|
Post by Fredrik W on Aug 4, 2015 6:03:03 GMT -6
Never mind that, a similarly important issue is: 'The Enemy controls the seas around West Africa! Lose 2 VP!' Big Whoop. That should matter a bit more because right now there's no meaningful incentive for any Northern Europe nation to not focus entirely on that region, given that's where all the decisive battles will be fought. You need to be punished a bit more for leaving your colonies to the wind. There should also be a bit more control over invasions of overseas possessions, or at least an event chain that gives you some warning that it's going to happen. Yes, you are the head of the Navy and not the Army, no, there wouldn't be an overseas invasion of a colony without the say-so of the Navy. You could do things like pick a target and then get a certain number of turns to establish naval dominance around it for the invasion, you could just get told that the army has a project and lose prestige if you can't support it, there's lots of options to make this part of the game more interesting and responsive. The invasions and the VP loss for enemy dominating areas were a quick adaption based on user feedback that it was too easy to concentrate on Northern Europe and ignore other theatres. This could certainly be elaborated on, but that would take weeks or months to implement and test. Maybe in future versions.
|
|
|
Post by alchenar on Aug 4, 2015 7:37:56 GMT -6
Oh right, forgot this is the beta feedback and not suggestions thread. Not asking for it anytime soon.
|
|
|
Post by Sven on Aug 4, 2015 8:06:37 GMT -6
Never mind that, a similarly important issue is: 'The Enemy controls the seas around West Africa! Lose 2 VP!' Big Whoop. That should matter a bit more because right now there's no meaningful incentive for any Northern Europe nation to not focus entirely on that region, given that's where all the decisive battles will be fought. You need to be punished a bit more for leaving your colonies to the wind. There should also be a bit more control over invasions of overseas possessions, or at least an event chain that gives you some warning that it's going to happen. Yes, you are the head of the Navy and not the Army, no, there wouldn't be an overseas invasion of a colony without the say-so of the Navy. You could do things like pick a target and then get a certain number of turns to establish naval dominance around it for the invasion, you could just get told that the army has a project and lose prestige if you can't support it, there's lots of options to make this part of the game more interesting and responsive. actually this depends on where the enemy has its ships. And most of the fleets tend to concentrate in Northern Europé. You have four major countries which have their home area there (Great Britain, France, Germany, Russia) Thanks to the penalty you need to send vessels on foreign station in Peace time. So some of he fleet is divided. As the USA, you will need to balance your navy between the Caribbean Sea and the East Coast.
Fisher concentrated the Royal Navy in European Waters. I Think not controling West Africa does not really matter if you blockade the enemy.
Regarding the Point of invading oversea possessions. That sounds interesting but as pointed out will be very difficult to implement.
|
|
|
Post by cleveland on Aug 4, 2015 14:26:03 GMT -6
Austrian ships are stuck in place, second time it is happened. (Not sure how to post a save)
Attachment Deleted
|
|
|
Post by Fredrik W on Aug 4, 2015 14:40:41 GMT -6
Austrian ships are stuck in place, second time it is happened. (Not sure how to post a save)
You need to zip up the entire save folder. The ship designs are needed to recreate the game.
|
|
|
Post by cleveland on Aug 4, 2015 14:51:08 GMT -6
|
|
|
Post by dagpenge on Aug 4, 2015 14:57:19 GMT -6
Not sure if this has been reported yet, but the cruiser design CL0F1.tdf had the amount of guns in the turret set to 0, which cause some major problems. Please check if this is a common problem or if it was just my installation that was bugged.
|
|
|
Post by eisenengel on Aug 4, 2015 16:29:29 GMT -6
Are you sure that's not just guns in casemats, which are modeled as 0 gun turrets?
|
|
|
Post by Fredrik W on Aug 4, 2015 22:55:35 GMT -6
Not sure if this has been reported yet, but the cruiser design CL0F1.tdf had the amount of guns in the turret set to 0, which cause some major problems. Please check if this is a common problem or if it was just my installation that was bugged. Casemates are denoted by 0 guns. It should work just fine even if 0 guns in a mount may seem odd. The design template in question is based on the historical Destrées-class cruisers. What major problems are you experiencing?
|
|
sage2
Junior Member
Posts: 56
|
Post by sage2 on Aug 4, 2015 23:56:20 GMT -6
I might be missing something, but I'm not sure that the player is actually charged $ for "improving bases". I don't see a decreate in either monthly income or cash in the bank when improving bases.
