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Post by Fredrik W on Aug 25, 2015 11:00:00 GMT -6
In my current game AI Austria-Hungary developed guns up to 13", and then managed to get access to 17" guns. This apparently confuses the beejezus out of the automated ship generator, which now considers it perfectly valid to stick 14-16" guns on Austrian ships, and they get the 'default' 9 quality as result. Thanks. Someone else reported a similar glitch some time ago, so That's being fixed. Will take a look at the other things you mention as well.
Though I am pretty certain the AI does use secondary turrets when the tech is developed for those.
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Post by tmp on Aug 25, 2015 12:19:43 GMT -6
Though I am pretty certain the AI does use secondary turrets when the tech is developed for those. I do see occasional turret on a CL or CA, and they were used on the Bs, but when it comes to the 'modern' heavy ships it's not the case in my experience, in my current game -- it's July 1924, my nation (Italy) is quite behind others so they're all likely to have all the turret-related techs (as I have them all but the last "weight saving" ones, and there's not a single AI developed BB or BC with secondary turrets, and no matter how many times I try the "auto generate design" button it never produces one, no matter which country I select as the ship maker. Incidentally (although maybe it's related, idk) having secondary guns smaller than 8" in turrets still generates a warning about ROF penalty: despite having all relevant tech (both the "reliable" and "improved power training and elevation") Unless that's intended and there's no way to fully remove ROF penalty from these smaller guns..?
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Post by Fredrik W on Aug 25, 2015 14:11:55 GMT -6
Though I am pretty certain the AI does use secondary turrets when the tech is developed for those. I do see occasional turret on a CL or CA, and they were used on the Bs, but when it comes to the 'modern' heavy ships it's not the case in my experience, in my current game -- it's July 1924, my nation (Italy) is quite behind others so they're all likely to have all the turret-related techs (as I have them all but the last "weight saving" ones, and there's not a single AI developed BB or BC with secondary turrets, and no matter how many times I try the "auto generate design" button it never produces one, no matter which country I select as the ship maker. Incidentally (although maybe it's related, idk) having secondary guns smaller than 8" in turrets still generates a warning about ROF penalty: despite having all relevant tech (both the "reliable" and "improved power training and elevation") Unless that's intended and there's no way to fully remove ROF penalty from these smaller guns..? Thanks, yes that is a bug, will fix.
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Post by Fredrik W on Aug 25, 2015 14:37:21 GMT -6
A few more generic observations about the automated ship designer; not bugs per se, but they might warrant a look: * for nations without direct access to oil it keeps designing coal-powered ships even though from 1920 onwards everyone gets oil access * it doesn't seem to ever use torpedo protection higher than level 1, even if the nation in question has it developed (much) higher * for the BBs it never uses director for the secondary guns, even when it's available. It does tick the option for BCs, oddly enough. * it seems to rarely include the best available fire control in its designs. Central rangefinder and/or regular director is commonly picked, even though the nation has developed improved director * all nations appear to switch exclusively to AON scheme as soon as it's available, even ones which historically adopted it very late (and if I understand it right, even in the nations which did embrace it 'pure' AON designs were quite rare) * after 1910 or so all BBs/BCs are designed with only secondary, uniform battery always in casemates, never turrets. Don't know if it's AI's attempt at min-maxing, but it gets a bit.. boring? again if I get it right, some amounts of 3-4" guns did happen on at least some of the later battleships (sometimes as dual-purpose surface/aa defense) You are right, those are relevant issues. Thanks! On completely unrelated note, sorting sunk ships by sunk date is borked -- as far as I can tell it currently sorts it alphabetically, which results in by the day the ship was sunk, then name of the month, then year, rather than proper year-month-date order. This is as it is, as date formats will vary with OS locale.
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Post by namuras on Aug 26, 2015 8:22:18 GMT -6
In my current game AI Austria-Hungary developed guns up to 13", and then managed to get access to 17" guns. This apparently confuses the beejezus out of the automated ship generator, which now considers it perfectly valid to stick 14-16" guns on Austrian ships, and they get the 'default' 9 quality as result. [...] Something i observed, but where i do not know if i just got lucky or if it is a bug: for the 3rd time in a row, when i actually managed to progress sofar as to get 17" guns they always came with a quality of "1"... never "-1" or (rarely) "0" as the other guns. Edit: Also in the Scenario generator. If you are fighting the UK, the mission Coastal Bombardment (?) is generated in Northern Europe, but the target is actually in the Indian Ocean...
