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BrillowWarrior
Jan 24, 2005
I haven't seen this posted about, but apologies if its been covered. What is the best way to go about your research? In the manual it says that to prioritize everything is to prioritize nothing. How do you decide what you want to place High, Medium, or Low priority? Do you switch it up if you become advanced in one area? What about the technologies where your advantaged from the beginning? How is everyone handling research?

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Galaga Galaxian
Apr 23, 2009

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


I have no idea if it is a good idea or not, but in my Italian game I prioritized Ship Design (which Italy has an advantage in), Torpedoes, and Fire Control. My reasoning was trying to quickly get better design elements and improve the quality of my weapons and their accuracy. After I got a few levels in torpedo tech (and they were proving frustrating) I put torpedoes back to medium and switched turrets and gun mounting to high priority. I don't have anything on low priority.

Also, it seems like its pretty much always worthwhile to put a full 10% of your budget into R&D.

BrillowWarrior
Jan 24, 2005

Galaga Galaxian posted:

I have no idea if it is a good idea or not, but in my Italian game I prioritized Ship Design (which Italy has an advantage in), Torpedoes, and Fire Control. My reasoning was trying to quickly get better design elements and improve the quality of my weapons and their accuracy. After I got a few levels in torpedo tech (and they were proving frustrating) I put torpedoes back to medium and switched turrets and gun mounting to high priority. I don't have anything on low priority.

Also, it seems like its pretty much always worthwhile to put a full 10% of your budget into R&D.

I have most things set to low, three on medium, and four on High. According to the almanac I'm backwards. Not sure if I should be setting a few things to High and everything else to medium maybe? I do keep my research budget at 10%. Would it be a good idea to put the Techs you have an advantage in on High or Medium?

This game is ridiculously easy to get into. Just tough figuring out the nuances.

dtkozl
Dec 17, 2001

ultima ratio regum
I would say that before you get torpedo armor having a shitload of secondary or tertiary guns in a smaller caliber is actually pretty effective in deterring dds.

Galaga Galaxian
Apr 23, 2009

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


Ok, here is a lovely OP for a potential RtW thread. Anything I should add? Or should I just scrap it like an oversized Dreadnought after a naval treaty?

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Galaga Galaxian posted:

Ok, here is a lovely OP for a potential RtW thread. Anything I should add? Or should I just scrap it like an oversized Dreadnought after a naval treaty?

You forgot Spain :colbert:

Galaga Galaxian
Apr 23, 2009

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


I swear, I put that in. :psyduck:

Ok, besides that. :spain:

The Geoff
Oct 11, 2009
RtW sounds amazing, can't wait to try it. Does it simulate submarine warfare too?

I've been experimenting with a similar idea for a game for years, except focusing on combat aircraft design between 1945 and 1990. Maybe it's time to pick that project up again.

apseudonym
Feb 25, 2011

The Geoff posted:

RtW sounds amazing, can't wait to try it. Does it simulate submarine warfare too?

I've been experimenting with a similar idea for a game for years, except focusing on combat aircraft design between 1945 and 1990. Maybe it's time to pick that project up again.

"On the way back from the battle your ship BB Ise was torpedoed and sunk" :negative:

Galaga Galaxian
Apr 23, 2009

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


The Geoff posted:

RtW sounds amazing, can't wait to try it. Does it simulate submarine warfare too?

There are submarines, and you will probably research the most rudimentary type within the first 5 years. However your control over them is extremely limited. Basically you build subs and then tell your Submarine fleet to take one of three approaches during wartime: Fleet Support (scouts for enemy ships and tries to assist during naval battles), Prize Regulations (raids enemy merchant shipping according to military law), and Unrestricted Warfare (raids enemy merchant shipping without regard for military law, more effective, but angers neutral powers). You do not have direct control over them however, even when on Fleet Support mode. You also don't get to design them, they're just simple types "Early Costal Submarine", "Medium Submarine" etc.

I had 5 Early Costal Submarines built going into my war as Italy with A-H. All but 1 were sunk during that time and they killed only a handful of Merchants and were never able to contribute to a navy battle. I believe they increase in effectiveness quite significantly later on, especially the non-costal submarines.

