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Post by garychildress on May 21, 2019 21:19:27 GMT -6
Apologies for not going through the 21 pages to see if this has been mentioned or not. I'm not sure if this is an error or not, however, it seems counter intuitive that a larger (tonnage wise), faster, heavier armored, and heavier armed BC should cost less per month to build than a CA. CAs appear to generally be the most expensive ships for some reason. Thanks. Attachment Deleted
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Post by Noname117 on May 21, 2019 21:21:15 GMT -6
Apologies for not going through the 21 pages to see if this has been mentioned or not. I'm not sure if this is an error or not, however, it seems counter intuitive that a faster, heavier armored, and heavier armed BC should cost less per month to build than a CA. CAs appear to generally be the most expensive ships for some reason. Thanks. CAs build in less time I think.
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Post by garychildress on May 21, 2019 21:23:01 GMT -6
Apologies for not going through the 21 pages to see if this has been mentioned or not. I'm not sure if this is an error or not, however, it seems counter intuitive that a faster, heavier armored, and heavier armed BC should cost less per month to build than a CA. CAs appear to generally be the most expensive ships for some reason. Thanks. CAs build in less time I think. Hmm, that could be it. The CA costs a total of 97k and the BC 102k, not too much difference there but maybe that could be it, I suppose. (However, the CA is also an older design than the BC, by two years.)
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Post by sloanjh on May 21, 2019 21:48:19 GMT -6
Same game as before. My two CL intercepted a CA, and were running away. Phoebe was being chased, Comus was a long way in the lead (initial spawn was in search formation). I realized Phoebe could make 24 knots (Comus can only make 21) so I kicked the speed up, and instantly got a message that Comus couldn't keep up (even though it was far ahead of Phoebe in the direction of travel and so distance would have been decreasing). I detached Comus, and it instantly turned around to go towards Phoebe (and hence the pursuing CA). Once it got close, I got a log message that Comus had reattached, but I still saw the triangle on it, and it still shows up in the OOB [AHA!!] - it actually shows up in the OOB twice, once in CL Division 1 and as an empty detached Comus* division. When I try to right-click on the Comus* flag, I get an access violation, which requires 19 "ok" clicks to click through, then presents an empty division status screen (which makes sense as Comus* is empty). If I save out and restart the extra Comus* division goes away. Attachment DeletedAttachment DeletedSo I see two issues: 1) A slower division mate should not generate a "can't keep up" event if it is ahead of the division flag in the division flag's direction of travel. 2) Reattach failed to remove the detached division. When did you start the game - 1900 or 1920? -> 1900 What nation were you playing? -> Great Britain Were there any start options that were not the default? -> build own legacy fleet; large fleets highest difficulty Describe the issue in detail. -> Ship hit a mine, but I was told it was a torpedo. What were you doing when the bug occurred? -> See above What did you expect to happen and how was the result you saw different than you expected. -> See above Can you describe how to reproduce the bug? -> No - I've had other ships reattach just fine
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Post by garychildress on May 21, 2019 21:50:35 GMT -6
One more. Not a huge deal, however, I noticed that when I looked at my own forces in the almanac, either the values for their speed are wrong (for just about every one of my ships) or else it's giving me FOW for my own fleet. Not sure if that is WAD or not. Thanks. Attachment Deleted
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Post by sloanjh on May 21, 2019 22:44:09 GMT -6
Naval aircraft maintenance cost doesn't auto-refresh when I disband a squadron (definitely from reserve; probably from airbase). If I put a ship into reserve fleet and back to active it (correctly) forces a refresh of the value.
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Post by tortugapower on May 21, 2019 23:26:02 GMT -6
In combat, if you press space bar to advance one minute/turn, it will sometimes advance several minutes/turns.
(This might be a carry-over all the way from SAI through RtW1 to RtW2 but I've noticed it most significantly in RtW2.)
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Post by pirateradar on May 21, 2019 23:36:24 GMT -6
When did you start the game - 1900 What nation were you playing? - Japan
Were there any start options that were not the default? - Very big fleets Describe the issue in detail. - Enemy AMC shows up as a Battleship in battle. Actual 3 ships of that class that the AI is building have not been constructed yet. Upon right click the AMC, proper class description shows up. It's misidentified as an Elsass class battleship in the battle logs as well. What were you doing when the bug occurred? - Raiding enemy convoy in support of land battle. What did you expect to happen and how was the result you saw different than you expected. - For proper class identification to show up next to the identified ship. 2kt AMC is very different beast from 15kt Battleship. Can you describe how to reproduce the bug? - Play the game It is not a bug, it is WAD. The ship is mis-identified. The true class should not be revealed when right clicking though. When we (the players) zoom in, though, we can simply see the ship layout and it's plain that it's not a B. Will the fix for letting us right-click also make it so that when a ship is misidentified, the top-down view of the misidentified class appears in the battle instead of the correct one, or is that not possible?
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Post by luciussulla on May 22, 2019 0:28:24 GMT -6
I started the game with Germany in 1900. I am at war with France and planning an invasion to Algier.
The invasion battle (the one escorting troop transports) fired in mediterranean; France declined to participate and the invasion automatically started. In the same turn the next battle occurs in Northern Europe. The scenario takes place in Northern Europe; I ended up with six transports and the objective to escort four of them to "objective". Nowhere in the map is the "objective" shown.
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Post by thesovietonion on May 22, 2019 0:38:29 GMT -6
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Post by dorn on May 22, 2019 2:16:29 GMT -6
Fleet excercise - number of destroyers in division
I tried to get the sixth destroyer in destroyer division but it does no allow me reporting that they can do it only for destroyer division (as screeen). But it is destroyer division.
Fleet excercise - same ship on both side
I think that it is real excercise with "real" ships, not Academy tests. I think that same ship should be allowed only on one side (see Benbow class and it is for all ships possible)
EDIT: added the second issue
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corgi
New Member
Posts: 43
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Post by corgi on May 22, 2019 2:51:14 GMT -6
Invading Rhodes from Cyprus as Germany, it's impossible to complete the invasion battle because the target is within the 'suspected enemy minefield' circle.
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Post by dorn on May 22, 2019 3:01:08 GMT -6
Aircraft repairs on sunk carriers
During fleet excercise.
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Post by tordenskjold on May 22, 2019 4:39:34 GMT -6
Invading Rhodes from Cyprus as Germany, it's impossible to complete the invasion battle because the target is within the 'suspected enemy minefield' circle. Well, with carrier aircraft it isn't.
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Post by dorn on May 22, 2019 5:24:28 GMT -6
Design - refit with additional deck armour bug
I am not 100 % certain as I cannot verify it and need to rely on my memory but I have original design of BC and BB and made refit adding additional deck armour. I am quite sure I did not have remaining 1000 tons free tonnage. However when I open both designs for refit I have checked additional deck armour and starting with 1000 tons of free tonnage. It seems to me weight of additional armour disappered.
Save included, you can look on Bacchante class and Mars class. Important note: Both classes are done by AI as part of legacy fleet in 1920 start.
note: Opening for refit Mars class open it with 24 knots (I did no engine refit in 1928 refit) even if ship is stated as 20 knots. Same in Anson class.
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