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Gort posted:Why build corvettes? The ones I come across are useless they're an extremely cheap and fast-building way to deter enemy commerce raiders, hunt submarines, and/or minesweep, depending on what exactly you build them for. they will die against anything that isn't another corvette or a lightly armed destroyer, but that's fine, they're auxiliary ships, not frontline combatants.
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# ? Aug 5, 2019 06:56 |
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# ? May 29, 2024 11:15 |
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Mister Bates posted:they're an extremely cheap and fast-building way to deter enemy commerce raiders, hunt submarines, and/or minesweep, depending on what exactly you build them for. They're cheap things you can put minesweeping gear, depth charges, and k-guns on that also count as a trade protection hull.
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# ? Aug 5, 2019 09:24 |
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But destroyers exist and are much better
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# ? Aug 5, 2019 10:00 |
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Corvettes (KE) is a lot cheaper and faster to build. 500 tons and below can only be built during wartime and will be disbanded after the war ends (they are basically fishing vessels that are conscripted), but 600 tons and above will stick around. Make a bunch of them with the lowest amount of speed and smallest gun. You can probably afford to keep 20 or so around. Though the argument for having some 300 ton destroyers with a single torpedo is valid, they might get a lucky hit on something that a KE would die to.
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# ? Aug 5, 2019 12:08 |
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Mid game a commerce raiding AI can have more than 100 subs so corvettes are good.
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# ? Aug 5, 2019 14:01 |
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As destroyers steadily get larger and more powerful you'll reach the point where any destroyer that can hold its own in combat is going to be significantly more expensive and time-consuming to build than a corvette, while still counting the same for trade protection and not being significantly more effective against submarines. Early to mid game old destroyers will fill the role just fine, but as submarines get better and more numerous you're really going to want to find ways to get as many depth charges into the water as possible. Their lower maintenance costs also allow you to scrap those old destroyers and have enough money left over to replace them with proper modern fleet destroyers that are useful for things besides trade protection. You should absolutely still have some antisubmarine capability on your fleet destroyers, especially late-game. Having a bunch of cheap, expendable ships whose sole purpose is to perform the boring duties so your actual fleet assets can focus on fighting the enemy is still super handy, though. AMCs don't seem to get much love but they are also good, not just for raiding but also for thwarting enemy surface raiders. During my last war I built 4 AMCs and put them in the sea zone where most of the enemy raiding was happening, set them on Raider, and while they didn't get any merchant kills themselves, they did drop my number of friendly merchants lost per turn from ~10 to zero by scaring off all the enemy raiding cruisers. Mister Bates fucked around with this message at 15:53 on Aug 5, 2019 |
# ? Aug 5, 2019 15:51 |
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quote:The following are the fixes/changes made for the v1.07 update:
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# ? Aug 5, 2019 19:25 |
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I've only really played the early game so I guess that's probably the reason. Early corvettes and destroyers are similar in many ways (like tonnage), but the destroyers are like 50% faster.
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# ? Aug 5, 2019 19:29 |
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Also even super early on you can build 600-ton corvettes with a couple guns and minesweepers that have like 300 tons unused weight, and then as the game goes on just refit them every ten years or so to add the latest ASW technology into that unused weight. They're insanely cheap to build and insanely cheap to refit later, and they fill a really useful role as trade protection so you have more free destroyers, except you really don't care whenever they lose a spirited gun duel and sink.
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# ? Aug 5, 2019 20:03 |
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I wonder if there's a way to mod in a minimum tonnage restriction for treaties, or a minimum gun caliber. Completely ahistorical but it would be hilarious. 'No ship shall be smaller than 30,000 tons or carry guns smaller than 10 inch caliber' Mister Bates fucked around with this message at 20:21 on Aug 5, 2019 |
# ? Aug 5, 2019 20:18 |
mllaneza posted:Try Spain, it will test you. One of my best wars in RTW1 was defeating Britain as Spain in the late '30s or '40s. I started in the game version that had a research bug that could prevent unlocking calibers over 12", which was itself really interesting, but by the time the war started, I was still stuck at 12" while the Brits were deploying serious calibers. It was a tough fight in which the decisive battle saw the entire British battle fleet go down at the cost of about 90% of mine. Gort posted:I've only really played the early game so I guess that's probably the reason. Early corvettes and destroyers are similar in many ways (like tonnage), but the destroyers are like 50% faster. Small destroyers can handle ASW well enough in later years, but the advantage of corvettes is that the battle generator is much less likely to pull them into important battles. You don't normally want 500-ton destroyers escorting your capital ships in 1945.