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"

The Geoff posted:

RtW sounds amazing, can't wait to try it. Does it simulate submarine warfare too?

I've been experimenting with a similar idea for a game for years, except focusing on combat aircraft design between 1945 and 1990. Maybe it's time to pick that project up again.

Submarines are abstracted. You don't actually control them, although they will appear on the map during some battles. You can build coastal subs, medium-range subs, and mine-laying submarines. When war is declared, you can set the subs to do three things. One, you can have them do "fleet support." Basically they become a snake in the grass and try to scout for your fleet and ambush enemy warships. "Unrestricted" warfare lets you sink merchant ships (and maybe the odd warship), but you run the risk of sinking cruise liners and pissing the world off."Prize Rules," is a form of commerce raiding that is less effective, but less likely to piss people off. Depending on the breaks, you'll usually sink 2-3 ships a month with subs.

You really need 15+ submarines to be effective. Once your enemies get effective late-game ASW you'll probably lose about 1-3 submarines a month, so having a deep field is pretty essential.

Also, that aircraft game sounds hella tight. I'd buy it.

Alikchi
Aug 18, 2010

Thumbs up I agree

The Geoff posted:


I've been experimenting with a similar idea for a game for years, except focusing on combat aircraft design between 1945 and 1990.

Your government has accepted bribes from a major American aerospace corporation! Game Over. [image of a Starfighter plowing into a German field]

Galaga Galaxian
Apr 23, 2009

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


Welp, I did it. Rule the Waves Thread

Hav
Dec 11, 2009

Fun Shoe

Dark_Swordmaster posted:

e: ^ Did know that. I'd been setting their flight perpendicular.


I had global IFF to free fire so that wasn't it. But I DID have a single SEAD for the whole area as the tutorial recommended, not one per site. I figured they'd be smart enough to divide and conquer but as you can read I was wrong. I've also been launching in the same order the tutorial recommends, CAP, SEAD, strike, support. I may amend that to get ECM and AEW up first, then the CAP flight. However, that's assuming can get the F-14s up in time to intercept, which looks to be cutting it close from what I know.

I did run this again last night, so I have a better idea of it. From 1.06 to 1.08, it appears that the Phoenix have moved to a more reasonable 2:1 kill ratio, so it's slightly harder to kill the two enemy sections. Instead of pairs of F-14s, I'd recommend pushing up everyone, as once you've cleared the sky, you don't really need them anymore. This does throw off the mission timing for the tutorials...

Another gotcha is that the Garudas, your jamming planes, will launch under EMCON conditions, meaning that their radar and offensive jamming is off. This is to avoid becoming a huge neon 'look over here' sign, but it's largely redundant on this mission. You can set initial EMCON conditions on the mission editor. These are vital, as they'll help to suppress air defences. When I do the bigger screenshot post, you'll see that I have these flying individual tracks to have at least one jammer pointing at the radar installations. When it's on, you'll see 'JAM' and the yellow area cone.

An earlier version of this scenario (assuming that we're talking about air training 1983) has you start off at the actual NAS Fallon base, but you actually start _under_ a Mig 23 flight. The current one has you starting from around 110 nm away.

I save scum for these, BTW. I set up my missions, save the scenario, the run it. After it goes through, I can load up again, tweak the missions and run it again. The RNG does play a hell of a role, particularly in missile/bomb hits, but with enough metal in the air you can do well.

----

21st February - NAS Fallon - Operation Puce Helm



My initial setup. A single AWACS plane on the light blue track, and two flights of F-14s (Buttes, Dongues). AWACS has already pinpointed everything.



The F14 orders. Next iteration I'll be putting all eight planes in the air and hang the expense. We have the budget, there's a (cold) war on. Also, the patrol and prosecution areas are the same, and you can see where I dragged out one leg of the area. That was because the F14s ignore anything not in the patrol/prosecution area. Again, next iteration, the 'patrol' box will sit comfortably outside of air defenses, but the prosecution box would be a lot larger.



