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Couple of issues (one a bug)

Posted: Thu Oct 26, 2023 12:34 pm
by imp44791
1. An old bug that seems to be around still. After saving a battle after airbases have been invented, when reloading occasionally a ghost airbase is generated next to one of the player's divisions (generally the lead one). I mean right in the middle of the sea. Sometimes a battery is generated on it, in a jolly skull-and-bones pattern. Airbases seem to be a necessity for this bug: never -in my experience- have I seen "sea" batteries on their own.

Obviously the first turn the player advances, the ships get pummeled point blank by the ghost battery and everyone's guns retrain on the offending "land" feature - with no effect. It's like my cat chasing a laser dot.

2. Not a bug but extremely immersion breaking: Turret Jammed - Turret Back in Action - Turret Jammed Again! - No, back in action - Fooled Ya! It's jammed again! What do you know - it's back in action! I mentioned hyper cats above, that's also reminding me of them. I get it that old ships were dreadful in reliability, but jamming and unjamming 4-5 times in the course of 15 minutes is a teensy wee bit over the top. Can you take down the probability, or (even better) lengthen the time between jamming and fixing and then flipping a flag to not allow this to happen again in the same battle?

Re: Couple of issues (one a bug)

Posted: Thu Oct 26, 2023 1:04 pm
by MaximKI
Thanks for the report on this one. Do you have any screenshots and saves you provide us to help investigate what's going on?

Re: Couple of issues (one a bug)

Posted: Thu Oct 26, 2023 5:11 pm
by WLRoo
With regards to issue 2, are you playing with severe tech variability, and were they twin turrets?

I assume not, but wish to clarify because one of the 'severe tech issues' that can develop is that single turrets are superior to multi-turrets.

Re: Couple of issues (one a bug)

Posted: Thu Oct 26, 2023 9:38 pm
by imp44791
WLRoo wrote: Thu Oct 26, 2023 5:11 pm With regards to issue 2, are you playing with severe tech variability, and were they twin turrets?

I assume not, but wish to clarify because one of the 'severe tech issues' that can develop is that single turrets are superior to multi-turrets.
Yes max tech variation (always prefer it for flavour). But the problem is both in the 1890s when most ship have single turrets and later. Today I was having a surface action with dreadnoughts in the early 20s and the jamming of the turrets was absurd.

I don't mind unreliability, just this jam-unjam-jam-unjam loop.

To respond to the earlier question, sorry, the problem with having only 9 save slots means they get overwritten. Next time I see it I'll take at least a screenshot.

Re: Couple of issues (one a bug)

Posted: Fri Oct 27, 2023 3:29 am
by WLRoo
With regards to the saves:

What I've taken to doing is hitting the save button, then immediately opening 7-Zip and compacting the file with a name to remind me of the bug - you can do that without needing to quit the game - and then post the bug report later.

However, if you're playing with tech variation, the devs will need the save file so they can eliminate tech variations as the culprit.

Re: Couple of issues (one a bug)

Posted: Fri Oct 27, 2023 5:18 pm
by thedoctorking
I have the issue with the jamming turrets in a game without tech variation. I thought it was just an actual thing, maybe related to how heavy the armor is on the turrets?

Re: Couple of issues (one a bug)

Posted: Sat Oct 28, 2023 5:42 am
by WLRoo
Turret jams are a thing - it represents a number of issues, which is why turrets with more guns jam more often - but the OP was complaining about the frequency of such events, and they do have a point with the example they provide in that it does seem excessive.

Re: Couple of issues (one a bug)

Posted: Mon Oct 30, 2023 1:00 pm
by Searry
The turret jams are a trade off in my opinion. No problem there. If you put 4 gun turrets early you will get a lot of them f.e.

Re: Couple of issues (one a bug)

Posted: Wed Nov 01, 2023 3:43 pm
by imp44791
Searry wrote: Mon Oct 30, 2023 1:00 pm The turret jams are a trade off in my opinion. No problem there. If you put 4 gun turrets early you will get a lot of them f.e.
Just to repeat my point, the issue is not the jamming (though I very rarely use more than double turrets as I am a speed freak and I hate the limitation of max speed for >2 gun turrets). It's the jam-unjam-jam-unjam loop. For me the more realistic result would be: jam - wait a LONG time, perhaps 30-45 turns- unjam- no more jamming for this battle. Or even jam - LONG delay - attempt to unjam fails - turret out of action for the rest of the battle.