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ElBrak
Aug 24, 2004

"Muerte, buen compinche. Muerte."

Jimmy4400nav posted:

So which hulls are effective to make Minelayers? I was thinking of using the Armored Merchant Cruiser, but it keeps telling me its an illegal design.

I think the tech for minlayers is CL and CA only.

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Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Jimmy4400nav posted:

So which hulls are effective to make Minelayers? I was thinking of using the Armored Merchant Cruiser, but it keeps telling me its an illegal design.

MS class hulls.

Some other ships can load/use mines but requires tech, so you cant start with them automatically.

S w a y z e
Mar 19, 2007

f l a p

Designing your legacy ships using the Mad Max Name Generator thread is a good idea, I highly recommend it.

Edit: Such a good use of time

S w a y z e fucked around with this message at 19:20 on Jul 12, 2015

Adventure Pigeon
Nov 8, 2005

I am a master storyteller.
So how do I get my ships to actually fight together in a naval battle? It'll say I have 5 battleships and 10 destroyers in an area, but when the fight starts I just have 3 destroyers.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Adventure Pigeon posted:

So how do I get my ships to actually fight together in a naval battle? It'll say I have 5 battleships and 10 destroyers in an area, but when the fight starts I just have 3 destroyers.

RTW won't always include every ship in your navy. I don't know what the calculations are but you're more or less always fighting with portions rather than your entire navy. I think they treat is as some ships being on station, some on patrol and others on R&R.

ElBrak
Aug 24, 2004

"Muerte, buen compinche. Muerte."
Depends on what the mission is and the fleet size, you can see before you decide to accept or decline battle, fight size goes from 0 which is basically everything, up to like 3 or 4 i think. Which is like single cruiser on cruiser.

Also, eat my poo poo russia!

uPen
Jan 25, 2010

Zu Rodina!

Adventure Pigeon posted:

So how do I get my ships to actually fight together in a naval battle? It'll say I have 5 battleships and 10 destroyers in an area, but when the fight starts I just have 3 destroyers.

Most of the time you won't have your whole fleet unless the mission is Fleet Action in which case both sides will have their entire force on map. Most of the time, especially earlier in the game you'll have destroyer or cruiser actions where it's 1-6 ships on each side duking it out. One thing to keep in mind with cruiser actions is if you're in home waters you'll very often get support reinforcements where a heavy cruiser or two will steam into the fight after a few hours to finish it off.

pthighs
Jun 21, 2013

Pillbug
I just went to NWS online store. It's like they are actively trying to hide the fact that they have a new game out.

Adventure Pigeon
Nov 8, 2005

I am a master storyteller.
So I've had raiders scuttle due to lack of fuel in an area where I control bases. Do I have to move ships on and off raider duty to avoid this?

Asehujiko
Apr 6, 2011

How exactly is my ship here getting 14 hits with 12 shells here?

Also what the gently caress did they use to make that thing, it ate 121 15" shells before going down(to a destroyer cooking off a turret)http://pastebin.com/FWq2sxP9 :staredog:

dtkozl
Dec 17, 2001

ultima ratio regum

Adventure Pigeon posted:

So I've had raiders scuttle due to lack of fuel in an area where I control bases. Do I have to move ships on and off raider duty to avoid this?

Yeah I'd like to know about this stuff myself. I tried making some long range CAs and BCs but they tended to scuttle a lot and not get much done, long range CLs though tend to really do great. Most of the time they just get interned and don't scuttle and they seem to last a whole lot longer too.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Asehujiko posted:


How exactly is my ship here getting 14 hits with 12 shells here?

Also what the gently caress did they use to make that thing, it ate 121 15" shells before going down(to a destroyer cooking off a turret)http://pastebin.com/FWq2sxP9 :staredog:

HE or AP shells?

ElBrak
Aug 24, 2004

"Muerte, buen compinche. Muerte."
War with the Russians went on so long the Czar got killed by a revolution and I got sweet rear end peace terms. I swiped their only Dreadnought and the Balkans.

uPen
Jan 25, 2010

Zu Rodina!

dtkozl posted:

Yeah I'd like to know about this stuff myself. I tried making some long range CAs and BCs but they tended to scuttle a lot and not get much done, long range CLs though tend to really do great. Most of the time they just get interned and don't scuttle and they seem to last a whole lot longer too.

I think range is all that matters here. Long-range CA's do well too and they kick the poo poo out of patrolling CLs.

Pharnakes
Aug 14, 2009
Reliable engines helps too I'm pretty sure. Maybe also not being cramped?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Pharnakes posted:

Reliable engines helps too I'm pretty sure. Maybe also not being cramped?

You can't have a long range ship with cramped compartments (Unless this changes late game)

uPen
Jan 25, 2010

Zu Rodina!
You also can't set cramped ships to raider status.

