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Post by julianbarker on Jul 11, 2015 15:59:45 GMT -6
I guess that, unless the six were at the objective point of the scenario they don't count, just as with a SAI campaign, it depends where you sunk them.
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Post by Fredrik W on Jul 12, 2015 2:57:30 GMT -6
It is probably as Julian says, there is a distance from the objective, but that is 100 nm, and it seems hard to believe that the convoy moved 100 nm in the time frame of the scenario. You apparently savaged the convoy, so you should get the objective points. I will check if the objective is in the right place in the scenario.
Edit: Yes, the objective was in the wrong location, so that was a scenario bug. Thanks for the report!
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Post by derflinger58 on Jul 12, 2015 3:49:45 GMT -6
you are welcome ; I really enjoy this game, it's just the right combo of strategic and tactical....and also thanks for the CSA flag !!!
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Post by brucesim2003 on Jul 12, 2015 7:15:03 GMT -6
Don't say too much about the CSA flag....some state legislature might say you gotta remove it!
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Post by derflinger58 on Jul 12, 2015 7:46:23 GMT -6
yeah I know..... what a joke...
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Matto
Junior Member
Posts: 56
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Post by Matto on Jul 12, 2015 13:21:18 GMT -6
Here is screen ... I saw it many times. For all I sunk what is necessary, it was not counted ... I think it is because I did not see it in fact, it was result after battle
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Post by Fredrik W on Jul 12, 2015 14:19:29 GMT -6
Sunk ships need to be within 100 nm of the objective, though I have discovered that in some convoy scenarios, the objective is misplaced.
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Matto
Junior Member
Posts: 56
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Post by Matto on Jul 12, 2015 15:28:03 GMT -6
Ok,so will be repaired soon I hope. I checked it. I had convoy mission near Tarento, but target point was located near Dacar in Africa... little bit far
Anyway thanks for great game, I'm really happy with it!!!
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Post by Fredrik W on Jul 13, 2015 0:15:44 GMT -6
Already working on v 1.1. It will be fixed, noworries!
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jma286
Junior Member
Posts: 97
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Post by jma286 on Jul 13, 2015 0:32:02 GMT -6
One minor issue I've noticed: If I save during a battle and then reload and complete it, enemy ships that were crippled when I saved have design speeds of 3 knots when I reload the game. This causes a reduction in the number of VP I get; earlier today I sank a German battlecruiser worth 80,000, but only got 60,000 because the game calculated its speed as 3 knots rather than 25.
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Post by eisenengel on Jul 13, 2015 22:11:55 GMT -6
When I click on "All the world's fighting ships" in the battle interface I get an access violation.
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Post by Fredrik W on Jul 14, 2015 0:07:17 GMT -6
When I click on "All the world's fighting ships" in the battle interface I get an access violation. Ah, yes, that is a carryover from SAI, the button should have been removed or adapted to RTW. Thanks!
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Post by elouda on Jul 14, 2015 1:11:49 GMT -6
Overall I've had very few problems, here's the few that did happen. Sadly I did not have the presence of mind to screenshot or record them in more detail, but will do so if they happen again;
1) Occasional errors presumably relating to AI ship designs when a treaty is active. Had this happen with both a 12,000t & 8in treaty, and much more often with a 19,800t & 13in treaty (seemed to mostly refer to the UK?)
2) 14in turreted coastal battery threw errors upon completion
3) Fire control tech 'Advanced directors' did not seem to add an further options despite the tech saying that it 'Enables advanced director on ships'
4) Could not seem to switch to oil-firing after 1920 as Japan, despite the manual suggesting that post-1920, it could be done without access to oil
5) Crew size seems a little odd at times, and seems to start decreasing as you approach the 52000ton design limit (also, crew sizes in general seem a little too low - a 'New Mexico' equivalent only has ~700 crew instead of 1050)
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Post by darkrenown on Jul 14, 2015 9:54:14 GMT -6
Quoting someone else from another forum talking about RTW: "Battleship engagement: the French fleet hides in shame! +50 VP for Britain Battleship engagement: the French fleet hides in shame! +50 VP for Britain Battleship engagement: the French fleet hides in shame! +50 VP for Britain A British destroyer on a one-ship mission to blow up a 12" coastal battery in the middle of the night, during a storm, while being chased by the entire French fleet gets torpedoed on the way home! +1350 VP for France I really think the penalty for declining fleet engagements repeatedly should be higher and there should a check to see if coastal bombardment missions are even possible." A few others also reported getting impossible bombardment missions, e.g.: i.imgur.com/GSOfUr7.pngFinally, there was some talk about ships only ever firing 1 torpedo mount per attack run. E.g. if you have a DD with 2 single port torpedo tubes it will run in, fire a single torpedo and run off - possibly to repeat this, rather than popping off both torpedoes.
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Post by elouda on Jul 14, 2015 10:44:43 GMT -6
Definately agree with the above about declined engagements - could it be scaled more directly to forces involved? So a single CA/CL with DDs might still be 50, but a fleet engagement might be several hundred.
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