keris
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Post by keris on May 16, 2019 20:02:52 GMT -6
I'm getting this occurring off of regular fleet engagements. (like all of them on this save, didn't occur at all on my first playthrough.) Continuing to progress the game after closing the message will result in no new battles generating, although no additional error messages will pop up. Saving the game, exiting, and then reloading resumes normal engagements, at least until you end an engagement and the error pops up again.
I'm getting this "No MCI Device Open" error as well, exactly as stanmckhanic quoted above. I'll post specs/full dxdiag if necessary.
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keris
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Post by keris on Aug 23, 2017 13:52:11 GMT -6
I've had 3 BCs go up in one battle. Went to look at the design and turned out I had accidentally set it to only 5 inches of T armor. That didn't work well.
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keris
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Post by keris on Jul 13, 2017 13:48:39 GMT -6
Seems like you can indeed set the year back to 1850. I even ran the game a few turns and didn't get any errors. Based on our previous checking, the game isn't counting a hard turn limit and is actually looking at dates for the end of normal game and end of overtime events. Looks like setting date to 1850 + ddg's suggestion with editing the tech file could be fun!
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keris
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Post by keris on Jul 13, 2017 12:07:42 GMT -6
That's a shame. Now I wonder what happens if you set it to 1850 or something I'll give it a try when I've got some time. Wondering if that may cause issues with technology stuff
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keris
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Post by keris on Jul 13, 2017 11:00:47 GMT -6
Edited one of my games to a date in 1951. Still ended the game. Probably checks at the beginning of every turn for a date >= 1/1/1950 or something similar
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keris
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Post by keris on Jul 13, 2017 10:29:01 GMT -6
That thing is pretty nuts. I always forget that you can put mains in casements -- might have to give it a try on my own. I'd really be interested in seeing the design screen for this.
Only thing I see that could be an issue is the extremely light armor on such a large ship. I guess early game it can just run from anything that might do it too much harm with those 26 kts.
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keris
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Post by keris on Jul 10, 2017 11:59:34 GMT -6
I had an interesting one just yesterday, with Me as Japan vs. Germany. First action of the war, a sneak attack in SE Asia circa 1912. I've always had bad luck with sneak attacks, but I decided to give it another go. I get 8 destroyers, 2 heavy cruisers, and 3 scouting CLs as my force. My destroyers are brand new 1600 tons (playing with Skwabie's mods) and fresh out of the yards with 32kts and 6 tubes each. I figure they'll slip into the port and plaster whatever's there with their torps before they know what hit them, with my CAs coming in to pound anything that doesn't sink into scrap. Doesn't work out that way. As soon as I focus on my DDs, I realize Germany had built an ungodly number of 4 through 10 inch fortifications in this colony. I didn't count, but it seemed they were everywhere. I (despite my better judgement) allow my DDS to commence their run, and they run into a supply ship right at the mouth of the bay and fail to sight anything else. Being far from my flag formation and in rear admiral mode, I have no real control over their actions at this point aside from reassigning them as screen for the main formation and turning off squadron attack. They then spend their valuable surprise time circling and trying to sink it (because of course they do), all the while getting pounded by at least half a dozen fortifications. Then, surprise, here come two German BCs - awake and angry - that proceed to maul my DDs which finally begin to retreat away from danger. I lost 3 outright and had 2 more limping away (relatively) at 25kts while my CAs and CLs are finally close enough to attempt covering the DDs retreat. I figure at this point I'm best off trying to disengage and sail off into the night. Of course, bad luck strikes again -- I allowed my CAs to get in too close and a couple lucky hits by a 10" fortification slow the leader from 24 kts down to 13. And then the BCs decide they want their pound of flesh as well as I frantically try to save the shattered remnants of my fleet. They head out of the harbor directly at my CAs luckily mostly missing them as they approach their wounded prey. At this point I'm mentally swearing off sneak attacks ever again. I don't know if they didn't see them due to the low visibility or something, but I was able to take manual control of my 3 remaining undamaged DDs (now that they were in range of my flag formation) and swing them around and get well into torpedo range of the BCs. By the time they start avoiding, it was way too late. Over the next few ticks I get 5 or 6 Torpedo hit notifications against the two BCs. The lead took 4 or 5. The other took one. The former sinks almost immediately, the second turned around to head back to port. The next tick it gets hit in the steering gear by one of my 10" armed CAs and spends the next few minutes circling as it sinks. A passing CL finished it off with a second torpedo from it's submerged tubes. Unfortunately, one of the CAs was damaged enough to sink while I was withdrawing and one of the CLs had gotten sunk by fortification during the escape attempt, but this opening action was won and gave me a huge VP advantage . Less than 10 months later, a peace is concluded with only minor concessions despite my protests I really wish I would have taken some pictures of this one, if for no other reason than the ridiculous number of fortifications involved.