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# ? Aug 5, 2019 20:37 |
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Is the game locked to a specific PC? I've a couple of long train journeys next week and puzzling over naval budgets would be an ideal distraction...
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# ? Aug 6, 2019 11:41 |
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You can activate it on two PCs at once, no problem
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# ? Aug 6, 2019 11:48 |
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:think:
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# ? Aug 7, 2019 02:33 |
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Stairmaster posted::think: flying airships that carry other, smaller airships, what will the scientists think of next
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# ? Aug 7, 2019 03:01 |
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Great coverage though.
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# ? Aug 7, 2019 07:17 |
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Does anyone remember what the game in development using what looks like a modified GNBNA engine was called? I cannot remember for the life of me. Also, I wish that AI nations would go to war with each other. That would make this game a lot more dynamic. I had the same complaint with the original RTW.
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# ? Aug 7, 2019 14:43 |
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the lack of AI-fought wars feels like a huge omission, yeah also, considering that the defining historical events of the era in which the game is set were a pair of world wars, that the game is lacking any sort of global-scale 'Great War' mechanic feels kind of weird. At most you can have two nations fighting two nations.
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# ? Aug 7, 2019 22:00 |
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It's probably just me, but I don't really see the appeal of having the AI fight. You'd just get notifications that nations X and Y have lost some ships and something changes hands, but nothing directly involving the player.
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# ? Aug 7, 2019 23:05 |
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Mister Bates posted:the lack of AI-fought wars feels like a huge omission, yeah I once fought a lategame war as the USA, allied with Britain, against a fascist Germany. It lasted years and I got events saying the German dictator was declaring total war and that they would fight to the end and stuff like that, that was neat. It didn't really change much about the gameplay though.
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# ? Aug 7, 2019 23:27 |
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HisMajestyBOB posted:It's probably just me, but I don't really see the appeal of having the AI fight. You'd just get notifications that nations X and Y have lost some ships and something changes hands, but nothing directly involving the player. Well, the AI fighting leads to territory changing hands, enables world wars potentially, I mean it could really open up the game a lot.
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# ? Aug 8, 2019 00:48 |
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Sorry for the double post, but I just spent half of my evening last night playing the 1920 Germany start for the first time. This is definitely RTW2 on hard mode. Even if you start the game with 'very large' fleets, you get a tiny fleet and huge building restrictions unless you are lucky enough to get the 'fascist coup' and 'repudiate peace treaty' events pretty quick. I really tried to rebuild as quickly as possible, while keeping the peace as best I can. This led to me having a dangerously low prestige, until eventually I got the 'Great Britain blows up your ship in port' event, which, given my prestige of 15, I had to respond to with 'this means war!' or the game was over. So now I am fielding a navy with some old rebuild pre-dreads, 4 rebuilt CAs, 2 new CAs, 2 new CLs, and 20 or so mixed old/new destroyers in a war against Great Britain. Of course, just in Northern Europe Great Britain has 13 BBs and 4 BCs. Meaning, I am definitely blockaded and I really, really have to pick my fights. Which all reminds me that this is the other thing AI wars might enable--treaties that limit the ships a country can field post-major war, ships handed over as war reparations, etc.
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# ? Aug 8, 2019 14:39 |
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I'm pretty sure ships can be handed over as reparations although it's rare. At least it was possible in RTW1.
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# ? Aug 8, 2019 15:45 |
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Yeah, ships can still be reparations in RtW2. On the forums people have asked about more complicated treaties to match the historical ones, but the devs have said it’s a low priority.
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# ? Aug 8, 2019 15:49 |
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I can't imagine it'd be too hard. Just take the existing treaty system and have it apply to only one nation. Balance it out by giving it a small chance to backfire and lead to a fascist coup/explosion of the naval budget down the line. Then again, this is the same game that's still throwing memory access errors so yeah, probably should fix that first.
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# ? Aug 8, 2019 15:53 |
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The devs are real dumb
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# ? Aug 8, 2019 17:48 |
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This one nation imposed treaty thing already happens but only to the player or at least I've never seen it on an AI. I think y'all just aren't losing enough wars. I got whomped as Spain in 1910 by the UK and got stuck with a 10'' 12KT limit and no subs allowed.