Adventure Pigeon
Nov 8, 2005

I am a master storyteller.
So far, my biggest complaint is that it seems really hard to get your ships to launch torpedo attacks. I've gotten my destroyers to point blank range on an enemy battleship line but nothing comes out of them. Has anyone had any luck figuring out if there's a trick to forcing torpedo attacks?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Adventure Pigeon posted:

So far, my biggest complaint is that it seems really hard to get your ships to launch torpedo attacks. I've gotten my destroyers to point blank range on an enemy battleship line but nothing comes out of them. Has anyone had any luck figuring out if there's a trick to forcing torpedo attacks?

From what I recall the manuals stating, you should set "Flotilla Attack" on.


SAI Manual posted:

12.0 TORPEDOES
Torpedo firing is normally automated in the
game, and torpedoes will be fired by your
virtual torpedo officers when a suitable
target is in range. Note that underwater
torpedo tubes cannot be fired at a speed
higher than 25 knots.
At captain’s mode (see Preferences below)
torpedoes can be fired manually.

ElBrak
Aug 24, 2004

"Muerte, buen compinche. Muerte."

Jobbo_Fett posted:

From what I recall the manuals stating, you should set "Flotilla Attack" on.

That's something you gotta research. I think its more early on they're less likely to do torp attacks cause of tech, though they're very good about going in and torping crippled ships that are near your battle line while set on support.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

ElBrak posted:

That's something you gotta research. I think its more early on they're less likely to do torp attacks cause of tech, though they're very good about going in and torping crippled ships that are near your battle line while set on support.

Well, crew training also plays a part as well as weather and speed.

tatankatonk
Nov 4, 2011

Pitching is the art of instilling fear.
I'm really impressed by the friendly AI. Destroyers do a really good job of harassing enemies while avoiding getting shot to pieces, and detached cruiser divisions or ships that become separated are usually helpful scouting or retreating if they come across something they can't handle.

Kilmers Elbow
Jun 15, 2012

I won't have this till next weekend....are there any notable changes to the battle module compared to regular SAI?

Polikarpov
Jun 1, 2013

Keep it between the buoys
The game really needs a sandbox or skirmish mode so I can mash MAXIMUM BATTLESHIPS together until 1 emerges as the ULTIMATE DREADNAUGHT

warhammer651
Jul 21, 2012
Is it normal for most cruiser skirmished to end with both ships disengaging with minimal damage, or have events just conspired to make cruiser slap fights the principle method of warfare?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Kilmers Elbow posted:

I won't have this till next weekend....are there any notable changes to the battle module compared to regular SAI?

Nothing comes to mind.



warhammer651 posted:

Is it normal for most cruiser skirmished to end with both ships disengaging with minimal damage, or have events just conspired to make cruiser slap fights the principle method of warfare?


Extremely normal, you don't know and the AI doesn't know what damage has been done to enemy ships. Try increasing naval gunnery/training and/or upgrading ship guns.

Arglebargle III
Feb 21, 2006

Post your battleships!



I scaled down a 40,000 ton 14" belt 10x14" monster making as many concessions to cost as I could while keeping a fast dreadnought... and I think I ended up reproducing real American fast battleship design quite closely.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Mildly looking forward to playing the game has turned into being unable to wait for my ability to throw :10bux: at it. This looks and sounds amazing.

ArchangeI
Jul 15, 2010

tatankatonk posted:

I'm really impressed by the friendly AI. Destroyers do a really good job of harassing enemies while avoiding getting shot to pieces, and detached cruiser divisions or ships that become separated are usually helpful scouting or retreating if they come across something they can't handle.

My biggest issue with the friendly AI is that it tends to bug out during surprise attacks into enemy harbors, where my destroyers will happily drive donuts while being shelled by enemy coastal artillery instead of retreating.

But I had one really awesome battle against the Russians as Japanese. Starts of with 3 Russian BCs vs. 4 of mine (fast BBs, really, classed as BCs because reasons) with one BB in attendance. Unfortunately for the Russians, I got 15 inchers from my bros the Brits, so I outranged them quite a bit (they only had 13"). So I'm pounding away on his more or less helpless BCs when his entire battleline steams into view. 6 BBs. It's now 9 dreadnoughts against 5. Thankfully the Russians only had 13"s on their BBS as well, so I just turned in parallel and started wailing on the BBs, since his battlecruisers were booking it.

Battleships can take a shitload of punishment, holy poo poo. I was raining 15 inch shells on them all day long (plus a couple 12" on my battleship that I had taken from the Germans as a war reparation earlier) and they just wouldn't go down. Just as I got low on ammo, in come two of my battleships under AI control, while the Russians were trying to limp away. End result was 4 Russian BBs and 1 BC sunk, to no losses on my side. Lesson learned: speed isn't armor, armor is armor. But speed is also good.

uPen
Jan 25, 2010

Zu Rodina!
Surprise attacks are always a little weird. The OOB AI can freak out a little bit too. It got that the 10 battleships should form the core of the line but it figured we might as well tack 8 CL's and 6 DD's onto the core while leaving all the heavy cruisers as scouts.

warhammer651
Jul 21, 2012
Why does the game have the turkish flag (And some sort of Turkish/German half and half flag) when we can't play as Turkey?

