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Post by joebob73 on Aug 17, 2016 0:13:43 GMT -6
Nice.
I like to think she would have become a museum ship after being decommissioned, with 50 years of service and more than 10 capital ships sunk. Not bad for an old armored cruiser. Some of those capital ships displaced almost twice as this ship.
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Post by joebob73 on Aug 17, 2016 0:07:07 GMT -6
Could we get an option to make magazine detonations less common for the enemy? When 4 battleships blow up in a single engagement, none of them yours, it seems a bit ridiculous. And no, this wasn't against Britain.
Also, could the crit hit chance of small guns (3"-7") be slightly reduced against heavily armored ships? Having a BB dropped from 28 knots to 14 by a CL landing 7 consecutive "uptakes perforated" hits in a few turns doesn't seem too realistic. Same with one of my DDs leaving an enemy BB dead in the water from 2 consecutive "salt water enters feed tanks" hits with 5" HE.
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Post by joebob73 on Aug 16, 2016 21:49:13 GMT -6
Would a RTW screenshot be enough? If so, I would quite like this one done. USN armored cruiser, laid down 1899, still in service at 1950 game end. Mmmmmmmmmm I can do that! Just a forwarning, the superstructure is going to look iffy, they're the hardest parts to do! That's fine, I can never get it to look right ingame anyways.
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Post by joebob73 on Aug 16, 2016 14:05:48 GMT -6
Any idea why I'm getting a message saying "illegal speed value" after hitting the "turn" button? I am guessing the AI is trying to design something illegal. Was it only once or does it persist? Only once, but it happens 2-3 times per game. Could it be a 35 knot DD design hitting the "exceeding design speed" event?
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Post by joebob73 on Aug 16, 2016 13:51:05 GMT -6
Attachment DeletedAny idea why I'm getting a message saying "illegal speed value" after hitting the "turn" button?
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Post by joebob73 on Aug 16, 2016 13:36:56 GMT -6
I really like the idea of tying the fate of a convoy to the success of an invasion. It would make you feel like you are actually trying to accomplish a specific goal that could influence the course of the war. I wouldn't expect this to happen often in the game but when it did happen it would really ramp up the importance and intensity of the battle. Similarly, bombardment missions could also have an influence on invasions with a commensurate increase in the emotional involvement for the player. As it stands now most battles feel more like exercises in naval tactics. I feel that having a battle actually have a direct discernible influence on a specific event in the game would really increase player involvement. It is a good idea, not all that easily implemented however, but we'll see... It sounds hard enough to me, and I don't even program.
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Post by joebob73 on Aug 16, 2016 12:52:30 GMT -6
Would a RTW screenshot be enough? If so, I would quite like this one done. USN armored cruiser, laid down 1899, still in service at 1950 game end.
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Post by joebob73 on Aug 16, 2016 12:38:59 GMT -6
In actual practice, older battleships like ours escorted convoys to England and to the Fiji Islands all the time. The British did the same thing when escorting their convoys to the Med or the Far East. It isn't too far fetched although sometimes it really doesn't make any sense. No no no no. This was 20 bloody brand new dreadnoughts and battlecruisers escorting 4-6 tiny merchant vessels. That seems to be a side effect of the scripted quantity of merchant ships. Some of the larger battles in the Mediterranean in WW2 were fought over smallish convoys. For example the Second battle of Sirte had far more warships than merchantmen participating. Would it be possible to implement larger convoys that can show up towards the end of the game? With a major point reward if you manage to sink them all, but a significant point loss if the convoy escapes? Maybe even tie the "our forces have invaded/enemy forces have invaded" event to a successful defense of the convoy, as if the convoy was part of an amphibious assault force?
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Post by joebob73 on Aug 16, 2016 12:32:24 GMT -6
An issue... The auto system is STUPIDLY simple, from what I understand. As long as your ship is bigger, and/or faster, you will ALWAYS win, with no losses. By 1920, you SHOULD have 52 kiloton battleships, and thus ergo win every battle from then onwards...AUTOMATICALLY!? Sometimes strange things can happen. Such as a heavy cruiser sinking an intercepting battlecruiser. But yes, that's usually what happens.
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Post by joebob73 on Aug 15, 2016 0:47:37 GMT -6
I'm noticing a bug with the "ships sunk" list. Sometimes, ships sunk near the start of the game disappear from the list by the end. Only seems to happen for enemy ships, and is extremely noticeable if you play all the way to 1950.
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Post by joebob73 on Aug 10, 2016 20:27:33 GMT -6
One idea I had would be increasing the chance of getting ships as war prizes. Or maybe even making that work similar to how you can take colonies at the end of a war. Certain nations like Italy don't have many attractive colonies, to the point where I would usually rather take ships than them. Also, it just feels like justice when you get the chance to take one of the ships that gave you issues during the war for your own fleet.
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Post by joebob73 on Aug 9, 2016 12:08:36 GMT -6
For the ship size limit you could mod in a treaty to do that. You would have to reset it every time a war occurred, but it would keep larger ships from being laid down in most cases. That'd be rather random generated though, right?...Like not a 100% chance to stay on? If you edit the right values, you can make a treaty at any time, without needing the event to trigger. And you can make it with any gun size and tonnage restrictions you want.
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Post by joebob73 on Aug 9, 2016 9:44:42 GMT -6
For the ship size limit you could mod in a treaty to do that. You would have to reset it every time a war occurred, but it would keep larger ships from being laid down in most cases.
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Post by joebob73 on Aug 8, 2016 16:09:57 GMT -6
I didn't mean editing the force comp, I meant actually picking the ship out and sending it back to port. Getting saddled with a 20 knot dreadnought as the lead ship of a column of 28-knot fast BBs is really aggravating.
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Post by joebob73 on Aug 8, 2016 9:38:40 GMT -6
Tends to happen. Half of that is due to the maximum ingame vision range being around 28k yards, and the usual maximum spotting distance being closer to 20k. And then there's the annoying tendency for all fleet battles/battleship actions to start in a strong gale, with heavy rain, at night. Then the spot range is only 1k yards and EVERYTHING eats torpedoes. Yeah, raining/night battles are a little too often... ;\ But even in daylight, with cruiser scouting, enemy BB's try getting within 16k... The best is when you get a night battle and your battle-line and the enemy's fleet are mixed together at the start. Lost an entire fleet that way, none of my ships ever even tried to fire. Actually ended up save-scumming out of that, because losing 8! battleships before you can even take control is a little bit broken. That's only the second time I've ever done that, first was when I had 4 new 52k ton BBs against a single 37k ton BB, which blew 3 of them up and destroyed all of the remaining one's turrets. And it only had 15" guns vs my ships' 16" turret armor and 14" belts. Now for an actual suggestion, could we get the ability to detach an undamaged ship? I get a lot of ships in my battles that I really don't want, such as very old BBs in a fleet action, or a single slower BC attached to my BC squadron that limits the speed. Being able to send them back to port without getting them damaged would be nice.
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