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I do think the battle generator is annoying re: CVs and the weather, yeah. It would feel better sometimes if it just didn’t give you the carriers during bad weather
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# ? Aug 12, 2019 15:55 |
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# ? Jun 1, 2024 05:47 |
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They really do need to redo battle generation when air scouting starts to be a thing, way too many battle start with the enemy fleet deep within your air range, which means they don't have a hope in hell when you got half-decent planes.
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# ? Aug 12, 2019 16:08 |
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Yeah, the battle gen really needs to be reworked to take into account how much different the mid to late game is now. When the enemy fleet spawns five minutes away by airplane it can result in some really lopsided fights. Once radar becomes a thing it gets even sillier, I've had battles start with the enemy fleet already spotted and within gun range. I can only imagine how ridiculous it's going to get once they've implemented guided missiles and battles are still being generated as though they're taking place in the dreadnought era.
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# ? Aug 13, 2019 00:04 |
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Radar-directed 12-inch autoloading guns on cruisers become the new meta in RTW-verse.
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# ? Aug 13, 2019 02:30 |
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Has anyone used the AI wars mod?
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# ? Aug 13, 2019 14:58 |
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has it been updated in the last two months the answer is probably the same
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# ? Aug 13, 2019 20:10 |
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(its no)
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# ? Aug 13, 2019 23:19 |
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I started a new game as Germany, large fleet size, in version 1.07, and I'm seeing the AI build early game ships with AA and DP guns, well before they should. I know this was a bug in earlier versions but I didn't see it in 1.06. I thought it'd been fixed but I guess not. Any solutions?
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# ? Aug 16, 2019 22:45 |
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I'm bored when are they going to fix the loving game
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# ? Aug 17, 2019 05:26 |
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The game mostly works, doesn't it? I don't really see it as a game breaking "FIX THE loving GAME" type of bug that the AI have DP guns and AA in 1905. It's not like there is anything for them to shoot at. This is not meant as a personal attack, I'm just a bit confused.
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# ? Aug 17, 2019 11:31 |
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Game still broken for me until I'm able to have 200 medium-aa Bofors guns with VT fuzes deployed and shoot down any plane that even squints at my 75.000t battleships. Make me invulnerable against air attacks developers damnit
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# ? Aug 17, 2019 15:42 |
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Biggest problem is really the battle generator can't handle CV battles and just plonks you down on top of each other.
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# ? Aug 17, 2019 15:48 |
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So I discovered today that I can put two floatplanes on a 800t KE. I've yet to trigger a battle with them, but it's entirely possible this will let me turn my entire trade protection force (the ships that randomly wander around during raids / raid defense) into a whole lot of free automatic scouting. I hope. Please let me know if this doesn't work.ZombieLenin posted: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. Ships as reparations are crap anyway. The game doesn't tell you this, but if you choose to take nothing, you get a budget increase from monetary reparations. This increase is actually greater than what you get from equivalent value in colonies, and ships are usually total crap.
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# ? Aug 17, 2019 23:18 |
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dear god....
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# ? Aug 17, 2019 23:36 |
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I never played the original, but I'm assuming colonies have an actual economic value? Do they contribute more or less than reparations? Playing as England and having half of my navy stashed all over the world is getting tedious and I don't want to add more unless it's actually worth it.
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# ? Aug 18, 2019 02:52 |
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You might discover oil there or control access to a canal (Panama/Egypt). Other than that, you take colonies to deny oil to your enemy, deny support bases in sea zones where you have existing colonies/home areas, or to set up your own future blockade of their home area. Or you can go for the real prestige victory which is to paint all of map with your flag. Edit: I 100% forgot about airbases too. Roumba fucked around with this message at 04:16 on Aug 18, 2019 |
# ? Aug 18, 2019 03:26 |
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It's definitely worth it to take some colonies so you can operate against certain enemies. Without a Med base you can't effectively fight most European powers, for example. And being able to build more airbases in an areas is also very valuable. But once you have the basing ability you want, reparations are the best $ even over colonies, by a significant margin.