The F14s have noticed bear, and launched beyond visual range party gifts. We're still a good 80nm separation. Note that the AIM-54 climbs to 100K' to get the best speed to target, then descends and activate their terminal guidance.



Mig-21 porn. The MiG-23 should have some BVR armaments, but I've not seen much evidence of them, the MiG-21 is hopelessly outmatched by...



Right, now I skip ahead a little. Air defence gets completely taken out , and the Winchester F-14s go back to base, leaving the rest to patrol. You can simply highlight them and hit 'B' to get them to return to base, as once the aircraft are down they don't have a role.

Distraction north and distraction west launch. West consists of a tanker and AWACS, North is just a tanker. I don't really need North, and if the actual engagement lasted longer than an hour, I'd consider throwing it on a similar racetrack to the first AWACS to remove pressure from the base. As it is, the only refuelling that takes place is an F-14 flight that tops itself off. I was stoked, as it's the first time I've seen it happen.

Strike 1 and Strike 2, which consisted of my Walleye II (camera glide bomb) planes attacked the known SAM sites. The reason for this is that they have a decent standoff range, and I want to degrade the SAM before I throw in the SEAD, which are around two minutes behind. They dump and egress. Loitering on the track behind them is ewar1, as the three SEAD flights, staggered, come in. Here you can see the Shrikes in flight.

Just a note about WRA - This controls the number of weapons in a salvo and the number that are launched at a given target - The AI will make a judgement about the number of weapons to achieve a solid strike, so in the image you'll see the Shrike targets as the radar emitter. Shrike has a hit rate of around 3:1.

At this point, ewar1 turns around and I lose a corsair before ewar2 starts offensive EM.



One of the last deliveries is of the GBU glide bombs. Here I've switched to unit view ('V') to break the complex into individual targets.



The fat lady is warming up, and the trucks have delivered their loads. You can see the ewar flights crossing each other in the top left. The two fixed SAM emplacements are dead, the mobile is locked down and can't do a thing. Runway is cratered and the ingress point is on fire. Missile Assembly is destroyed, volume search radar (Tall King) is destroyed. I ignored the hardened hanger structures, as nothing I have access to is really going to do a huge amount - I stand to be corrected here.

I start giving everyone orders to meet back at the officers club for a slap up tea and crumpets.




Edit: Forgot to mention. When you set up strike flights, you give the flight a target list. Unless you check 'only from the target list', they'll bomb anything they like, including the items on the target list. Which is a fucker if you're trying to prioritize a SAM site and they decide the runway is a more immediate threat.

Hav fucked around with this message at 15:52 on Jul 17, 2015

Mr Luxury Yacht
Apr 16, 2012


Been trying to get into Advanced Tactics Gold. Pretty fun so far and I like the random scenario generator. Couple questions though. Can I set it somehow to not produce weird maps where nations always have little pockets of territory in the middle of nowhere surrounded by multiple other nations? I always seem to lose one city off the bat because it just gets dogpiled with no way to reinforce it.

Also, is there a quicker way to make a custom nation in a random scenario than changing dozens of parameters in the main editor? I always seem to gently caress it up and not be able to produce any troops or something.

The only really annoying thing is having to manually reinforce your units. But according to the Matrix forum next patch they're adding a TOE template designer that'll let you designate units to certain types and have them auto reinforce so that'll be nice. Other than that it seems pretty easy to get in to.

Mr Luxury Yacht fucked around with this message at 18:57 on Jul 17, 2015

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa
I don't think it's possible in ATG to remove the possibility of enclaves/conclaves entirely, unfortunately. But it's easy to regenerate using the same parameters after you are shown the map.

Mr Luxury Yacht
Apr 16, 2012


Alrighty, yeah it doesn't take overly long to generate.

Also, is there any advantage to sticking troops all together in one unit vs multiple? Other than the obvious ability to have multiple units in more places. Like, assuming a their HQ is all staffed and whatnot, is there any difference of attacking/defending with one unit of 90 riflemen vs. a stack of three units of 30 riflemen?

Dryb
Jul 30, 2007

What did I do?
I don't believe so, as long as they belong to the same HQ. There are definitely penalties to fights involving different HQs, though.