|
|
|
Post by dagpenge on Aug 5, 2015 0:04:47 GMT -6
Not sure if this has been reported yet, but the cruiser design CL0F1.tdf had the amount of guns in the turret set to 0, which cause some major problems. Please check if this is a common problem or if it was just my installation that was bugged. Casemates are denoted by 0 guns. It should work just fine even if 0 guns in a mount may seem odd. The design template in question is based on the historical Destrées-class cruisers. What major problems are you experiencing? Had it prebuild in a France game once, where I got a 30% ammo warning at the start of the battle, that combined with the 0 guns made me think it was a bug. Maybe the display in the designer should say casemate, instead of 0 guns to prevent this mistake. I'll see if I can build it and reproduce the ammo warning bug for you.
|
|
|
Post by Fredrik W on Aug 5, 2015 0:14:13 GMT -6
I might be missing something, but I'm not sure that the player is actually charged $ for "improving bases". I don't see a decreate in either monthly income or cash in the bank when improving bases. You are charged, but the budget numbers don't update until after a turn is run. It should have updated immediately. Thanks!
|
|
|
Post by kallek on Aug 5, 2015 6:13:45 GMT -6
Ok. Narrowed down the side torpedo tubes to be : Quadruple swivel mount torp tubes on at least DD's Supress any messages from being displayed. I have had this in two games now. The instant I add a Q - Sidemount swivel TT all messages are suppressed. Triple works ok.
|
|
|
Post by vanagandr on Aug 5, 2015 8:05:51 GMT -6
The "cancel movement orders" button in the movement window only works for ships in the left hand stack of units. As far as I've been able to find, the only way to cancel movement is to open the movement window using a different ship from the same theatre as the ship that is set to move somewhere, hit the cancel movement button, and then exit out of the window. As far as I can tell it is impossible to cancel a ship's movement if there is not a ship without move orders in that theatre.
A couple other things that don't deserve their own post
If you choose to only build one submarine, the game won't let you build it without having a name. It's only a minor inconvenience to have to click the suggest button, but still.
You are only allowed to put one ship into rebuild at a time. This one is fairly tedious.
This one is entirely due my own inattention, but if there could be a reminder of the mission type while in the mission screen. Sometimes it's obvious, but sometimes it's hard to tell what I should be doing.
It seems silly that the VP objectives in some mission types can mean that killing a patrol boat but losing an AMC is a net win.
I just had a transport raid mission as AH where my destroyers intercepted an enemy TR almost within gun range of my own coastal installations. It seems like this is not working as intended. (double edit: I ended up finding 2 enemy merchants hanging out on my coastline, and there were two more I only found in the post-action map also directly next to my coast)
The option to add a bulge doesn't necessarily seem to change any characteristics of the ship. For one of my Bs, it added 19 tons, for one of my CAs, it didn't affect anything at all. (Disregard this, I discovered that it doesn't show the results of adding a bulge in the window, but your ships other aspects will suffer)
Battles are allowed to pop up in theatres where you only have raiders, but your raiders aren't allowed to participate. I'm not certain that this isn't intentional, but it seems a bit unfair that you can give the enemy VP without being physically able to show a force.
I ended up taking a BC from Russia, which had a top speed of 29 knots, when I attempted to rebuild it to upgrade the fire control, the game informed me that it was an illegal design, and that the ship's hull form would not allow more than 28 knots. Horsepower shows up as "0" in the rebuild screen. I have discovered that in battle this ship is still limited to only 23 knots.
I ended up trading a BC for an enemy BB, gaining two prestige and lots of victory points, but after the battle the Kaiser (as AH) was apparently disappointed at the trade and knocked me down a prestige and giving some mixed messages.
|
|
saros
New Member
Posts: 13
|
Post by saros on Aug 5, 2015 9:37:15 GMT -6
Bug Reports: 1) Treaties still display on the main screen once you have gone to war. They do not limit what you or the AI can build however once the war starts. [edit] It seems after reloading the save that this has disappeared correctly. --- 2) Error generating cruiser interception. Italy (player) V france in the indian ocean with Italian CA intercepting french ship. Save attached from directly after clicking the okay button. Game4.zip.zip (685.35 KB) --- 3) Upon loading a saved game the port capacity in the Home region doubles. See same save, I have not built any capacity from the start in Italy.
|
|