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# ? Aug 18, 2019 03:57 |
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YodaTFK posted:I never played the original, but I'm assuming colonies have an actual economic value? Do they contribute more or less than reparations? Playing as England and having half of my navy stashed all over the world is getting tedious and I don't want to add more unless it's actually worth it. Colonies do have value, you can check this by clicking on them or looking in the Almanac. But their long-term value is less than getting national resource increases because colonial resources aren’t affected by the “industrialization” and “railroads” events. So 1 point of national resources is actually 1*X where X is your current national resource modifier. Also remember that the value of colonies is reduced by the fact that ships on foreign stations have increased maintenance costs.
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# ? Aug 18, 2019 04:07 |
I explain a bunch of the RTW1 economy in this post. As far as I know, RTW2 follows the same model. If you look in the almanac, each nation has a "Base resources" and a "From possessions" value. Add these together and multiply by some stuff and you get your budget. Budget +/- events mainly affect the multipliers. Over time, base resources are subject to percentage growth; colonial (from possessions) resources are not. Reparations go into base resources, so point for point they ultimately give you more money than colonies.
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# ? Aug 18, 2019 08:49 |
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Oh my god I'm enjoying my Spain game so much. I'm currently at war with Germany and France in 1936. I'm blockading France, Germany is blockading me. I have my full fleet in Northern Europe, 2 good BB, 1 mediocre BB all at 25 knots. Plus a 27 knot BC, 2 10" CA, and 5 CL with 6" guns, and the usual swarms of destroyers. My third CVL is due next month. I just drew a convoy defense mission. We start at night NW of Ferol and just a couple of minutes after the game starts "unknown ship" reports start coming in, followed by the sound of torpedoes firing. When I got some tactical awareness I had three enemy BC on fire and at 10 knots or less, and some idea of which way a 4th limped off. The melee was brutal, although I only actually lost 1 CL and 1 DD I had most of my screen limping back to port. I tried to run the 4th BC down but didn't find him. RNGesus was kind to me, rain set in which saved my BC from an air strike by 2 German CVLs. That's three BCs and a DD sunk in exchange for a CL and DD, plus a lot of ships in for 1 or 2 months repair. The game isn't perfect, but it still produces some great gaming. edit: France and Germany have had enough. The Med is well on its way to being a Spanish lake. I already had Sardinia, now I've got Corsica as well. mllaneza fucked around with this message at 06:02 on Aug 19, 2019 |
# ? Aug 19, 2019 02:51 |
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Curious, has anyone done the math to figure out what the break-even point is for refurbishing old ships versus letting them stay old? I know the (O) status increases maintenance cost, so is doing a ten-year overhaul with the minimum rebuild cost cheaper than just paying the increased maintenance, or is the increased maintenance low enough that even the cheapest rebuild never breaks even?
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# ? Aug 27, 2019 20:33 |
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vyelkin posted:Curious, has anyone done the math to figure out what the break-even point is for refurbishing old ships versus letting them stay old? I know the (O) status increases maintenance cost, so is doing a ten-year overhaul with the minimum rebuild cost cheaper than just paying the increased maintenance, or is the increased maintenance low enough that even the cheapest rebuild never breaks even? Nope, but my take is rather utilitarian. I look at costs for reconstruction, then compare the hull to what I could get power wise out of a new hull, and weigh that against the cost + increased build time of a new hull. Finally I look at my budget. It turns out that often the cost of replacing small his too great, so once I hit about 900 tons on a destroyer, I end up keeping those hulls a long time.
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# ? Aug 28, 2019 15:52 |
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http://nws-online.proboards.com/thread/3380/release-historical-legacy-fleet-start There's a mod where you start with the historical ships of 1920 which is pretty drat cool in an alt-history sort of way.
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# ? Aug 28, 2019 16:45 |
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Saros posted:http://nws-online.proboards.com/thread/3380/release-historical-legacy-fleet-start Yeah, but it’s only you that starts with the historical fleet, not the other nations.