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# ? Aug 8, 2019 22:05 |
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Anyone know how to move air units out of the naval reserve?
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# ? Aug 9, 2019 00:50 |
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I'd never really thought of seaplane tenders as an offensive weapon before, but one of them just launched a wing of floatplanes that scored a lucky hit with a bomb and blew one of my ships to loving smithereens, so I may need to reconsider.
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# ? Aug 9, 2019 05:03 |
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Saros posted:This one nation imposed treaty thing already happens but only to the player or at least I've never seen it on an AI. I think y'all just aren't losing enough wars. Spain is loving hard mode. Even with large fleets you get a whole lot of nothing and then some Bs with 9" main guns. I haven't had to fight anyone bu A-H so far, and my second BC is nearing completion, but I'm still stretched. I need capital ships to deal with major powers, except for Britain and the US whom I can't hope to match, and enough cruisers for trade protection when A-H gets snippy again. I got lucky just now. I researched quality 1 4-inch guns while I was at peace. I was able to get about 25 600 and 700 ton destroyers rebuilt with the good guns right away.
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# ? Aug 9, 2019 06:19 |
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Mister Bates posted:I'd never really thought of seaplane tenders as an offensive weapon before, but one of them just launched a wing of floatplanes that scored a lucky hit with a bomb and blew one of my ships to loving smithereens, so I may need to reconsider. Seaplane tenders are (for me at least) rubbish if you have normal air research on, as with High focus on nav aviation and 10% research you just discover light carriers very shortly afterwards. So building them is a bit of a bust as those who waited a few months for CVLs thump you in short order by the time of the next big war. However, I've not tried them with slowed air research on, which might make them significantly more viable; if they're all that's available, after all...
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# ? Aug 9, 2019 10:06 |
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Seaplane tenders should really be cheap recon platforms instead of terrible carriers but the battle generation doesn’t really allow them to perform in that role.
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# ? Aug 9, 2019 12:11 |
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Arglebargle III posted:Anyone know how to move air units out of the naval reserve? In the air groups screen, select the unit, left click and drag over to the air group you want it moved to in list on the left panel. Grognard game UI design is an after thought at best. Two things that could use serious UI improvements in this game are strategic zone movement for ships and transferring of air groups. Cancelling a move order for a ship is a headache and moving an experienced air wing to a new carrier/base is a totally unnecessary click and drag fest.
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# ? Aug 9, 2019 19:45 |
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Can anyone tell me why authorized air strength is often 0 even though planes are allocated to an active squadron?
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# ? Aug 9, 2019 22:43 |
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because the devs are bad at coding guys the ai is scaring me
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# ? Aug 9, 2019 23:11 |
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That looks like it's playing a game of "I'm not touching you" with the concept of a battlecruiser.
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# ? Aug 10, 2019 16:15 |
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Is there any way to zoom to where the action is when I get a notification that some of my aircraft are making an attack run on enemy ships? It's super hard to tell where planes are and what they are doing. More generally, is there a guide anywhere to conducting carrier ops? It's the mid 20s in my game and I've got a few CVLs active, I've managed to score a few kills with torpedo bombers, but I don't really know what I'm doing.
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# ? Aug 10, 2019 16:30 |
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Yeah double click on the report.
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# ? Aug 10, 2019 16:54 |
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Arglebargle III posted:Yeah double click on the report. Really...
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# ? Aug 11, 2019 22:18 |
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# ? May 29, 2024 11:15 |
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So I downloaded 1.07 (I had been running 1.05) and got a single ship as ‘reparations’ at the end of a single war I barely won, then in the next three was despite even greater victories (VP wise) and forcing the governments of my opponents to collapse, never got another ship as reparations again. Also, I am going to bitch about the number of battles that get generated involving my CVs that start at dusk or in terrible weather. Seriously, how am I supposed to engage enemy battlecruiser raiding forces with CVs when this sort of poo poo happens. I basically just have to sit there and keep my distance without being able to do anything. Lastly, any advice on the use of battleships during the late game? Even when I get a night battle it seems like I eat a lot of torpedos fires blindly (at radar contacts I suppose), which makes using them difficult at best.
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# ? Aug 12, 2019 15:47 |