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Extreme historic accuracy.
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# ? May 28, 2019 18:22 |
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# ? May 15, 2024 04:53 |
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Not to look a gift horse in the mouth but I wish the aircraft dropped torpedoes were rendered in the engine. It would be awesome watching ships trying to dodge 10+ torpedoes at once
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# ? May 28, 2019 19:28 |
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In RTW 1 I think poor education made your crews a bit worse too. I haven’t got the new game yet but they probably haven’t changed that?
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# ? May 28, 2019 23:08 |
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Yeah as far as I know the national traits are unchanged from the first one so poor education should affect crew training generally, which may be linked to signal errors (I’m honestly not sure)
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# ? May 29, 2019 01:54 |
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They really need to add other options to peace deals. Like, reparations or the ability to demand ships. It's frustrating to fight a good war and be just short of enough points to demand any colonies. Or like, I just beat up Austria and stole Dalmatia. Now like, what's the point of beating them up if there's nothing less to demand in a deal? I guess other than the fun of just dunking on Austria.
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# ? May 29, 2019 04:35 |
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Mr Luxury Yacht posted:They really need to add other options to peace deals. Like, reparations or the ability to demand ships. This is in, it’s just opaque and not documented. Any points that don’t go to getting colonies boost your national resources because of war reparations, and if you win a war hard enough you can take enemy ships as payment in kind.
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# ? May 29, 2019 04:41 |
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Mr Luxury Yacht posted:They really need to add other options to peace deals. Like, reparations or the ability to demand ships. Any points that you don't use in a peace deal get turned into national industrial expansion a couple months later, which results in a bigger overall naval budget. I remember seeing someone's analysis back in RTW1 that you actually end up getting more money over time taking the industrial expansion than taking colonies based on how the national budget was calculated.
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# ? May 29, 2019 12:17 |
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Curious: so when converting from B or CA to CVL, am I the only one that ends up with no guns at all, since my originals generally didn't have wing turrets? Or is the intent to keep one of the old primary guns? (Why would I want a 12 incher on a CVL?)
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# ? May 29, 2019 17:39 |
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OddObserver posted:Curious: so when converting from B or CA to CVL, am I the only one that ends up with no guns at all, since my originals generally didn't have wing turrets? Or is the intent to keep one of the old primary guns? (Why would I want a 12 incher on a CVL?) To make your own HMS Furious, obvs. Though you'd need an upgrade to 18-inch.
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# ? May 29, 2019 19:34 |
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Theoretically, it might help during a night battle or in awful weather where planes are useless. You'll have to decide if it is worth making sacrifices in rest of the design to keep them.
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# ? May 29, 2019 21:05 |
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There’s probably zero way to make this work in-game but yeah I wish there was a way to do something like declare the secondary armament to now be the primary when converting to a carrier
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# ? May 30, 2019 01:01 |
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The following are the fixes/changes made for the 1.02 update: DP guns checkbox will now not be checked in an autodesign when DP guns are unavailable Fixed a memory leak issue. Torpedo bomber squadrons will not be auto-created at airbases if the nation has no aircraft of that role. Estimated number of enemy submarines active will not be negative. Checking a design with 0 deck armor will now give an error in the designs report instead of no response. Deutschland class ships (pocket battleships) will be classed as CA (12000 tons or smaller, guns 11 inches or less, and 6 or fewer main guns). If Austria goes communist, it will be led by a Chairman. Now takes radar sighting range into account when determining initial positions for battle. Reduced victory points for surviving merchants to 600. Fixed a bug with historical resources in 1900. Fixed a bug with TPS value not showing in a rebuild. Fixed a bug with torpedo reloads for deck mounted torpedo tubes. Fixed an error with rebuild times being too long on ships with aircraft. Fixed a bug that caused floatplane scouts not to launch or only launch from the first ship. Fixed a bug with AON armor connected to the wrong tech. Fixed a bug with box protection not always being applied. Fixed a bug with some carriers on the borderline between CV and CVL being classed as CA. Fixed a bug with reducing gun count in casemates giving negative weight. Fixed a bug with CV and CVL not included in strength ratios for determining blockade. Fixed a bug that caused error messages when setting ammo and torpedoes for battle. Fixed a bug with radar range circles not showing in battle.
