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Post by brygun on Nov 26, 2019 18:12:09 GMT -6
The zero range for starting an engagement is kicking me hard right now.
Starting one and now a second major action with ships starting within a spitting distance.
I use winzip so my game compressions are too big to post. I do currently have what i think is a save a few turns-ish before the first of these bugged battles then a save at the start of the battle. Someone once posted an alternate compression tool but at the time I didnt follow up on that. I'd prefer if an NWS team member could message me with an email to send the larger zips too. Its plausible for me to use the alternate but I'd have to some unzip juggling and Im always wary of my little tablet (where I play RTW2) having too much software in its very limited memory.
In the first battle each side has some floatplanes and I had a CV so there should have been an increase not decrease in starting distances.
The next turn of this war I just got plopped in another point blank start. oof.
Its currently the tech swing for airplanes with myself having ~10 CVL and at the start the first CV of the world and the enemy a huge advantage in BB/BC so I really suffer from the point blank starts.
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Post by dorn on Nov 27, 2019 0:15:22 GMT -6
Try to use 7-zip, it has much better compression ratio, especially in RTW.
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Post by BathTubAdmiral on Nov 28, 2019 7:25:35 GMT -6
You can use 7-zip to pack up the savegame folder (game1, game2, ... etc.) - results in .7z-files with sizes of 100-400KB. You can download the software for free (it's opensource freeware!) at www.7-zip.org
Pls. don't go anywhere else than to the original creator, unless you like outdated or/and malware-ridden software versions ...
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Post by brygun on Nov 28, 2019 12:54:08 GMT -6
Attached is one of the "oh my god we're scrapping paint" battles
I do have a save between turns before that but reloading it I didn't get the randomizer landing me in a battle like that. I also have a second battle saved at the zero range.
>>>>
Suggestion:
While we do benefit from some exciting encounters perhaps we need a logic check on the starting range. Possible check being like:
- Find player's flagship - get direction from player's flagship to nearest enemy - Measure range from player's flagship to nearest enemy
Procedure Set_start - Check visibility range - If this battle is the start of a war (prior war turns = 0) then set min_start to 50% visibility else set min_start to 75% visibility - sighting_space = measured_range - min_start
- If sighting_space < 0 then move enemy formation away from player's flagship distance of -1*sighting_space along direction
- Measure range from player's flagship to nearest enemy (keep original direction)
repeat check until sighting_space > 0
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Post by Fredrik W on Nov 29, 2019 0:56:05 GMT -6
This should be fixed in 1.13.
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