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keris
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Post by keris on Jun 30, 2017 15:00:24 GMT -6
What are they doing here then if there are no seaplanes in RTW? Is it a bug caused by legacy code? Ships being misidentified as a type not in the game? Ah but they do exist (At least aircraft of an undesignated type)! I've run into them. In fact, here's a screenshot!
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keris
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Post by keris on Jun 30, 2017 14:29:28 GMT -6
Not you, just photobucket being photobucket. If you right click>copy image address and then paste it into a new tab, that should work to open the images.
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keris
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Post by keris on Oct 18, 2016 10:18:40 GMT -6
New to the game, but here's my favorite design so far (Gotta say this game is the best $35 I've spent in recent memory) IMG This ship has saved my bacon so many times. I designed these ships because for some reason, the AI likes to run/ turn away from me and very rarely was I able to bring my full firepower when I was using rear turrets. Kurama and it's sister Hiei have taken down a combined 12 BC and BB between them, mostly UK and Russian. I was lucky enough to get 14 quality 1's fairly early in the game and was able to lay these down around '17 and after some upgrading they stayed relevant through '50. One Later game battle it was 4 v 2. Two UK BB and two BC. My two Kurama class managed to sink all 4 and (barely) limp home to port. The tonnage difference was something like 3:1 or better in that one. Luckily it was a coastal bombardment mission and they hadn't been all grouped at the beginning. I eventually enlarged to 44k tons and up-armed/armored the design after I got 17s and two of those were successful in wrecking about 75% of the Italian navy with just some DDs for screening and to finish off the cripples. It's laid out like the real-world Dunkerque-class: en.wikipedia.org/wiki/Dunkerque-class_battleshipYep, The Dunqerque and Nelson were the inspiration. Unfortunately, I didn't have quad turrets at the time or it would have been even closer to the dunq.
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keris
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Post by keris on Oct 17, 2016 11:20:53 GMT -6
In recent campaign I lost at least 4 mothballed ships to mines, plus 1-2 were sunk by submarines. Is it intentional? I can understand a submarine sneaking into port and sinking old ship, but how mothballed ship can hit a mine? Besides, I had never seen MTB attacking anyone, they tend to converge within "suspected minefield" radius. But maybe that is just my bad luck? I had something in a similar vein happen to me. Retreated a BB into port in the middle of a coastal defense. It was then sunk, by either a mine or submarine, cant remember, at the end of the battle in a pop up "As it was leaving the battle" (or however it's worded)... even though it was already in port and presumably safe.
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keris
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Post by keris on Oct 14, 2016 6:41:02 GMT -6
Not sure if this has been said, but something towards usability (assuming setup/ship management is similar to rtw I):
The ability to FILTER, not just sort, the 'In Service' ship screen would be really nice. Towards end game, when I have about 15 different ship classes and dozens of ships in 3-4 different locations, managing them gets to be a bit tedious. I'd like to be able to filter on some of the different columns (and preferably more than one). For example, when deciding fleet stationing before a war, I'd like to be able to sort for ships > a certain tonnage, or of a certain class or classification, or by location so I can make sure all of my possessions are covered tonnage-wise without having to sort through 60 old light cruisers and destroyers. Sorting helps somewhat, but towards the end of the game I end up missing things or leaving critical ships in places where they aren't needed.