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# ? Aug 28, 2019 17:08 |
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No, it's a save game in 1922. They all have their historical fleets, dummy
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# ? Aug 28, 2019 18:51 |
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Oh god, I just had one of those battles. Background: It's 1929, and Germany and Great Britain are at war. While naval airpower was tested in the Kaiser's previous war against France, the constant fighting in the North Sea has been characterized by British firepower against German air superiority. A force of five light carriers has harried the Grand Fleet, turning German naval defeats into pyrrhic victories at best. This eventually led to the several carrier-supported engagements: the Battle of Borkum-Riff, the raid off Cross Sands, and the Air Battle of Jutland, shattering the British blockade and putting the British fleet at a major disadvantage for the first time since the Spanish Armada. But nevermind carriers. What happened next was pure, classic naval blunder. At dusk, Great Britain's Grand Fleet slips through Kattegak and plows through Øresund. The intent is to savage Germany's unprotected shipping in the Baltic Sea, a desperation move to bring Germany to heel after the failure of the blockade. The High Seas Fleet is alerted by Danish spies and unbelieving civilian radio, as two modern dreadnoughts, three older dreadnoughts, a modern battlecruiser, and two destroyers thunder past Copenhagen. In pursuit are three mid-sized dreadnoughts and two pocket battlecruisers, accompanied by the pride of the German navy, the new fleet carriers Europa and Seydlitz. But a storm whips up and the night sea churns, preventing air operations of any sort, not that the battle would last to the morning anyway. The Grand Fleet has juked north towards Sweden to shake off pursuit. At 01:00, the High Seas Fleet admiral makes a series of jukes in the Gulf of Danzig to bring his scattered fleet closer together. This has the effect of reversing the positions of his battlecruisers and carriers, placing the carriers along the coast and the battlecruisers dozens of miles north. At 03:00, the modernized pocket battlecruiser SMS Goeben reports contacts just a few hundred meters off port and starboard. Two minutes later the contacts open fire, revealing themselves as enemy battleships and battlecruisers. The Goeben is shellacked and one of her escorts, S24, scarcely has time to react before she rams an enemy battleship. But the rest of Destroyer Division 14 volleys torpedoes left and right, scoring three immediate hits and six more during the engagement. Returning torpedoes are non-existent - the British destroyer force had its back broken in previous battles. In a stroke of luck, the main German force gets close enough to engage but far enough to avoid the knife fighting, beginning fire at 03:24. The British ships split west and attempt to run, but the High Seas Fleet runs down the fleeing battleships one by one, sinking the last at 06:25. At the end of the carnage, the HMS Incomparable, HMS Howe, HMS Victorious, HMS Magnificent, HMS Royal Oak, and HMS Centurion lie at the bottom of the Baltic, victim of blundering into a modern destroyer division at night. Destroyer Division 14 was annihilated to the last ship. The Goeben made it to port with only moderate flooding, and the rest of the High Seas Fleet was completely untouched. The British have 0 dreadnoughts remaining, none in construction, and 1 battlecruiser. I can't even imagine what Churchill would say. Had I not made that juke at the start of the battle, my brand new CVs would have blundered into the entire Grand Fleet at night and gotten wrecked. And somehow I managed to toss my scouting force into the jaws of the British battleship line destroyers first and got lucky that the Royal Navy didn't bring more than 2 DDs themselves. Meanwhile I'm left scratching my head as to why I'm fighting an English coastal raid in the Baltic Sea...
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# ? Sep 1, 2019 09:47 |
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Raise the misplaced coastal raid on the game forums, it's a case of the number which tells the battle gen which sea zone being input wrong and an easy fix. I had the same as Spain where northern battles would spawn in the med.
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# ? Sep 1, 2019 09:57 |
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That's probably why Spain vs Germany & France gets coastal raids in the North Sea. Also my Armada is best Armada.
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# ? Sep 1, 2019 10:51 |
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I had a Russian coastal raid as Germany off the west coast of Jutland. Their ships all ended up bunch up and trapped in a nook in the coastline and got annihilated. I took it as a desperate hail-Mary attack and bad navigation, but it sounds like this bug.