Baloogan
Dec 5, 2004
Fun Shoe
I think to the vagaries of the RNG one of the units might take more damage than the others, and since they are smaller units total and morale is affected by proportion of damage done your split up units will run from combat faster.

Yooper
Apr 30, 2012


Beyond Command Ops (1 or 2) what else is worth playing at the platoon / company level?

I quiet enjoyed Command Ops #1, but man the interface is almost unusable on #2. Even for grog standards it's a pain with overlapping windows and no organzation.

uPen
Jan 25, 2010

Zu Rodina!

Yooper posted:

Beyond Command Ops (1 or 2) what else is worth playing at the platoon / company level?

I quiet enjoyed Command Ops #1, but man the interface is almost unusable on #2. Even for grog standards it's a pain with overlapping windows and no organzation.

Combat Mission.

OpenlyEvilJello
Dec 28, 2009

vyshka posted:

Has anyone read any of David K. Brown's books on warship design and development, in particular Warrior to Dreadnought: Warship Development 1860-1905 and The Grand Fleet: Warship Design and Development 1906-1922?

Didn't see any response to this. I've read The Grand Fleet and Nelson to Vanguard and found them to be excellent. I expect Warrior to Dreadnought would be as well. Assuming I remember to check this thread again, I can excerpt if you like.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

uPen posted:

Combat Mission.

Combat Mission is really, really good.

Yooper
Apr 30, 2012


Jobbo_Fett posted:

Combat Mission is really, really good.

Excellent, I'll give it a go.

How does Graviteam Tactics compare? I recall one being extra lovely, but I don't recall which.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Yooper posted:

Excellent, I'll give it a go.

How does Graviteam Tactics compare? I recall one being extra lovely, but I don't recall which.

Graviteam is pretty panned here last I checked. It's interesting, but could use a lot more polish.

As for Combat Mission, its up there in prices and there are several to choose from. If you're looking for WW2 flavour I think the size/management order is: (Smallest) Fortress Italy, Battle for Normandy, Red Thunder. No clue what the modern-era games are like.

The Geoff
Oct 11, 2009

Yooper posted:

Excellent, I'll give it a go.

How does Graviteam Tactics compare? I recall one being extra lovely, but I don't recall which.

Of the two games I actually prefer graviteam tactics for the dynamic campaigns, interesting historical settings and more detailed graphics. That said, the interface is pretty baffling and some of the scenarios are incredibly unbalanced. The WW2 Soviet campaigns often give you a 45mm gun and a couple of guys with AT rifles to stop 15+ Panzer IVs, for example.

Yooper
Apr 30, 2012


Thanks.

I picked up Graviteam and had a hell of a time getting the graphics right. There's a bug with some NVIDIA cards that defaults the cache size to 1kb or some such number. All of my graphics were just black hexagons. But now that it's sorted I'll spend some more time learning it. The demo for combat mission has been pretty good too.

I think this'll scratch that lower level itch that War in the East can't.

Chump Farts
May 9, 2009

There is no Coordinator but Narduzzi, and Shilique is his Prophet.
Holy poo poo I'm glad your Leningrad help inspired me to get the WitE map mod. It's loving night and day. Also with a better view of cities and ports I was able to take the city in early October. It's a fun scenario except it would be much harder without the infantry corps from AGC. Seems like a few scenarios give you units that won't actually be on that front.

Mr Luxury Yacht
Apr 16, 2012


Whelp, caved and ordered RTW. Baloogan's intro videos convinced me.

TIme to get my Jacky Fischer on :britain:

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
Is there a text tutorial for making scenarios in CMANO anywhere? I know that there's a bunch of videos on the net (including from Baloogan) but for some reason my head follows text more easily--it's easier to go back and forth, maybe? Since one of the newly released community scenarios is based on Star Wars, I thought I'd try something like an Ace Combat scenario.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
Rule the (Broken) Waves

Saint Celestine
Dec 17, 2008

Lay a fire within your soul and another between your hands, and let both be your weapons.
For one is faith and the other is victory and neither may ever be put out.