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Post by Fredrik W on Aug 26, 2015 12:06:00 GMT -6
In my current game AI Austria-Hungary developed guns up to 13", and then managed to get access to 17" guns. This apparently confuses the beejezus out of the automated ship generator, which now considers it perfectly valid to stick 14-16" guns on Austrian ships, and they get the 'default' 9 quality as result. [...] Something i observed, but where i do not know if i just got lucky or if it is a bug: for the 3rd time in a row, when i actually managed to progress sofar as to get 17" guns they always came with a quality of "1"... never "-1" or (rarely) "0" as the other guns. Edit: Also in the Scenario generator. If you are fighting the UK, the mission Coastal Bombardment (?) is generated in Northern Europe, but the target is actually in the Indian Ocean... Will check on the 17 in guns. Thanks! Re the scenario: Fighting the UK as what nation? Where is the scenario located?
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Post by namuras on Aug 26, 2015 13:25:00 GMT -6
Something i observed, but where i do not know if i just got lucky or if it is a bug: for the 3rd time in a row, when i actually managed to progress sofar as to get 17" guns they always came with a quality of "1"... never "-1" or (rarely) "0" as the other guns. Edit: Also in the Scenario generator. If you are fighting the UK, the mission Coastal Bombardment (?) is generated in Northern Europe, but the target is actually in the Indian Ocean... Will check on the 17 in guns. Thanks! Re the scenario: Fighting the UK as what nation? Where is the scenario located? Fighting them as the germans. The scenario is created in northern europe, but when you click "locate the objectives" it shows a coastal installation somewhere in SE Africa.
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Post by Fredrik W on Aug 26, 2015 13:31:36 GMT -6
Will check on the 17 in guns. Thanks! Re the scenario: Fighting the UK as what nation? Where is the scenario located? Fighting them as the germans. The scenario is created in northern europe, but when you click "locate the objectives" it shows a coastal installation somewhere in SE Africa. OK, I found it. It is a cruiser battle, the objective shouldn't have been there, you can just ignore it. Will correct it for next release. Thanks!
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Post by tmp on Aug 26, 2015 21:52:52 GMT -6
Also with the autodesigner, I'm seeing a tendency to 'push' BC designs on the player when CA is selected. Anyone else notice this? Played a bit around with the automatic ship designer again and just thought i'd confirm, since i'm experiencing the same thing -- at late date in the game asking for an auto design for a CA seems to produce nothing but large, 35+ k tons BCs instead. No clue if this is intentional, but it may explain to some degree why there's relatively few CAs in the AI fleets during these times..?
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Post by galagagalaxian on Aug 26, 2015 22:09:40 GMT -6
Well, the autodesigner also does that for pre-Dreadnought Battleships, building a Dreadnought instead if you have the technology. Much like Bs and BBs, the BC basically replaced the CA, at least as far as history and the autodesigner are concerned.
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Post by namuras on Aug 26, 2015 23:06:48 GMT -6
Well, the autodesigner also does that for pre-Dreadnought Battleships, building a Dreadnought instead if you have the technology. Much like Bs and BBs, the BC basically replaced the CA, at least as far as history and the autodesigner are concerned. Which isnt all that bad... in my last game i started using 17.000tns BC with 6 11" guns instead of CAs... they where cheaper and more effective than any CA desgn i could come up with.
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Post by Fredrik W on Aug 27, 2015 0:00:59 GMT -6
The autodesigner does what the AI would do, and once CAs have become obsolete it will tend to shift to BC instead. I will change this in the next version so that if the player asks for a CA in he autodesigner, he will get one.
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Post by Fredrik W on Aug 27, 2015 8:38:43 GMT -6
Moved the CA and BC discussion to a separate thread. Good discussion, but not related to bugs.
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Post by tmp on Aug 27, 2015 11:14:24 GMT -6
A minor display bug by the looks of it -- if you make a redesign of a ship and change layout/amount of the guns and/or ship graphics (structures, funnels etc) the right click->details/view data window for the redesign will correctly show the new numbers, but drawing of the ship will still display the original gun layout and graphics.
The "data" command on instance of remodeled ship shows the proper, new look.
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Post by gornik on Aug 29, 2015 14:31:06 GMT -6
Addition of after-campaign summary is very good and adds much to game, thanks! Unfortunately graphics there have display glitches: Attachment Deleted(Resolution was 1280x768 if it is important) Scale should be lengthened for prestige and tonnage at least. Also Italian white colour should be changed as now it is invisible in peacetime. Also: Strangely, historical accurate DD design (4 centreline guns, 2 centreline torpedo mounts) now treated as illegal: Attachment DeletedAI, however, still may build such ships. "Double mounts on CL" tech seem doesn't work as intended: I managed to build CL with triple turrets before its invention. Not a bug but strange thing: most of naval leaders invent 13 in or even 14 in guns before dreadnought race starts, so it is hard to see "historical" 12 in dreadnought among their ships. Maybe, slow gun research a bit?
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