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Post by stevethecat on May 20, 2023 13:50:12 GMT -6
I don't have the game so can't link anything, but a friend on discord does, from his Stream last night:
Right-clicking ships in missions for details doesn't work unless you are significantly zoomed out.
The interface text colour is incorrect in missions if you use custom colours on the log/report sections.
Torpedo launch sound still plays even when 'no sound effects' is selected.
Torpedo launch menu doesn't close after use.
Is lack of legacy fleet building on most starts a bug? It looked like a bug.
His game hung on opening 'build ship' after a 1890 start, we suspect because the list is quite bloated with a myriad of pre-designed ships.
Rebuilding ships doesn't give the lost speed back? Or does that come later as a tech unlock?
Fleet Morale never changes? Is that a feature that's going to get unlocked later?
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akd
Full Member
Posts: 126
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Post by akd on May 20, 2023 13:50:17 GMT -6
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Post by anoniemuis on May 20, 2023 13:51:48 GMT -6
shouldn't it be booming times? Attachments:
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Post by aeson on May 20, 2023 14:06:36 GMT -6
shouldn't it be booming times? No.
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Post by blarglol on May 20, 2023 14:10:00 GMT -6
Officer auto assign works really strange. For example, I have vacant position of division commander. I see in log, that some captain gets promoted and placed in command of that division. But actually he is promoted, but unassigned, and that position of division commander is taken by someone generated just this turn. Yes this just happened to me. Now I have extra Rear Admirals and ships that lost Captains for no reason.
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Post by williammiller on May 20, 2023 14:25:45 GMT -6
Bug with setting Ship/Division course? I tend to type in the desired course but the box seems to keep the original digits (unlike RTW2) For example Current course 150 I want to change to 180, so click on the box and enter 180 Box now shows heading 150180 …which defaults to 0 (in RTW2, I just typed 180 and the old heading was replaced) I’m loving the game and can work round it using the up/down arrows or editing the numbers in the box until they are correct for me Working with Windows 10, got the latest updates. Great game, I’m going to be lost in it for days Best wishes Douglas There will be a fix for this in first update for the game. BTW, you can easily set a course for a division by clicking on the division and then 'hold shift + click' on the map in the direction you wish to turn towards.
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Post by douglas on May 20, 2023 14:54:28 GMT -6
Bug with setting Ship/Division course? I tend to type in the desired course but the box seems to keep the original digits (unlike RTW2) For example Current course 150 I want to change to 180, so click on the box and enter 180 Box now shows heading 150180 …which defaults to 0 (in RTW2, I just typed 180 and the old heading was replaced) I’m loving the game and can work round it using the up/down arrows or editing the numbers in the box until they are correct for me Working with Windows 10, got the latest updates. Great game, I’m going to be lost in it for days Best wishes Douglas There will be a fix for this in first update for the game. BTW, you can easily set a course for a division by clicking on the division and then 'hold shift + click' on the map in the direction you wish to turn towards. Thanks, really enjoying the game. I’m glad you went for depth over glossy graphics (I like the graphics anyway) Fantastic job
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Post by gorbian on May 20, 2023 17:12:51 GMT -6
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Post by anoniemuis on May 21, 2023 2:05:48 GMT -6
is this suposed to be like this? (sorry for the low quality) Attachments:
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Post by enioch on May 21, 2023 2:36:13 GMT -6
So, potential bug, or me just being silly.
I have set up my carrier divisions like this: Carrier Flagship - > Independent Carrier Division -> Core Carrier Flagship Carrier Division 1 -> Core Carrier Division Carrier Division 2 -> Core carrier Division 1
Etc, daisy-chaining them.
This has led to carriers spawning in completely borked arrangements in battle, with no concern re: my division arrangements. Sometimes ships will be mixed between divisions, other times a different division will serve as flag. The highlight was this "Intelligence coup allowed us to ambush an enemy force!" battle, where my flag division was *two corvettes* and all of my carriers spawned as supporting those corvettes, which may be behavior as intended but it's not at all intuitive or reasonable.
How do I set a carrier division as the clear flag i.e. THE beginning of the daisy-chain and the flagship of my carrier forces? If there's a way to do it that works correctly, I haven't found it. For scouting forces, you can use the 'Scout Flag' role; but for carriers there is no "Carrier Flag" role that I can see.
