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Post by boomboomf22 on Dec 6, 2017 5:08:36 GMT -6
Strange, I can't and I have the beta patch. weird, cause I just popped open RTW and this is totally valid Attachment Deleted
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Post by bcoopactual on Dec 6, 2017 9:28:46 GMT -6
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. The Minister of War sends his regrets and wishes to inform his excellency that unforeseen budget cuts rule out any chance for installation of dedicated fire control systems during initial construction. Your gunners will just have to channel the spirits of their forebears and use the le SWAG method. Kindest regards...
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Post by Airy W on Dec 6, 2017 12:16:21 GMT -6
Strange, I can't and I have the beta patch. weird, cause I just popped open RTW and this is totally valid I think the problem is with protected cruisers with wing turrets.
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Post by aeson on Dec 6, 2017 15:44:36 GMT -6
Strange, I can't and I have the beta patch. weird, cause I just popped open RTW and this is totally valid I notice that you're using v1.33, at least according to the program header at the top of the design screen. Trying to replicate that in my 1916 Chin China save on v1.34b gets me the 'illegal ship configuration' error. Attachment DeletedChanging the armor scheme to 'sloped deck' or 'protected cruiser' doesn't correct the error, nor does trying to create it as a manually-generated legacy fleet protected cruiser. Changing the wing turrets to casemates also does not help.
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Post by boomboomf22 on Dec 6, 2017 20:46:16 GMT -6
weird, cause I just popped open RTW and this is totally valid I notice that you're using v1.33, at least according to the program header at the top of the design screen. Trying to replicate that in my 1916 Chin China save on v1.34b gets me the 'illegal ship configuration' error. Changing the armor scheme to 'sloped deck' or 'protected cruiser' doesn't correct the error, nor does trying to create it as a manually-generated legacy fleet protected cruiser. Changing the wing turrets to casemates also does not help. Oh.... Huh, I must of missed a update somewhere. Kinda weird to add a design ability then take it away, but oh well.
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Post by imperialist on Dec 15, 2017 16:18:22 GMT -6
Not sure if a bug per se, but I had to do a fresh reset of my computer and when I look at a ship's detail in battle or when trying to generate a ship's picture, there is a text/window cut off (think resolution change) and I am not sure how to fix it to bring it back to normal, since this did not happen when I first downloaded the game.
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Post by bcoopactual on Dec 15, 2017 17:13:38 GMT -6
Not sure if a bug per se, but I had to do a fresh reset of my computer and when I look at a ship's detail in battle or when trying to generate a ship's picture, there is a text/window cut off (think resolution change) and I am not sure how to fix it to bring it back to normal, since this did not happen when I first downloaded the game. Somebody else had a similar issue. Check out this thread and see if it works for you. nws-online.proboards.com/thread/1180/screen-text-visible
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Post by garrisonchisholm on Dec 15, 2017 18:39:20 GMT -6
Good get Bcoop. That's why Institutional memory is so vital- keep the Electric Boat division in business!
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Post by garrisonchisholm on Dec 31, 2017 13:42:26 GMT -6
Utilizing an experimental Chinese drive system, the appropriately named French armored cruiser Dupliex recently covered 4000nm while chasing an Austrian raider in the South Pacific. Mysteriously, the drive did not function until crossing the dateline Eastward, necessitating a roll-back of all the ship's clocks. The ship was able to set course for Darwin, though the Austrian light cruiser remained in the east.
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Post by dorn on Jan 20, 2018 11:09:23 GMT -6
I have ghost ship named Dyer.
She has been just sunk by Russian submarine into bottom of the sea. Flying American that appeared in fleet battle escorting warships. I think I will try to sunk her again.
EDIT: yes, done. She was only ship sunk in fleet engagement. Really Flying American. In list of sunk ships there is info she was sunk in battle with Russian ships. So any ship sunk by submarine has the second life for that month.
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Post by ddg on Jan 21, 2018 0:47:57 GMT -6
There is definitely some sort of bug with submarine sinkings. I've found that if I roll multiple MS-sunk-in-spirited-gun-duel events only the first one takes effect. Subsequent ones will show the pop-up, but the MS will not be sunk.
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Post by Noname117 on Jan 24, 2019 12:09:54 GMT -6
And once again I'll complain about a ship sinking when it shouldn't have. But this time, it's a legitimate bug (although I hadn't expected it to sink so I didn't think to take pictures of the bug beforehand, nor have any way of easily reproducing it). Basically, this ship took a torpedo during the battle, and was slowed down to 7 knots as a top speed. It limited it's flooding until it was no longer flooding, and it had around 445 flotation left of about 4800 total. The ship was not taking on any more water, nor was it repairing machinery. You can see all that in the logs. So apparently post-battle this ship had a bulkhead rupture, causing it to sink. I swear that was impossible at 10 knots or below in this game (aside from being in a storm). In addition, the end screen shows the ship's max speed as 10 knots for some reason, rather than the 7 knots it ended the battle on. It was going 7 knots by the time it controlled all it's flooding, and the time it controlled all it's flooding is clearly visible in the logs. There were no additional machinery repairs after that point. Either way, I'm going to edit the save file and adjust the ship so it's back alive, plus give myself back some of the points lost through the battle. It was heading at a steady 7 knots to port, and there's no reason to suspect that the ship should've flooded. Unless I'm wrong about bulkheads being unable to rupture at 10 knots or less. If it helps this was on rear-admirals mode and Yoshino was part of a 2 ship division. She was detached from her partner and manually directed at the port. She tried to reattach several times when the other ship got too close, as seen in the log. Maybe this has something to do with the post-battle results causing a ship to sink which was going too slow to sink in the way she did?
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Post by dorn on Feb 3, 2019 14:09:20 GMT -6
Find bug. Good to know for RTW2.
I was in war with UK and Italy. There was an revolution in Italy, prime minister executed and peace concluded gaining me 10 points to choose colonies/reparations. The war with UK continues but Italians cruiser which were interned during war remains interned even Italy has been already in peace with me.
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Post by JagdFlanker on Mar 4, 2019 12:15:08 GMT -6
figured i submit this as a formality, almost never play CSA (the no Spain scen) my CLs are not in the N Euro seazone, and they are short ranged so can't even travel there if they wanted to
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aces8
New Member
Posts: 7
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Post by aces8 on May 1, 2019 13:42:39 GMT -6
figured i submit this as a formality, almost never play CSA (the no Spain scen) my CLs are not in the N Euro seazone, and they are short ranged so can't even travel there if they wanted to
In prep for RTW 2 I have been playing a RTW CSA game as well and I keep encountering this bug. Ships appear in the Euro zone that I have not sent there.
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