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# ? May 30, 2019 01:58 |
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quote:Checking a design with 0 deck armor will now give an error in the designs report instead of no response. This one confused me so so much. Scrapped several ships due to what I assumed was a bug.
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# ? May 30, 2019 09:38 |
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Let's try ruling the waves as France... if we can.
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# ? May 30, 2019 19:38 |
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I have to say I am enjoying this game. Did a Russia playthrough where I managed to survive the revolution and to white peace out against the capitalist oppressors Britain & France after sinking the whole French Atlantic fleet. Late game as Russia gives you a sense of the total nightmare the Baltic would have been in a World War III scenario.
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# ? May 30, 2019 22:20 |
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Ordered two days ago, still haven't gotten my activation code. Amazing system they have going.
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# ? May 30, 2019 22:28 |
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You probably already know this but on the off chance you don't you have to email them to get the codes, info is in the launcher.
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# ? May 31, 2019 00:47 |
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Noooooooo..... (I am also at 0 BB after basically destroying my Navy vs. UK and *almost* destroying theirs) Edit: phewww. Never mind, this one ship built!
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# ? May 31, 2019 02:37 |
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As Russia you're almost always going to benefit from a treaty.
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# ? May 31, 2019 05:08 |
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Yeah, I had an 8 years, 8", 10,000 ton treaty in my Italy game. Watch out for those sneaky Austro-Hungarians though. After two short wars with France, A-H gets into the game and it turns out their 1913 fleet in my timeline sucks out loud. Two quick major victories and I get confident. Then they sneak two DDs around my cruiser patrol and sink half of a coastal convoy. I had set up my patrol on a straight line from my base to their nearest and... they went around and struck from the south when I was way off to the NE. Luckily I chased them off before they sank enough TR to get an actual win, but my cocky admiral's hat is off to the DD commander who got sneaky. Then next month I intercepted a CA with 2x9" and 3.5" belt with 3 CA with 8" or 10" and decent armor. I felt better after that beatdown.
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# ? May 31, 2019 05:19 |
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This game really loves rubberbanding.
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# ? May 31, 2019 06:58 |
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Oh, just in case anyone was wondering about jetsgarrisonchisholm posted:Good evening everyone- we thought we should let everyone know how jets currently sit with the game. We had discussed a 'flag' or 'tech' advancement to highlight it, but given we are talking about navy jets most likely on carriers, once we allow that distinction then there is a host of complexity taken into things in ways that might not be obvious- in short, jets just need more room.
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# ? Jun 3, 2019 03:09 |
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I just had my first nighttime convoy raid with radar where two 10,000 ton CLAAs (1939 in my game) and about 5 DDs all crammed with as many DP guns and torpedos as I could fit netted 14 transports while two escorting battlecruisers circled frantically just outsise of visual range trying to find the raiders. I would've sunk them too if hadn't run out of torps. Radar owns, can't wait for fire control radar for my new 20" battery battleships TehKeen fucked around with this message at 01:56 on Jun 5, 2019 |
# ? Jun 4, 2019 20:27 |
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is anyone having this thing in the ship designer where the "check" and "save" buttons don't work?
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# ? Jun 4, 2019 21:05 |
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bewbies posted:is anyone having this thing in the ship designer where the "check" and "save" buttons don't work? Are you designing a CL? They require 1" of deck armor, and that happens if you don't meet that requirement.