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keris
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Post by keris on Oct 5, 2016 21:10:24 GMT -6
New to the game, but here's my favorite design so far (Gotta say this game is the best $35 I've spent in recent memory) IMG This ship has saved my bacon so many times. I designed these ships because for some reason, the AI likes to run/ turn away from me and very rarely was I able to bring my full firepower when I was using rear turrets. Kurama and it's sister Hiei have taken down a combined 12 BC and BB between them, mostly UK and Russian. I was lucky enough to get 14 quality 1's fairly early in the game and was able to lay these down around '17 and after some upgrading they stayed relevant through '50. One battle it was 4 v 2. Two UK BB and two BC. My two Kurama class managed to sink all 4 and (barely) limp home to port. Luckily it was a coastal bombardment mission and they hadn't been all grouped at the beginning. I eventually enlarged to 44k tons and up-armed/armored the design after I got 17s and two of those were successful in wrecking about 75% of the Italian navy with just some DDs for screening and to finish off the cripples. That's a great and very aggressive design! Really a true fast battleship, and towards late game it's really the sort of combination you want, especially since it'll often be matched against BCs that will be at a disadvantage against a ship this well-armored. It does have one weakness you want to be careful about (other than the lack of aft armament, though that's less of a weakness and more a limitation) - the turret (primary and secondary) armor. There's both the cost of losing a turret when your firepower is concentrated in just two of them, and then there's the explosion risk - the large secondaries are definitely a risk on that too, since those have big magazines. I would actually trade some of the belt armor for more on weapons - personally, I tend to put at least 1 inch more on main turrets than on the belt. Sounds like these ships worked out really well for you! Thanks for the tips! Next time I think I'll go for smaller but more armored secondaries. 8's are kind of overkill in most situations. I do realize I got lucky with having turret armor that thin on these ships without any critical losses. There were a couple battles where one or both turrets were out of the fight by the time things started winding down. I also tend to devote way too much tonnage to extra ammo on the main guns (I hate having to turn away because I don't have anything left to throw at the enemy). Does having more increase chance of magazine detonations?
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keris
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Post by keris on Oct 5, 2016 20:58:54 GMT -6
New to the game, but here's my favorite design so far (Gotta say this game is the best $35 I've spent in recent memory) This ship has saved my bacon so many times. I designed these ships because for some reason, the AI likes to run/ turn away from me and very rarely was I able to bring my full firepower when I was using rear turrets. Kurama and it's sister Hiei have taken down a combined 12 BC and BB between them, mostly UK and Russian. I was lucky enough to get 14 quality 1's fairly early in the game and was able to lay these down around '17 and after some upgrading they stayed relevant through '50. One Later game battle it was 4 v 2. Two UK BB and two BC. My two Kurama class managed to sink all 4 and (barely) limp home to port. The tonnage difference was something like 3:1 or better in that one. Luckily it was a coastal bombardment mission and they hadn't been all grouped at the beginning. I eventually enlarged to 44k tons and up-armed/armored the design after I got 17s and two of those were successful in wrecking about 75% of the Italian navy with just some DDs for screening and to finish off the cripples. Your ship has quite an interesting steampunk look, keris. If you have one, I'd really like to see a side view. Sorry, haven't really got one of those and the couple I've tried to make didn't come out very well. It only ended up looking that way because I got tired of messing with the little lines and just went with what I had.
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keris
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Posts: 31
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Post by keris on Oct 5, 2016 11:38:05 GMT -6
New to the game, but here's my favorite design so far (Gotta say this game is the best $35 I've spent in recent memory) This ship has saved my bacon so many times. I designed these ships because for some reason, the AI likes to run/ turn away from me and very rarely was I able to bring my full firepower when I was using rear turrets. Kurama and it's sister Hiei have taken down a combined 12 BC and BB between them, mostly UK and Russian. I was lucky enough to get 14 quality 1's fairly early in the game and was able to lay these down around '17 and after some upgrading they stayed relevant through '50. One Later game battle it was 4 v 2. Two UK BB and two BC. My two Kurama class managed to sink all 4 and (barely) limp home to port. The tonnage difference was something like 3:1 or better in that one. Luckily it was a coastal bombardment mission and they hadn't been all grouped at the beginning. I eventually enlarged to 44k tons and up-armed/armored the design after I got 17s and two of those were successful in wrecking about 75% of the Italian navy with just some DDs for screening and to finish off the cripples.
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