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What is the cut-off for fully armored secondary turrets? I can't remember if it's 2 inches or 2.5 inches of armor. EDIT: Looked it up in the manual. 2 inches and above means full turrets and protection against splinters, 1.5 inches and down means gun shields and can be taken out easily. This is only for 6 inch guns and below for main guns, and for secondary guns. Less then the cut-off, and your secondaries are considered to just have gun shields and will die from shrapnel. And how is that last one a heavy cruiser with 3.5 inch belt armor? Drop one turret and go up to 5-6 inches. Dunno-Lars fucked around with this message at 07:20 on Jun 21, 2019 |
# ? Jun 21, 2019 07:06 |
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# ? May 29, 2024 07:46 |
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bewbies posted:Some "worst AI ship" submissions, from 1947 Looks like it's based on the real world Town-class light cruisers, except reclassified as CA. I wonder if it's an armor configuration thing or does it have too many main guns to be a CL?
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# ? Jun 21, 2019 07:13 |
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Obfuscation posted:Looks like it's based on the real world Town-class light cruisers, except reclassified as CA. I wonder if it's an armor configuration thing or does it have too many main guns to be a CL? I'm guessing fog of war and that the armor is not correct. Especially considering it does not have any other type of armor listed.
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# ? Jun 21, 2019 07:14 |
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Is there anything you can do in this situation? It was night when the scenario began and none of the CAs will shoot the bombardment target, even though they've been parked as close as possible to it for three hours. Edit: The answer seems to be "sit there until daytime, set your CAs to AI controlled, let the game give them back to you, then they will shoot". Edit2: Next battle was, "Blow up this bombardment target with these two destroyers with a combined total of four three-inch guns" Gort fucked around with this message at 14:23 on Jun 21, 2019 |
# ? Jun 21, 2019 10:58 |
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I prefer to call it a heavy destroyer This is either the best use of the maximum allowable displacement or a terrible mistake. Kilonum fucked around with this message at 18:36 on Jun 21, 2019 |
# ? Jun 21, 2019 18:26 |
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you could have gone for 20in guns so yeah
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# ? Jun 21, 2019 19:17 |
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Stairmaster posted:you could have gone for 20in guns so yeah 20s would have made it 20k tons overweight.
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# ? Jun 21, 2019 19:24 |
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Just go fisher my man
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# ? Jun 21, 2019 19:57 |
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Stairmaster posted:
Not dual purpose mainguns, not interested. That thing will rip so many things apart.
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# ? Jun 21, 2019 20:11 |
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Kilonum posted:
Finally, we get to see what the US would have built if they were in the Axis and didn't want to be left out of the huge ship club.
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# ? Jun 21, 2019 20:15 |
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I was never any good at RTW1, but it seemed like the kind of thing I'd love if I were better at grog games. They made RTW2 even harder. Oh well, at least I can read LPs.
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# ? Jun 22, 2019 13:35 |
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What is the main issue you are having? Is it the design process? The battles? The organization of where to send what ship? Give Italy a go, and stay in the Mediterranean sea. Don't grab any colonies outside of it, and make size 40 airbases in multiple places to cover as much sea as possible.
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# ? Jun 22, 2019 18:44 |
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Don't worry about losing battles. As an admiral it's thousands of young men who will pay the price, not you.
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# ? Jun 22, 2019 23:41 |
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Is anyone else having memory access issues with surprise attacks? Right as my war with Japan kicks off, I keep getting a memory access errors of this sort:code:
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# ? Jun 23, 2019 15:29 |
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I'm seeing a lot of memory errors and such. I can continue the game, I just worry I'm going to lose another brilliant victory. On the "what should I build" front, Norman Friedman's books can't be beat. I'd recommend Fighting the Great War at Sea for a good overview of war at sea in the coal and torpedo era. Naval Firepower gets fiddly about fire control systems, save this for later. Then he has several design overviews, like "British destroyers: from earliest days to the Second World War" which covers the evolution of a whole class of ships for a single nation. I'm about halfway through British battleships, and reading about how Fisher, Churchill , and that whole lot squabbled over 100 tons here, 100 tons there is very approachable having made the same kind of decisions myself in-game. These come up on Kindle sale occasionally, but as big lavishly illustrated books they're worth the ~$45. The Kindle editions have good quality photos in them, so that's convenient, if not vastly cheaper.
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# ? Jun 23, 2019 16:34 |
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Mukaikubo posted:I was never any good at RTW1, but it seemed like the kind of thing I'd love if I were better at grog games. If you get more serious then yeah pick up the books.