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# ? Sep 1, 2019 13:36 |
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The USA sold me 20-inch guns as France and I built a pair of monster battlecruisers which were supposed to be fast enough to get into position to kill everything at huge ranges. They both spawned as part of the AI-controlled scouting force in a fleet battle, sailed into the German battle line and died instantly
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# ? Sep 1, 2019 14:51 |
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I really wish there was more flexibility to set your fleet doctrines. poo poo like “don’t put the glass cannon battlecruisers in the scouting force”, or “scouts retreat and regroup with main body”, poo poo like that.
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# ? Sep 1, 2019 15:31 |
v1.08 is outchangelog posted:The following are the fixes/changes made for the v1.08 update: Quality of life changes for air groups
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# ? Sep 1, 2019 19:05 |
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ModernMajorGeneral posted:The USA sold me 20-inch guns as France and I built a pair of monster battlecruisers which were supposed to be fast enough to get into position to kill everything at huge ranges. There is an option in the preferences screen to turn off the AI controlled support force. I've kept mine turned off since RTWI as I've never seen the AI do anything other than sail around uselessly or blunder into a superior force.
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# ? Sep 1, 2019 19:18 |
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So this game has served as a test case for my floatplane KE: This only works if you turn on "Floatplane launch: Automatic" in the settings. Floatplane search priority in doctrine may or may not do something, but I think it mostly applies to combined forces of AVs and CV(L)s. I never ever build any AVs anyway so that's irrelevant to me. And they only show up in battles where you're defending your coast, so about 30% of the time. That said for only a tiny cost over a min-600kt KE putting these on Trade Protection means you get a scattering of scouts all over your coasts that let you pick up enemy raiders quite easily during daytime. Can be built the moment you get floatplanes.
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# ? Sep 1, 2019 21:42 |
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wait theres an option to just set it to automatic?????????
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# ? Sep 1, 2019 21:48 |
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OpenlyEvilJello posted:v1.08 is out I hope we get more mission types. Coastal raids, bombardment, cruiser raiders, etc makes sense when we're talking WW1. But the mission scope for WW2-era missions is a bit weird. Why not have air base bombing/bombardment missions, anti-port missions like Taranto, and so on. It's hard to justify hunting transports with a 200-plane carrier task force backing a 3-BB battleline, even though I know the Japanese actually did it in the Indian Ocean Raid. e: Also I wish it was less reliable to detect ships using air recon. It seems either aircraft are entirely disabled or completely reliable, because every task force at sea gets pasted by air strikes no matter what you do. No localized weather, no cloud cover, unreliable reports are duplicated a half dozen times so you just use the repeats... TheDemon fucked around with this message at 15:47 on Sep 2, 2019 |
# ? Sep 1, 2019 22:20 |
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Stairmaster posted:wait theres an option to just set it to automatic????????? Haha gently caress me there is too. quote:It is now possible to multi select air units and multi delete air units in the air groups screen. FINALLY. [e] Oh wait you cant use half the functionality. Saros fucked around with this message at 13:24 on Sep 2, 2019 |
# ? Sep 2, 2019 13:07 |
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Saros posted:Haha gently caress me there is too. Stairmaster posted:wait theres an option to just set it to automatic????????? lmao I had to discover it trying to figure out why my ships weren't working so you're not the only ones.
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# ? Sep 2, 2019 15:49 |
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FrozenVent posted:I really wish there was more flexibility to set your fleet doctrines. poo poo like “don’t put the glass cannon battlecruisers in the scouting force”, or “scouts retreat and regroup with main body”, poo poo like that. Well, for part of this I can help. After your glass canon battle cruisers “discover” guys that can explode them, you can click on their fleet icon. Once there, if it is not already set to this, set the squadrons lead formation to your battle squadron, then change their role to “screen” and exit. Then watch then retreat into a screening position. If you’d like, you could also set them to core and make them part of the battle line.
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# ? Sep 4, 2019 21:16 |
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# ? Jun 1, 2024 05:47 |
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ZombieLenin posted:Well, for part of this I can help. After your glass canon battle cruisers “discover” guys that can explode them, you can click on their fleet icon. yeah but you dont get to pick what ships go in what divisions so you can't do multiple types of light cruisers
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# ? Sep 4, 2019 22:00 |