, get a mission to engage a convoy of theirs. Convoy appears to be trying to enter the now Italian port. Minor bug: Torpedoes hit by gunfire after launching their torpedoes still cause significant damage to ship. Minor bug: Early game, Submarine warfare summary can show "Est enemy operational subs: -1" Bug: Playing Italy in a war with France, have Norway as a possession. Trigger an invasion of Corsica which France does not oppose. Next turn, without me designating an invasion target, the game offers me a "Battleship engagement - Invasion battle!" in the Bay of Biscay. I accept out of curiosity and have command of a small escort force with some invasion transports. Transports seem to have no objective marker and simply wander around. Scenario ends in a defeat. Bug: Auto-design of ships can have DP guns before any DP guns are researched. As a result, unable to "decheck" the DP box, thus cannot remove DP gun and cannot make legal design.
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Post by williammiller on May 18, 2019 13:43:35 GMT -6
OK, uninstalled, reinstalled within program files (x86)...still get that error message! Ugh! Ran as administrator also! Please PM me and I can have you try out a likely fix for that "00000002" error issue, if you do not mind.
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Post by janxol on May 18, 2019 13:45:27 GMT -6
Was AoN requirement changed? My designs are giving me the AoN sign when flat deck on top of belt and no BE/DE is selected. however I do not have the technology for AoN unlocked.
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Post by aeson on May 18, 2019 13:48:21 GMT -6
Playing as the USA in a 1903 war with Germany, I get an Invasion Battle in the Caribbean pitting some of my battleships and cruisers against a German force including a bunch of transports, some cruisers with Germanic names, and destroyers that my fleet identifies as ... Bainbridge class? My legacy (and current primary fleet) destroyer class? Okay, either a trivially-obvious misidentification, or the game's adding ships of one of my destroyer classes to my enemy's fleet. Zooming in on them, they appear to be like my Bainbridge class, and out of curiosity I decide to right-click on them ... which results in a bunch of error messages ("Cannot find file: C:\NWS\Rule the Waves 2\\Data\IDes\Bainbridge.sdf," "Unable to create ship , Filename: C:\NWS\Rule the Waves 2\\Data\IDes\Bainbridge.sdf," "Could not load ship") and a ship details window that lists the armament, speed, and displacement correctly for one of my Bainbridge-class destroyers but doesn't show the hull plan; saving the game, exiting, and reloading the scenario produced some more errors of a similar nature and made the German-side Bainbridge-class destroyers disappear. I don't particularly mind if a class is misidentified, but the game should still be able to point to a file to generate the proper images, and misidentified ships shouldn't disappear if I save and reload. If what happened was that the game for some reason loaded one of my destroyer classes in for the German invasion transport force's close escort, that shouldn't happen, either. Also, Germany doesn't have anything close enough to the Caribbean for me to invade - their nearest possessions are Cameroon and Germany - and I seriously doubt if they have enough of an advantage in invasion tech in 1903 to reach any of my possessions in the Caribbean (presumably the target was Puerto Rico since the battle took place a short distance SSW of Ponce, Puerto Rico, at roughly 1713N 06605W, though I do not know for certain). If it helps for identifying the battle definition that generated this engagement, the game called it the Battle of Punta Yeguas, and I'm pretty sure that the only possession I have that's close enough to be invaded legally is Guam.
The regular save from the attached Game1.zip should load into the battle scenario and should produce several "Failed to find ship file" messages for Side 1; the autosave will also load into the scenario but does not produce error messages, at least on my end, and is at the end of the battle scenario.
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Post by archelaos on May 18, 2019 14:09:37 GMT -6
Starting in 1900 with manual build of legacy fleet. I can confirm that in legacy building CL design is bugged, like others described. I spent quite some time clicking on autodesign button and it almost never gave me anything looking like 1900s cruiser. Only one template looks adequate, all other have 3-4 main turrets. Besides, all get only 2x3in secondaries, either in single deck mount or casemate though I never got DP guns. Sometimes deck torpedoes were added, up to triple launchers. All ships (including mostly wwI era templates) had protected deck scheme. Comparing to RTW1, CLs do not use many typical early templates and on the other hand place too much weight on speed, resulting in too few main and secondary guns. DDs seem quite good variety, with slight problem of funnel and Q torpedo tube conflicting in one of the templates. CAs and Bs use mostly the same templates as in RTW1, so those are OK. One problem is IMHO that CAs are too fast, at 20 or 22 knots. I'd much prefer legacy CAs 18-19 kts on average with some faster (yes I know there were 23kts ships in 1900). BDW why is there 19kts limit for CAs? Good many designs were slower (like almost all French cruisers). I will later edit this post to comment on AI designs, after I end with my own legacy fleet
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