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Post by xteam25boyz on May 21, 2023 5:27:02 GMT -6
Something about missiles: Before I start talking that, I have to say I unlocked almost all missile and radar (I remember at least lvl5 radar) by modifying the save file in 1890, so I totally understand that might cause unexpected issues. So here is not a "bug" report, I just tell you what I found and you can decide whether it is a bug or not. 1 Cannot mount multiple missile tubes on ship, unless unlock similar torpedo tube techs. For example, you have to unlock 4-tube torpedo to mount 4-tube missile. I understand that should not be a problem for "normal" players, but it might be a problem for people playing random techs. 2 "Fire at will" is not working at 1890. I'm 100% sure I have unlocked the missile and radar techs and the ships are in correct launch angle, but when I click the "fire at will", the target and ship are blank, but the salvo (manual launching) works fine. I can also use diving missile and adjust the stock. I just want to know is there a hard limit for the "fire at will" function (so I cannot make it work before some time) or is this function connected to a tech I didn't unlock (just like the connection between missile and torpedo tubes)? 3 When I manually launch the missiles, for example, I have a ship with 2x4-tubes SSM, so I have 8 in total. Now I select the target and click "fire one". If my ship is in correct angle and distance, 1 missile flys away and it's fine. However, sometimes the ship is not in good position so I have to wait for 1 turn, then they steer and fire 1 tube instead of 1 missile, that's weird. 4 Now I have the same ship (with 8 missiles), I launched 1 out, so now I should have 7 missiles remaining, but when I click "fire all", sometimes I still get all 8 missiles out...... I mean player might benefit from that (steal missiles from void) but it is really weird Its really difficult to analyze a modded game because of so many things that can go wrong that otherwise might be perfectly fine in an un-modded dataset. I do not recall seeing reports of any of these issues in the normal game so far at least, so likely it may be the result of changes made to the dataset. It looks like when time comes to 1943, the missile will be fully functional. The "fire at will" works and AI ships are also firing with their missiles. First I thought that might be the limit of missile tech (the first missile tech has a year of 1943), but even when I change it to 1890 and start a brand new game, the auto launching of missile still didn't work until I edit the time of save file to 1943, then it works. I assume the restriction has been hard coded into game so we cannot change that, it's OK for me and I don't think that's a bug, just let you know so if anyone else asking same thing you can tell them what I found.
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Post by enioch on May 21, 2023 5:27:03 GMT -6
Also, we are currently playing RTW Three:Please fix the [Detach!] code.
This is where my fleet is, in relation to the enemy:
Both Satsuma and Sagami form the southwesternmost formation in the first screenshot and have been explicitly ordered to detach and to return to the nearest base because of damage. The nearest base is Shanghai. They are ignoring those orders and returning to the battle time after time after time (the instant they leave the flagship radius), and it will get them sunk. This has been very frequent, throughout my playthrough and it's, regrettably, no surprise.
This is behavior that has been present from RTW 1 onwards (flooding ships detaching at max speed and killing themselves with failing damacon and collapsing bulkheads, ships deciding to come back to the battle after they've been ordered to leave etc). It was absurdly silly back then and it remains absurdly silly:
"Go back to Shanghai and get your boat fixed" is not an order that brooks misunderstanding or argument. It does not require a Nelson to carry it out. And when I give it I expect my (not Incompetent) ship commanders to bloody well obey it!
I want to play Rear Admiral, for the extra realism. I truly do. And I apologize if my frustration is showing, but I've been forced to play Captain's Mode for nearly ten years now (through the course of three installments of this otherwise excellent game series) because of the same issue, and it makes me seethe.
Please fix the [Detach!] behavior.
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Post by blarglol on May 21, 2023 9:24:22 GMT -6
So, potential bug, or me just being silly.
I have set up my carrier divisions like this: Carrier Flagship - > Independent Carrier Division -> Core Carrier Flagship Carrier Division 1 -> Core Carrier Division Carrier Division 2 -> Core carrier Division 1
Etc, daisy-chaining them.
This has led to carriers spawning in completely borked arrangements in battle, with no concern re: my division arrangements. Sometimes ships will be mixed between divisions, other times a different division will serve as flag. The highlight was this "Intelligence coup allowed us to ambush an enemy force!" battle, where my flag division was *two corvettes* and all of my carriers spawned as supporting those corvettes, which may be behavior as intended but it's not at all intuitive or reasonable.
How do I set a carrier division as the clear flag i.e. THE beginning of the daisy-chain and the flagship of my carrier forces? If there's a way to do it that works correctly, I haven't found it. For scouting forces, you can use the 'Scout Flag' role; but for carriers there is no "Carrier Flag" role that I can see.
Can't you set the lead carriers to the "Fleet Flag" role? You can with battleships. I don't think they're supposed to be independent.
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Post by ict2509a on May 21, 2023 9:58:37 GMT -6
While playing as the Americans in 1890, I received this error in 1906. Attachments:
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Post by williammiller on May 21, 2023 10:16:20 GMT -6
While playing as the Americans in 1890, I received this error in 1906. That may be a save game error - can you zip & post the save for that game (to a file-sharing or cloud service) and post a link to it here; that would greatly help us to track this down.
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