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# ? Jun 23, 2019 18:36 |
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Be aware that early triple turrets are usually trash, that's why most nations held onto double turrets for quite a while. You'll eventually get an improved triple turret check.
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# ? Jun 23, 2019 18:58 |
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Just build this:
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# ? Jun 23, 2019 19:17 |
vyelkin posted:Just build this: That might be an ideal battleship for the British fleet, but that doesn't mean it is for everyone.
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# ? Jun 23, 2019 20:42 |
What techs do I need to actually make a dedicated carrier? Is it in ship design?
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# ? Jun 24, 2019 21:48 |
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Gay Hitler posted:What techs do I need to actually make a dedicated carrier? Is it in ship design? You eventually unlock a new tech field. IIRC it's something like "Naval Air Ops, Heavier than air"
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# ? Jun 24, 2019 22:05 |
Bremen posted:You eventually unlock a new tech field. IIRC it's something like "Naval Air Ops, Heavier than air" I think I keep getting messages saying I cant make further progress in that field without a dedicated carrier
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# ? Jun 24, 2019 23:14 |
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Build a quick and dirty light carrier
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# ? Jun 24, 2019 23:30 |
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Gay Hitler posted:I think I keep getting messages saying I cant make further progress in that field without a dedicated carrier IIRC, it's just you can't have it on high without a carrier? There's a stretch where you can't build a purpose built carrier but need a carrier for high naval air research; the intent of the game is to get you to convert an existing ship to a carrier. I think it's confusing and should be eliminated, but it's what navies did historically so I guess that's why the developers try to force you to do it.
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# ? Jun 25, 2019 02:26 |
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Here are the techs from the ResearchAreas2.dat file related to carriers:pre:
[Naval aviation, heavier than air 17]
PicName=NavalAviationHeavy.jpg
Seaplane scouts;1915;N;70;6;1700;Enables seaplane bases
Aircraft bombing of ships;1916;N;70;6;1701;Enables air bombing of ships with light bombs
Early air launched torpedoes;1917;N;70;6;1702;Enables air launched torpedoes
Aircraft catapult;1923;N;70;10;1703;Enables aircraft catapults on ships
Later air launched torpedoes;1930;N;70;10;1704;Improves hit chances of air launched torpedoes
Dive bombing;1930;N;70;8;1705;Enables dive bombers
Air/Sea rescue;1935;Y;20;8;1717;Improves pilot survival and thus mitigates experience degradation from air losses
Improved dive bombers;1938;N;70;10;1706;Enables improved dive bombers
Improved air launched torpedoes;1938;N;70;10;1707;Improves hit chances of air launched torpedoes
Coordinated airstrike management;1939;N;70;10;1708;Allows coordinated strikes from several carriers
Aerial depth charges;1941;N;80;10;1712;Increases ASW value of aircraft carriers and air bases
AP bombs;1942;N;90;6;1715;Enables use of AP bombs by aircraft
Skip bombing;1942;N;50;10;1711;Increases effectiveness of level bombers in anti shipping attacks
Leigh light;1942;N;80;8;1713;Increases ASW effect of air bases
Bombentorpedo;1944;N;40;10;1710;Near misses from glide bombing have a chance of being converted to torpedo hits
[Shipboard aircraft operation 18]
PicName=ShipboardAviation.jpg
Seaplane carrier;1914;Y;70;6;1801;Enables small seaplane carriers
Improved seaplane carrier;1916;Y;70;8;1802;Enables larger seaplane carriers
Flight deck;1918;Y;70;10;1803;Enables CVL conversions
Purpose built aircraft carrier;1920;Y;80;8;1804;Enables CVL construction
Aircraft carrier conversion;1921;Y;70;10;1805;Enables CV conversions
Transverse arrestor wires;1925;N;70;8;1811;Lowers risk of landing accidents
Large aircraft carrier;1926;Y;100;12;1809;Enables purpose built CV
Better aircraft handling practices;1927;N;70;8;1806;Increases aircraft capacity and ready times of carriers
Improved landing guidance systems;1929;N;70;8;1817;Lowers risk of landing accidents
Deck park;1930;Y;70;10;1814;Increases aircraft capacity of carriers
Improved arrestor wires;1931;N;70;10;1812;Lowers risk of landing accidents
Deck edge lifts;1934;N;70;10;1810;Improves readying times of aircraft
Improved carrier design;1936;Y;80;10;1815;Increases maximum carrier size
Flight deck catapults;1936;Y;50;6;1820;Enables catapults on aircraft carriers
Air intercept control system;1938;Y;80;12;1807;Increases CAP effectiveness
Improved aircraft handling practices;1940;N;70;12;1813;Increases maximum carrier size
Two phase search;1942;N;70;4;1822;Enables two phase search
CIC;1942;N;70;12;1818;Increases CAP effectiveness
Deck launched interceptors;1942;N;70;8;1819;Increases CAP effectiveness
Improved carrier design;1944;Y;80;10;1816;Increases maximum carrier size
Angled flight deck;1950;Y;80;15;1808;Enables angled flight deck
TehKeen fucked around with this message at 09:12 on Jun 25, 2019 |
# ? Jun 25, 2019 06:44 |
Bremen posted:IIRC, it's just you can't have it on high without a carrier? Cant build a light carrier either. If all I need to do to advance is convert something to a cvl that's no issue. Would have been nice to have been told so
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# ? Jun 25, 2019 15:09 |
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So how long has it typically taken people to receive their email with the activation code? I set up an outlook and emailed a couple days ago but havn't gotten a response yet.