- Saint Sabbat, Lessons
Grimey Drawer

Jobbo_Fett posted:

Rule the (Broken) Waves



I got that too but you can't actually build it. It takes your entire budget per month for ~30 months, then the monthly maintenance is your entire budget as well.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Saint Celestine posted:

I got that too but you can't actually build it. It takes your entire budget per month for ~30 months, then the monthly maintenance is your entire budget as well.

Look at the monthly costs again, its a - (minus) value. It generates money... so much in fact that the game goes into the red because it can't handle over 1 billion (I think).

I currently have 10 or so in my navy to mess around with.

Cost is 28,5 million a month for 30 months.

Jobbo_Fett fucked around with this message at 22:58 on Jul 20, 2015

KYOON GRIFFEY JR
Apr 12, 2010



Runner-up, TRP Sack Race 2021/22
Yeah I played a Baloogan hacked game as the US and eventually my budget hit a number the software couldn't handle.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry






KYOON GRIFFEY JR posted:

Yeah I played a Baloogan hacked game as the US and eventually my budget hit a number the software couldn't handle.

Looking at my screenshot, it might be around 2-3 billion once it hits the limit and then goes into the red. Doesn't crash or anything, and as far as I know the Incredulous Rex is a completely working and fine design (Except for ROF issues).

The game sort of bugged out when I added too much horsepower with such a high displacement and then everything went screwy. The weight/cost never went red because I had so much to spare, so I could max everything without any problem.

paradigmblue
Oct 12, 2003
For those that play WitP:AE, I just posted the newest version of my Focus Pacific mod.

It's implausible, completely non-historical and probably completely unbalanced, but I also think it's a lot of fun. Unlike most mods for the game, I also packaged everything in an installer, which means that adding the mod is a snap.

Here's the link.

I'm still working on a description of all the changes, but if you want to shoot down a Japanese experimental heavy bomber with a French heavy fighter that never historically entered production, this mod is for you.

paradigmblue fucked around with this message at 23:29 on Jul 20, 2015

Dreamsicle
Oct 16, 2013

Davin Valkri posted:

Is there a text tutorial for making scenarios in CMANO anywhere? I know that there's a bunch of videos on the net (including from Baloogan) but for some reason my head follows text more easily--it's easier to go back and forth, maybe? Since one of the newly released community scenarios is based on Star Wars, I thought I'd try something like an Ace Combat scenario.

How would you simulate the fuckload of missiles Mobius/Blaze/Cipher gets in the game?

Also, I've been looking in the CMANO database and I've noticed that all the ELINT has a range of 800 nm. What exactly separates the effectiveness between different ELINT systems?

Baloogan
Dec 5, 2004
Fun Shoe

Dreamsicle posted:

What exactly separates the effectiveness between different ELINT systems?
  • generation
  • angular resolution
  • direction finding accuracy
  • frequency min&max
  • sensitivity + loss (this is the big one)
  • number of channels
  • the ability to precisely ID emitters
  • ability to track things over the horizon

Baloogan
Dec 5, 2004
Fun Shoe
Generation, determines how much this sensor gets screwed up by jamming and weather and LPI. Eg 1970s, 1980s etc.
Angular resolution how wide the sensor contact region of uncertainty is in degrees.
direction finding accuracy a measure of how far this ELINT sensor can be off from the target. This also increases the width of the sensor contact uncertainty zone is.
Frequency Some ELINT sensors can't hear some frequencies of radars, and modern day stealth aircraft try to exploit this.
Sensitivity and loss how much of the signal is simply lost by the sensor itself.
Number of channels in big air engagements you lose track of some of the contacts if you go over the max number of contacts that the sensor can track. For early ELINT sensors this number is loooow.
Precise ID Can you tell if its a boeing 777 radar or a F-22 radar?
OTH Over the horizon

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Shitbreak
Jun 20, 2005
Apologies if this isn't the right thread for recommendations, but Im looking for a complex strategy game in either a fantasy setting or an ancient (greece, rome etc) setting. I havent really played any die-hard strategy games like the ones discussed in this thread before.
I absolutely love Crusader Kings 2, and generally tend to favor games with an empire-management focus rather than pure battle focus. Any and all recommendations would be much appreciated!

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