On the upside, modding in new nations seems fairly simple, They all have some pretty basic text files controlling their stats. That said, the WarInfo for each nation looks like it requires placing formations and poo poo via Lattitude and longitude, for each nation they can fight.

ArchangeI
Jul 15, 2010
Is there any info on what limitations each class has? I know dreadnought battleships can't go faster than 22 knots, for example (they're reclassed as BCs), but I'd love to know what the cutoff point between a CL and a CA are in terms of displacement.

Also the ships you design are saved in the save folder separately, so you could just export or import those (or even share them with other people), but I'd imagine the AI either overwrites them or crashes when it tries to build an illegal design.

warhammer651 posted:

Why does the game have the turkish flag (And some sort of Turkish/German half and half flag) when we can't play as Turkey?

A lot of it seems to be baggage from SAI or left over from a previous development version. There's a flag for the British-French entente, too.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

ArchangeI posted:

Is there any info on what limitations each class has? I know dreadnought battleships can't go faster than 22 knots, for example (they're reclassed as BCs), but I'd love to know what the cutoff point between a CL and a CA are in terms of displacement.

Go in ship design, select a class then Check Design

Asehujiko
Apr 6, 2011
I finished my first game as the Brits on Small/Historical and it's a lot shorter than I expected. I made about three destroyers, one 500 ton one at the start to replace the terribad legacy ones, one mid game when I got double launchers and one late game for triple launchers and 5" cannons. I also designed only 5 CL/CA's in total, of which only 1 CA design got into battle(a 4x10" gun 6" armoured box with nothing else), the rest was ever increasingly large colony control boxes. For big ships, I made one pre-dread at the very start, two experimental semi dreads, a fast semi dread that got reclassed as a BC by the game and henceforth caused me to win all cruiser fights ever and one real modern battleship that never saw any action because fleet fights were exceptionally rare.

In fact, I only got one real battleship fight, which was my first BB, my two B's, 2 CA gun boxes and a gaggle of destroyers vs the first US BB, three B's and some of their destroyers. They crossed my T, I sailed through them, their line split and both halves moved in the opposite direction, I killed the two isolated B's and some destroyers, then moved around whacking random merchants and minesweepers because I couldn't find the rest of them.

Lastly, Small fleet size really seems to break coastal bombardment missions, I'm not sure what two destroyers with a single 3" each are supposed to do against an 11" shore battery.

dtkozl
Dec 17, 2001

ultima ratio regum
Any game that leaves you wanting more is a good game imo.

I've run into quite a few bugs so hopefully they get that stuff fixed fairly soon, I'd also like to see some more nations added.

I think really the only actual improvement I could see would be If they beefed up the political/diplomatic system. Having treaties mean more and perhaps bring people into wars is pretty much WW1 to a T. I'd also like to see a little more nuance with the domestic political policies, maybe have you fighting your own congress for funding, bribing politicians, getting the hawks elected so you get more funding, etc.

I think the best thing this game does is really make playing different nations a unique experience. Japan is all about proxy wars in the colonies, Austria is always just a giant mud fight in the med, it is so cool how it varies so much.

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
drat

Started as Italy,I had a few starts and stops but around my third game I was doing really well, trounced Austria-Hungary in a couple of wars and was on the up and up.

I'd saved a ton of money after I concluded an awesome research deal with the U.K so I was able to fund a huge shipyard expansion to accommodate large battle cruisers and dreadnoughts I'd designed, beuties with 13 inch guns.

Three months before a slate of a dozen advance warships roll off the assembly line, a treaty is ratified that limits ship tonnage to half that of the ships I was building and the gun's could only be eight inches.

All the massive warships and advance cruisers I was building were scrapped, three months before completion.

Next month, Austria Hungary attacks with their grandfathered in fleet of mediocre battleships with big guns.

I lose.

:negative:

10/10 will play again.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


At least you can point at the politicians and say THIS IS YOUR FAULT! as the Italian fleet becomes artificial reefs. :v:

ArchangeI
Jul 15, 2010
loving libruls, I tells ya. My Wittelsbachers were beauties. 24k tons in 1904, 6 12", 27 knots, armor to make a dreadnought blush. Godless socialists in the Reichstag agree to an armaments treaty limiting me to 18k tons. 18k! What kind of fishing trawler is that? Traitors all.


I'd really like to see some sort of strategy setting for your fleet, like "try to force fleet engagement"/"accept fleet engagement if offered"/"avoid fleet engagement", same with cruisers etc. It's a little silly that apparently I can appeal directly to the Kaiser for more funding but have zero control over my fleet's operational planing.

apseudonym
Feb 25, 2011

1902 they agree to a treaty limiting ship size to 10k tons and 10 inch guns.

What the gently caress? At least I wasn't the USA who just had a ton of boats scraped.

10/10

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tatankatonk
Nov 4, 2011

Pitching is the art of instilling fear.
I don't really mind how often cruiser-size engagements come up in war, because a fight between, say, 2 of your CLs and 3 DDs against a CA and 2 DDs on their side is incredibly fun

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