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# ? Jun 4, 2019 21:21 |
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also, patch 1.03 is out: The following are the fixes/changes made for the 1.03 update: Fixed a bug with small corvettes getting very small crews. The AI nations will now build more battleships in the initial fleet on manual build and 1900 start. If a squadron is selected for strike but has no medium bomb load, heavy bomb load will be set as default instead. CL are allowed to be up to 12000 tons from 1940. Escorts in non-coordinated strikes will now return to base on schedule. Fixed a problem with research levels greater than 21. Fixed an error in damage control research. (Improved watertight hatches) If improved triple turrets are researched then triple turrets are unlocked. Fixed a bug with home possession base values sometimes fluctuating. Added option for range circles from airbases during battle. Friendly airbases will have dashed circles, enemy will have solid circles. Range cicles for enemy bases are based on best intel on enemy aircraft types, or lacking intel on your own best aircraft type of that role. A nation under peace treaty is not restricted by caliber limits of a general treaty. (Allows for example Germany to build Deutschland class ships (pocket battleships) in 1920 if the Washington treaty is in effect.). Added column for airship bases in base overview tab. Adjusted some battle missions (Sardinia, Sakhalin). Added airbase info to map details screen. Added tech for centerline torpedo tubes on ships up to 7000 tons. Made armor slightly lighter on very large ships(> 45000 tons). Prevented air units being set to more than 20 planes. Tech category is now specified in messages about buying or selling technology. Some changes in response to feedback on land air: ----Aircraft on a base within range of an enemy airbase will suffer pre-battle attrition resulting in the base starting with a number of damaged aircraft. ----Better possibilities to suppress messages about land air to land air in preferences screen. ----Setting for not pausing the game on air attacks on land bases. ----Air approach message will only be shown when enemy aircraft are approaching ships.
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# ? Jun 4, 2019 21:30 |
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What are the requirements for a cvl? I'm not able to purpose build them yet but have the tech to convert and just can't get it to accept a build and I'm not sure what I'm doing wrong
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# ? Jun 4, 2019 21:55 |
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Mirrors posted:What are the requirements for a cvl? I'm not able to purpose build them yet but have the tech to convert and just can't get it to accept a build and I'm not sure what I'm doing wrong Speed greater than 20 knots, Displacement 16000 or less, remove all the armament and you can't use the autodesigner to make it pretty.
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# ? Jun 4, 2019 21:57 |
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Mirrors posted:What are the requirements for a cvl? I'm not able to purpose build them yet but have the tech to convert and just can't get it to accept a build and I'm not sure what I'm doing wrong Are you actually redesigning where you strip an old cruiser design and put a flight deck on it? I do remember having a similar issue in my first save before any patches came out (also wouldn't let me build AVs of any size despite having the tech) - it might have been a bug. TehKeen fucked around with this message at 03:50 on Jun 5, 2019 |
# ? Jun 4, 2019 22:00 |
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I'm pretty sure you can convert *anything* into CVLs - I ended up retiring my 1900 16k ton battleship fleet into CVLs that were still useful in 1940. One note of caution if you do this - don't add bulges to the original design if you started at 16k tons as they add 500t and make you too heavy to convert. I ended up editing the ships down to 1550 in the game files, so it's not the end of the world if you do.
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# ? Jun 4, 2019 22:24 |
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TehKeen posted:Are you actually designing where you strip an old cruiser design and put a flight deck on it. I do remember having a similar issue in my first save before any patches came out (also wouldn't let me build AVs of any size despite having the tech) - it might have been a bug. Yeah exactly how theres that intermediate phase of cv design where you can retrofit but not scratch build. I'll have to try the no armaments thing
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# ? Jun 4, 2019 22:25 |
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If you take all the guns off and add a flight deck and planes it should be valid as a CVL. Sometimes you can install new guns in wing turrets, but sometimes it won't let me and I can't figure out why.dylguy90 posted:I'm pretty sure you can convert *anything* into CVLs - I ended up retiring my 1900 16k ton battleship fleet into CVLs that were still useful in 1940. One note of caution if you do this - don't add bulges to the original design if you started at 16k tons as they add 500t and make you too heavy to convert. I ended up editing the ships down to 1550 in the game files, so it's not the end of the world if you do. I've converted CLs and it'll let me design a rebuild of a DD into a 5 plane carrier (why would you do this). You can also semi purpose build CVLs by ordering an AV and rebuilding it with a flight deck.
