PhilThib wrote:A few comments about the naval warfare: it's not exact all ships had the same cannons...you have the large ones in the lower batteries (big SOLs) and smaller ones on the upper decks or bridge (especially on smaller vessels)...the main reason was that it was not possible to load big guns on the upper decks (or you had a Vasa-like capsizing issue).
Also the British (and Americans to a smaller extend) used extensively carronades on the upper deck, hence a serious punch value at close range (in fact we factored that in their higher 'assault' values).
BUT, it is a false assumption to assume bigger ship had a higher ROF...it took almost the same time to reload a gun, and most frequently it took longer for the bigger ones...so you don't need to increase the ROF at all, it should be the same for all..if you want to better represent the volley punch of the batteries of bigger ship, better increase the damage done.
Regarding 6), it's an oversight in the 1.02 patch, it should have been implemented to 125%
Regarding income, it needs to be tested, just to make sure that Britain has enough money to "loan" to allied nations (via options).
Taillebois wrote:The game is perfectly playable by normal human beings. Experts, nit pickers, and OCD types may experience life threatening issues.![]()
Taillebois wrote:The game is perfectly playable by normal human beings. Experts, nit pickers, and OCD types may experience life threatening issues.![]()
vicberg wrote:However, we ran into a problem in our PBEM game. Nelson and a Brit force engaged the Spanish with roughly equal forces off Gibraltar. Spain lost 29 ships (their entire force) and Britain 1 ship. We thought that was damn strange, so I did some digging.
TC271 wrote:The game is on its forth beta patch - the big scripted events (Pressburg, HRE disolution, Rhine Confederact, Saxon changing sides, Duchy Of Warsaw ETC ETC) that are pretty much core to the game were all broken on release and although some have being fixed now this is till an ongoing issue - this leaves aside AI microstack issues, bat-shit weird diplomacy ETC)
Those encountering problem and trying to help fix them are evidently not nit pickers. I am a day one buyer who is trying to be constructive (and overhelmingly positive about the scope and beauty of this game) but am also effectively a paying beta tester.
lukasberger wrote:I guess I don't see why this is strange or a problem?
Seems quite accurate to me.
At Trafalagar the Franco/Spanish fleet lost 22 ships and the British none.
At The Nile the French lost 13 ships and the British none.
At Copenhagen the Danes lost 15 ships and the British none.
You get the idea. All of those battles were between roughly equal fleets or with the British being heavily outnumbered.
What would be a pity is if you somehow modified the system so that the British don't wipe the floor with other fleets.
Just my opinion for what it's worth (nothing!).
vicberg wrote:The problem was only 1 hit caused to the 29 ships lost. Didn't mention that. The Spanish caused only a single hit. No way. The battles of this period where characterized by being fairly close and damage to both sides. The British may not have lost ships during these engagements, but their ships took hits during the battles.
The problem lies with the combat mechanics. Start at range 5. Everything that can fire will fire and chooses a target based on CBT signature (a percent chance) on opposing side. After range 5 is done, go to range 4 and down to range 0 (assault or boarding combat). The big ships had range 5 versus 4 range or 3 range for smaller ships (74s on down). British have higher initiative and were getting first shot. The damage and cohesion caused were at levels where one hit meant an opposing ship would attempt to disengage. Disengaging ships become easier to hit. A vicious circle that were causing 29 ships lost and only causing a single hit. Give big ships first shot and initiative and battles will be heavily lopsided. No way you can convince me that was historical.
vicberg wrote:Give big ships first shot and initiative and battles will be heavily lopsided. No way you can convince me that was historical.
TC271 wrote:Vic,
Do you want any testers or even help with the game. I am increasingly convinced the game needs a complete overhaul to be playable!
The game is perfectly playable by normal human beings. Experts, nit pickers, and OCD types may experience life threatening issues.
Taillebois wrote:The game is perfectly playable by normal human beings. Experts, nit pickers, and OCD types may experience life threatening issues.![]()
vicberg wrote:It's not an engine issue. There's build supply depot cards. I'm going to remove restrictions on them so they may be placed on friendly regions. RHC will be considered part of France. Full control. That means that either troops can build depots or the cards may be played.
Alias = rgdBuildDepot
Name = $rgd_nam_BuildDepot
ShortName = $rgd_shortnam_BuildDepot
Text = $rgd_txt_BuildDepot
Kind = $rgdSocial
Subtype = $dstMilControl
SoundsPlayed = $snd_RGD_BuildDepot
ImageMap = RgnDecision_OnMap_BuildDepot.png
ImagePanel = RgnDecision_BuildDepot.png
ImageFlavor = NGC_MCIncr.png
MinControl = 75
MustHaveInThisSUFamily = $famElite|$famLine|$famcavalry|$famMilitia
MustHaveNumQualify = 1
MustNotBePillaged = 1
Duration = 3
Inp_Abs_Money = 300
Inp_Abs_Conscript = 5
Effect_PostponeEnd = 1
Effect_RemoveFromFP = 1
Effect_StartStructure = $Depot
Effect_DevLevelMod = 3
Effect_Str_Ongoing = str_Msg_CMN_ongoing_BuildDepot
Effect_Str_Success = str_CMN_rgd_BuildDepot
AIImprovedCalc = 1
AIModChanceMoneyLevel = 2
...and the cost of Depots using "units building"
MoneyCost = 10
WSUCost = 0
DayCost = 13
MiniCityLevel = 0
....
EltSubType0 = $SupplyType
EltAmount0 = 0
EltSubType1 = $OnFieldConscript
EltAmount1 = 5
lodilefty wrote:I don't see any region ownership requirement on the Depot RGD?
Bt you need combat troops, 75% control, and 300 Money and 5 Conscripts.....
..as there is no defined SpecialInputCost_OwnKind it shouldn't matter.....
indicates 10 money and 5 conscripts....
...hehe, we should probably get the Mony to be consistent.....![]()
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