|
Post by HolyDragoon on Oct 11, 2017 14:58:08 GMT -6
Hrm, looks like there's still more finetuning to do, then.
|
|
|
Post by Airy W on Oct 15, 2017 14:12:54 GMT -6
I just had a ship give the "reduced speed due to heavy flooding" message about 20 times but it didn't actually reduce it's speed below 14 knots. I suspect that the ship was just going back to cruising speed every time it noticed it's speed was below that.
|
|
|
Post by JagdFlanker on Nov 16, 2017 19:40:17 GMT -6
usually i don't care about * on AMCs, but since some that have been out at sea for 6 years straight i decided to send some back to home port in NE Asia for some RnR 5-6 months later they all still had the * so i decided i'd do a blank refit on them just to expedite the process the hi-lighted AMC just came out of it's refit this turn and it STILL has the * lol
|
|
|
Post by Noname117 on Nov 16, 2017 19:45:29 GMT -6
Ah, yeah, fgifgifighifgh is my favorite armed merchant cruiser of history...
|
|
|
Post by JagdFlanker on Nov 16, 2017 19:52:59 GMT -6
Ah, yeah, fgifgifighifgh is my favorite armed merchant cruiser of history... being that the war has lasted 6 years so far i ran out of AMC names a LOOOONG time ago - i wouldn't be surprised if i built 150+ this war lol. kinda wish it would recycle old names and add a 'II' at the end or something EDIT: yeah, they'r all coming out of refit the same
|
|
|
Post by JagdFlanker on Nov 18, 2017 17:04:17 GMT -6
i always pick the bottom selection 'suppress all commie propaganda' (budget -, prestige +), but for a change i picked the middle selection 'emphasize the naval threat' (budget -, tension +)
|
|
|
Post by aeson on Nov 20, 2017 17:02:31 GMT -6
There would appear to be some kind of map glitch near Fiji. Playing as Chin China, one of my raiders was intercepted by a Japanese cruiser at around 18 deg 14' S, 179 deg 56' E, turned North to evade, and shortly thereafter (when it reached about 18 deg 5' S, 179 deg 58' E) teleported to Queensland, Australia (specifically, to 18 deg 0' S, 143 deg 59' E), which I'm sure confused the hell out of both cruisers' crews. Attachment DeletedAnd save (unfortunately on strategic level post-battle; I didn't think to save the game before exiting the scenario). I can provide a savegame from several turns prior to that engagement occurring, if desired. Several custom nations (Chin China, China, Byzantium, Tropico, Ottoman Empire, Furtopia, Raj India, and Soviet Union, which can all be found in the custom nations thread) and my map mod are installed in the game's installation folder, though this particular game uses the base-game map file.
|
|
|
Post by Fredrik W on Nov 23, 2017 12:52:18 GMT -6
There would appear to be some kind of map glitch near Fiji. Playing as Chin China, one of my raiders was intercepted by a Japanese cruiser at around 18 deg 14' S, 179 deg 56' E, turned North to evade, and shortly thereafter (when it reached about 18 deg 5' S, 179 deg 58' E) teleported to Queensland, Australia (specifically, to 18 deg 0' S, 143 deg 59' E), which I'm sure confused the hell out of both cruisers' crews. And save (unfortunately on strategic level post-battle; I didn't think to save the game before exiting the scenario). I can provide a savegame from several turns prior to that engagement occurring, if desired. Several custom nations (Chin China, China, Byzantium, Tropico, Ottoman Empire, Furtopia, Raj India, and Soviet Union, which can all be found in the custom nations thread) and my map mod are installed in the game's installation folder, though this particular game uses the base-game map file. I suspect this could have to do with the ship starting the warp jump exactly on the 180 degree line. A save from earlier in the scenario might have been helpful, but I will try to take a look at it. Should be pretty rare anyway. If it happens again, please post the last autosave (the game will always autosave before a battle).
|
|
|
Post by Airy W on Nov 24, 2017 11:04:50 GMT -6
Here is a bug that will be nearly impossible to replicate...
I tried to load a game and got a memory access error. So I tried to load the autosave and got the same error. So I exited the program and restarted and it worked however, my flagship had been teleported from the North Sea to coordinates 0,0 off the coast of west africa. All the other ships were in their last known location.
|
|
|
Post by Airy W on Dec 3, 2017 17:13:57 GMT -6
One of the default French designs for a CL in 1899 seems to frequently get given 7 inch guns by the auto design button. This is an invalid design. Then when I'm not playing as France, I tend to get messages in 1899 that a French CL design is invalid and not saved (followed by a message that the design couldn't be found so it wasn't built). I'm guessing that these are related and the French AI keeps trying to make protected cruisers with 7 inch guns.
|
|
|
Post by boomboomf22 on Dec 5, 2017 1:01:58 GMT -6
One of the default French designs for a CL in 1899 seems to frequently get given 7 inch guns by the auto design button. This is an invalid design. Then when I'm not playing as France, I tend to get messages in 1899 that a French CL design is invalid and not saved (followed by a message that the design couldn't be found so it wasn't built). I'm guessing that these are related and the French AI keeps trying to make protected cruisers with 7 inch guns. You can make PCs with 7 and even 8" guns. It was a feature added in one of the patches.
|
|
|
Post by Airy W on Dec 5, 2017 10:36:36 GMT -6
Strange, I can't and I have the beta patch.
|
|
|
Post by marauder on Dec 5, 2017 11:38:00 GMT -6
Strange, I can't and I have the beta patch. From my experiences, 7" and 8" guns on protected cruisers are restricted to the A and Y turret position and only up to double turrets. 9" and over, up to 13", are restricted to a single gun in either the A or Y position. Regarding the French; normally the AI is allowed to cheat the design system a bit during legacy fleet creation to allow for the construction of historical oddballs that would be illegal designs otherwise. The French AI is probably trying to create a new class based on one of their 7" legacy cruiser designs, which is not legal anymore, but the AI has no way of knowing that and just keeps trying. Maybe RtW2 could have special ship design files that are disabled after the legacy fleets have been created to stop this from happening? Somewhat related, I just started up a game as France with an AI legacy fleet and noticed that both 7" cruiser designs I started with don't have any fire control positions.
|
|
|
Post by joebob73 on Dec 5, 2017 16:21:50 GMT -6
So I was going through some screenshots, and found a highly unusual bug. One of my cruisers had a "Torpedo magazine hit. Ship blows up!" entry in its log, but then was still afloat and did things afterward.
Unfortunately, that file is long gone now.
|
|
|
Post by aeson on Dec 5, 2017 16:31:14 GMT -6
Question: is it a bug for a ship to have 45% of its tertiary ammunition remaining when it fired 7 rounds from its tertiary guns during the battle and had 1253 rounds remaining (~99.4% of the ammunition it apparently carried to the battle), or are ships modeled as carrying considerably less ammunition for the tertiary guns than they have capacity for? Attachment DeletedIf it's a bug, I can provide the pre-battle autosave upon request (note - I am playing as Chin China, and have a number of other custom nations installed).
|
|