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# ? Jun 5, 2019 03:11 |
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Yeah I also have the problem of unarmed CVLs because I can’t figure out how to install new primary guns but you can’t have secondaries when there’s no primary
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# ? Jun 5, 2019 03:16 |
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Pirate Radar posted:Oh, just in case anyone was wondering about jets Is that referring to the XF-84H or was there some other hare-brained prop plane that was supposed to launch from deck without a catapult? Edit: this article is a hell of a read anyways: https://en.wikipedia.org/wiki/Republic_XF-84H_Thunderscreech
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# ? Jun 5, 2019 03:45 |
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That was quite a thing to see after a sunrise: (Sadly only got the smaller one).
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# ? Jun 5, 2019 04:02 |
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OddObserver posted:That was quite a thing to see after a sunrise: Taking after GreyHUnter and the time he engaged the American CV line with his Battleships! Only the other way around.
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# ? Jun 5, 2019 05:18 |
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Pirate Radar posted:Yeah I also have the problem of unarmed CVLs because I can’t figure out how to install new primary guns but you can’t have secondaries when there’s no primary Also CVs and CVLs will not allow centerline turrets for obvious reasons so any primary guns are limited to the wing turret positions. Don't forget to remove armour from your turrets on conversion to free up tonnage for more aircraft. I haven't tried casemated main guns on carriers but I assume that it works too. Finally, one of the patches introduced a requirement for a minimum of 8 x 8" guns on converted CVs in the early 1920s. Very lightly armoured twin turrets on the wing positions satisfies this requirement quite well. Doing some testing with smaller conversions, it appears my method above only works for BC to CV or CL to CVL conversions. My previous CVL conversions were always CLs with wing mounted turrets or AVs with minimal armament which resulted in tiny airgroups. This is really annoying and likely unintended by the devs unless they actually want CA to CVL conversions to be unarmed. A workaround for this would be to build 10,000+ ton AVs with appropriate armament in preparation for conversion an useful CVL once the tech is unlocked. Zeond fucked around with this message at 19:15 on Jun 6, 2019 |
# ? Jun 5, 2019 19:57 |
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How the activation process for RtW2 is somehow jankier than RtW1 is making me giggle uncontrollably. I'm still looking forward to getting torp'd at anchor once again.
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# ? Jun 7, 2019 23:03 |
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quote:I've known for a little while now that there is some strange behaviour with machinery at higher speeds, the ones I knew off off hand were 53,900tons @ 34kts, and 21,900tons @ 35kts.
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# ? Jun 9, 2019 01:19 |
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# ? May 15, 2024 04:53 |
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Oh hell, had a battle bug out on me and lose the results. I'm Italy, at war with Austria. It's the late 40s and I've just sunk their only cruiser in a night action with the help of search radar to set up the intercept. They're down to capital ships and a few destroyers. Next turn, Austria launches another coastal raid. I've got my three new, 32-knot CAs with a destroyer squadron in company, plus two 48-plane CVs and their escorts. I set up a patrol line with the CAs and think good thoughts about the carrier group staying out of harm's way. The cruisers pick up a lone radar contact and the chase is on ! We're very slowly gaining on our quarry and Jane's suggests it's on of their 31 knot destroyers. We're halfway across the Adriatic before we get a visual sighting, the lead cruisers open fire, and then disaster ! Unknown ship fires 11 heavy guns at CA Fiume <numerous through and through hits> CA Fiume is sinking ! Oh crap ! That's their 29-knot battleship on a solo raid ! The stricken Fiume falls out of line immediately, the other two cruisers take severe punishment, both dropping to 21 or 22 knots. A quick flotilla attack puts two torpedoes into the BB Zrinyi, slowing her to about the same speed. The surviving cruiser force falls back out of visual range (nobody has radar gunnery) and keeps the pursuit up by radar. The carriers ready their dawn strike, and at 30 minutes before first light the first of three coordinated strikes goes up. The carriers add up to three torpedo and six bomb hits, while the daring destroyers get two more. Then I get about a million popups about memory errors, the Zrinyi sinks, and I have to click out of the scenario in between more error popups. The saved game doesn't take, after a reload I've got the Fiume back and the almanac still lists the Zrinyi. gently caress. One of the most exciting battles of either version of the game eaten by bugs.
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# ? Jun 9, 2019 17:11 |