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Post by Airy W on Apr 6, 2017 16:12:43 GMT -6
Hard to tell what happened given the pixelated image.
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Post by Noname117 on Apr 6, 2017 21:32:27 GMT -6
Click "view image." It's in 1080P. I tried to provide all the relevant information to show the bug (bombardment targets are always installation 0 and you can see the only 2 things damaged on the window)
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Post by jeb94 on Apr 20, 2017 16:50:25 GMT -6
In looking at the AI mission objectives it states, 'Destroy one bombardment target'. It doesn't specify which one. The AI could select any installation as a target from what I've seen.
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Post by Noname117 on Apr 20, 2017 18:58:57 GMT -6
Ah. Seems a bit weird to be honest, having a target on the map as the objective then destroying something completely different to complete said objective.
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Post by JagdFlanker on Apr 28, 2017 19:32:37 GMT -6
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Post by kickingb on Apr 29, 2017 17:38:24 GMT -6
I had a wierd one with the bombardment mission.
I'm in the middle of bombarding the objective and I'm just about to destory the target when the all of the enemy ships docked into port...
The game declares that with no ships left the battle is over.
So I failed the bombardment mission, missing out on the bonus for destroying the target, and because they avoided losing 2 merchants. I lost.
It really should let me finish my bombardment before it ends the game.
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Post by Noname117 on Apr 29, 2017 19:41:35 GMT -6
It definitely seems like the game is treating bombardment targets and coastal artillery as the same thing when really they should be 2 separate things.
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Post by joebob73 on May 7, 2017 13:23:41 GMT -6
I'm having an issue with bombardment targets in the most recent version of the game, they are spawning too far inside a minefield area or too far inland to even see, much less shoot. When even a battleship armed with 18" cannons can't get into range of the target, there's a problem with placement.
Also, some of my ships that got the "exceeding design speeds" event are actually going to lose speed if refit to oil firing, despite multiple engine tech advances after building. It's nice to have the speed, but I would much prefer having oil firing so they can maintain speed longer.
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Post by bcoopactual on May 7, 2017 18:13:51 GMT -6
I'm having an issue with bombardment targets in the most recent version of the game, they are spawning too far inside a minefield area or too far inland to even see, much less shoot. When even a battleship armed with 18" cannons can't get into range of the target, there's a problem with placement. Also, some of my ships that got the "exceeding design speeds" event are actually going to lose speed if refit to oil firing, despite multiple engine tech advances after building. It's nice to have the speed, but I would much prefer having oil firing so they can maintain speed longer. That first problem is one of the more frustrating things that happen in game. It's fortunate that it is specific to only one type of mission and doesn't happen every time I get that mission. For the second, I don't think that's a bug. You should have the available tonnage to add that additional knot of speed back in when you replace the machinery. That additional knot came from some combination of boilers, engines and/or hull form being more efficient than was expected. When you replace the machinery, it is assumed that you are replacing the boilers and engines so you can't guarantee that the new combination will be as efficient as the old and outperform it's rating. So to get the same speed you need to put in new machinery that's rated for the older, more efficient speed. i.e. if you designed a ship at 29 knots and it made 30, when you replace the machinery to go to oil firing you need to install machinery rated for 30 knots to get that same speed. If you just put in oil fired machinery rated for 29 knots then you are saving weight but you shouldn't expect the same 30 knots as before unless you get lucky again. In real life it's possible that the reason the extra speed was there was because you ended up with a significantly more efficient hull form than was calculated but for that to carry over in game after replacing the machinery (without putting in the higher rated machinery or just getting the lucky bonus knot event again) the game would have to track why you ended up with the extra knot during speed trials. It would need to track bonus knots due to engines and bonus knots due to hull form. That's probably a lot of extra programming for such a specific detail.
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Post by joebob73 on May 7, 2017 18:52:41 GMT -6
I'm having an issue with bombardment targets in the most recent version of the game, they are spawning too far inside a minefield area or too far inland to even see, much less shoot. When even a battleship armed with 18" cannons can't get into range of the target, there's a problem with placement. Also, some of my ships that got the "exceeding design speeds" event are actually going to lose speed if refit to oil firing, despite multiple engine tech advances after building. It's nice to have the speed, but I would much prefer having oil firing so they can maintain speed longer. That first problem is one of the more frustrating things that happen in game. It's fortunate that it is specific to only one type of mission and doesn't happen every time I get that mission. For the second, I don't think that's a bug. You should have the available tonnage to add that additional knot of speed back in when you replace the machinery. That additional knot came from some combination of boilers, engines and/or hull form being more efficient than was expected. When you replace the machinery, it is assumed that you are replacing the boilers and engines so you can't guarantee that the new combination will be as efficient as the old and outperform it's rating. So to get the same speed you need to put in new machinery that's rated for the older, more efficient speed. i.e. if you designed a ship at 29 knots and it made 30, when you replace the machinery to go to oil firing you need to install machinery rated for 30 knots to get that same speed. If you just put in oil fired machinery rated for 29 knots then you are saving weight but you shouldn't expect the same 30 knots as before unless you get lucky again. In real life it's possible that the reason the extra speed was there was because you ended up with a significantly more efficient hull form than was calculated but for that to carry over in game after replacing the machinery (without putting in the higher rated machinery or just getting the lucky bonus knot event again) the game would have to track why you ended up with the extra knot during speed trials. It would need to track bonus knots due to engines and bonus knots due to hull form. That's probably a lot of extra programming for such a specific detail. What I mean is that I didn't have enough extra weight to reach the same speed even though it was a ship built before unlocking steam turbines. The weight reduction from that single tech is usually enough to add 3-4 knots on a BC/CA, but not this time.
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Post by frosty on May 9, 2017 8:31:22 GMT -6
I have ran in to a problem when fighting England I run up a huge victory point lead 2 or 3x but when peace come it is always a white peace I saw this happen in several of Tortugas videos has well
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Post by konstantinua00 on May 16, 2017 14:43:05 GMT -6
eh... Why is it "major victory" again? After I closed the battle: imgur.com/a/pPFUo(I can't make it into image... wtf, need help)
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Post by JagdFlanker on May 17, 2017 6:57:15 GMT -6
eh... Why is it "major victory" again? After I closed the battle: imgur.com/a/pPFUo(I can't make it into image... wtf, need help) the ai builds ships like proper sized and armed ships of said class, but players might have a tendency to 'min-max' designs making them much more expensive in comparison. an ai CA is likely to be (much) less expensive than an equivalent player built CA for example, this used to be my start game CA months back if the above battle results involved my losing one of my 16,000t CA's then not only would i lose the battle, i'd also lose at least 1 prestige since losing that 16,000t CA is the equivalent of losing a B
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Post by konstantinua00 on May 17, 2017 6:59:55 GMT -6
I always thought victory is defined by pointsIf you lose big ship, you lose many points, smaller - less As you can see... 30k and 30k
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Post by JagdFlanker on May 18, 2017 5:52:12 GMT -6
I always thought victory is defined by pointsIf you lose big ship, you lose many points, smaller - less As you can see... 30k and 30k gotcha - i just ignore the first victory evaluation since it's not the final victory evaluation. both evaluations are often different from each other so i wait until i exit the battle and see what the 'real' evaluation is
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