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Post by klavohunter on Jun 4, 2019 10:12:57 GMT -6
When did you start the game - 1920 What nation were you playing? Germany Were there any start options that were not the default? Very Large Fleet, Treaty of Versailles, Historical Treaty of London Describe the issue in detail. After a hard-fought battle (large coastal raid, I think?) with my crap starting fleet against the Soviets' bigger, less-crappy starting fleet, I received an error message at the end of the battle, and did not get the battle details page displayed. When I closed out of the battle, neither I nor the enemy received any VP for the battle. I did observe that their ships were still sunk, though. What were you doing when the bug occurred? Sailing away from Aland until the clock ran out. What did you expect to happen and how was the result you saw different than you expected. I was expecting points and prestige for sinking a BB and BC, and maybe a favorable end to the war! I'm going to need to find out how to edit in some VPs for my side! Can you describe how to reproduce the bug? No. What version of the game were you playing? v1.02
Sorry, I was lazy and didn't take screenshots immediately, I thought the error message was just going to be one that went away harmlessly. I can attach a save later, but not right now.
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Post by klavohunter on Jun 1, 2019 19:04:20 GMT -6
I made CLAAs with a pair of floatplanes; my late-game Alaska-style cruiser-hunter/raider BC had a flock of like 8 floatplanes to help her spot targets.
I even had my corvettes mounting floatplanes, though I think they probably had no effect on ASW.
I didn't bother with them on my Battleships, though, since my earlier boats were lacking in a lot of secondary guns and other features to ensure I could keep up in the dreadnought race of main guns and armor. I felt no need to put them on later Battleships since so many other ships had air cover for them.
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Post by klavohunter on May 30, 2019 16:42:51 GMT -6
I also had this issue during the 1900-start game I played.
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Post by klavohunter on May 29, 2019 20:27:54 GMT -6
The times I dint start my carrier battles in the dark I kept my pure BB oponent at bay despite me being blockaded. Guessing my CV DD combo didnt protected me from being blockaded. Won the war eventually Loosing just one carrier by a sub. CVs weren't being counted for blockade weight before the 1.02 patch, that was part of the problem.
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Post by klavohunter on May 29, 2019 19:41:30 GMT -6
you can kind of do that by building and maintaining 100+ medium range subs and executing unrestricted sub warfare - tensions will gradually rise with all countries until they eventually all join the war against you. easier if you go into the war with an alliance of course in RtW1 i'v been at war with the world a few times late game when i have a killer navy to hold my own - it's pretty fun actually Can confirm this works. I started the Great World War in 1949 as CSA allied with fascist Germany, fighting the USA. The Soviet Union and Great Britain joined in to help after Confederate subs sank everything that didn't run away fast enough.
Unfortunately, aside from Britain sending a few ships to contest the Caribbean, the participation of both sides' allies was negligible compared to the epic USN-CSN grudge match off the eastern seaboard monopolizing all the action.
I ended up with Jamaica in the peace deal, the only remaining non-CSA/neutral colony in the Caribbean is Trinidad. Sometime during the war, Germany Blitzkrieged Norway.
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Post by klavohunter on May 29, 2019 18:23:33 GMT -6
I would like to summarize my opinion on the arguments from the last 2 pages of this thread. Even the green line may be very much different than the black one, but mixing together the red lines and the blue line is a total nonsense. Rule The Waves 3: Time Heist
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Post by klavohunter on May 29, 2019 18:02:31 GMT -6
I think I've seen this behavior also... I often notice my bombers have returned to the ship, but that my fighters haven't made it home yet, so I end up desperately searching for leftover fighters to escort my second airstrike.
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Post by klavohunter on May 29, 2019 17:58:21 GMT -6
I second Admiral Ramjb's motion!
[x] 4 x fast cruiser, 2 x Heavy Secondary B, 2 x First Rate cruiser
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Post by klavohunter on May 29, 2019 17:12:24 GMT -6
Bring us alongside, away all boarding parties! Capture that ship and her magnificent guns for the glory of jolly ol' England!
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Post by klavohunter on May 28, 2019 22:24:08 GMT -6
After a certain date (1928? Don't quote me on that.), coastal batteries do receive some AA guns. I've been tempted to add extra coastal gun batteries just to add more AA defense for my Airbases.
(The real solution was just to make the Airbase bigger and add 20 more Fighters.)
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Post by klavohunter on May 28, 2019 19:47:35 GMT -6
I also saw a carrier catch a 'dud' bomb that started a fire anyways... Perhaps it smashed open a fuel can and startled a sailor having a smoke break!
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Post by klavohunter on May 26, 2019 9:54:38 GMT -6
Nukes on all the missiles, just like real life! [/joking]
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Post by klavohunter on May 25, 2019 22:45:32 GMT -6
Could've been a drifting mine, instead of one anchored to the bottom. Gorgeous ships, though!
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Post by klavohunter on May 25, 2019 12:50:55 GMT -6
You'll have more and better use of your carriers when you get the tech that splits your carriers off as their own group, the way Battlecruisers get.
Up until then it looks like the game really limits deployment of your awesome Carriers because... your people in-game haven't figured out the best way to operate Carriers, even though the Player obviously knows.
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Post by klavohunter on May 23, 2019 20:39:28 GMT -6
Armor's a hell of a drug. God help you the day the AI learns about torpedoes
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