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# ? Jun 25, 2019 19:45 |
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Anyone else be unable to build torpedo bombers? Despite having both technologies available, when I try to have a tender for torpedo bombers I'll get an error stating "this role is not known at present" despite several other nations having torp bombers.
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# ? Jun 25, 2019 19:58 |
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ive only had that problem with dive bombers
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# ? Jun 25, 2019 23:38 |
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Jimmy4400nav posted:So how long has it typically taken people to receive their email with the activation code? I set up an outlook and emailed a couple days ago but havn't gotten a response yet.
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# ? Jun 25, 2019 23:49 |
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Jimmy4400nav posted:So how long has it typically taken people to receive their email with the activation code? I set up an outlook and emailed a couple days ago but havn't gotten a response yet. I emailed them Sunday and got my code a few hours ago.
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# ? Jun 26, 2019 02:56 |
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Jimmy4400nav posted:So how long has it typically taken people to receive their email with the activation code? I set up an outlook and emailed a couple days ago but havn't gotten a response yet. It took them a day or two to email mine. I also sent in my RTW1 key at the same time and haven't got my rebate yet, so no idea how long that takes.
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# ? Jun 26, 2019 05:41 |
Can anyone help me understand rebuilds? What happens in a rebuild when you arent replacing machinery or guns or fire control that takes 3-4 months? Should I do that more regularly? Do I need to rebuild guns to get turrets or ammo improvements? How often do you replace machinery? Do you usually just throw all your new excess tonnage for more speed? At what point do you start scrapping ships?
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# ? Jun 26, 2019 14:14 |
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vyelkin posted:It took them a day or two to email mine. I also sent in my RTW1 key at the same time and haven't got my rebate yet, so no idea how long that takes. I sent them an email about the rebate every few days until I got it and it took about 3 weeks. Just harass them about it, if they're dumb enough that they made it so they need to manually PayPal people $5 they deserve to get a few hundred annoyed emails.
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# ? Jun 26, 2019 15:11 |
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Gay Hitler posted:Can anyone help me understand rebuilds? What happens in a rebuild when you arent replacing machinery or guns or fire control that takes 3-4 months? Normally ships become obsolete 10 years after they are built. Rebuild restarts this clock and gives them another 10 years. (Obsolete ships suffer from increased breakdowns and I think they cost more to maintain.)
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# ? Jun 26, 2019 17:02 |
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There does seem to be a bug where if you rebuild a ship after adding additional deck armor in a previous rebuild, it doesn't count the weight of the extra deck armor so you effectively get a weight refund.
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# ? Jun 26, 2019 17:37 |
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Yes you need to rebuild if your gun quality can be upgraded. I'm not sure if it's worth it, really. Replacing the machinery is usually not worth it, it costs so much money you're usually better off scrapping and making a new ship. I'll usually only replace the machinery on my old legacy Bs when converting them to CVLs so they can be not worthless, and at that point you're kind of forced to do that. Rebuilding is best for low cost things like upgrading fire control, adding AA guns to old boats, enabling torpedo reloads, etc. Edit: forgot about treaty limits. Yes if you're limited by a treaty then you have to rebuild those old capital ships to stay current with tech, then it is worth it to go hog wild if you can't afford to start another war.
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# ? Jun 26, 2019 20:08 |
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1.05 is out they still havent fixed the battle gen for carrier battlesquote:The following are the fixes/changes made for the v1.05 update:
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# ? Jun 27, 2019 00:10 |
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Wait, you can buy foreign aircraft??
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# ? Jun 27, 2019 00:24 |
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# ? May 29, 2024 07:46 |
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Yup on an unrelated note, anybody happen to know the savegame folder?
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# ? Jun 27, 2019 00:44 |