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ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Stairmaster posted:

yeah but you dont get to pick what ships go in what divisions so you can't do multiple types of light cruisers

No, this is true. I do wish there was a way to easily set up your own permanent divisions. I mean, the functionality is there for fleet exercises, so...

Edit

I also wish the AI would build better ships.

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Mister Bates
Aug 4, 2010
it's honestly kind of weird to me that they went to all this trouble adding carrier ops as an entire new game mechanic when there is still so much obvious work to be done improving and refining the core mechanics that were already present in the first game

like, don't get me wrong, I love me some carriers, but poo poo like not being able to manage your fleet OOB at all or assign different classes of ships to different roles feel like really glaring omissions that should have been fixed when developing a sequel

Stairmaster
Jun 8, 2012

so uh if the new air management stuff in 1.08 is broke how come they haven't released a hotfix yet....

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
So I'm pretty sure there's an accuracy penalty in-game for trying to shoot at a DD with guns bigger than 5 or 6 inches, but I can't find it in the manual or the forums errata. Does anyone know what the mechanic is?

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Pirate Radar posted:

So I'm pretty sure there's an accuracy penalty in-game for trying to shoot at a DD with guns bigger than 5 or 6 inches, but I can't find it in the manual or the forums errata. Does anyone know what the mechanic is?

There absolutely is, but I have no idea what the mechanic actually looks like.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

You can see it in the to-hit calcs accessible via the ship data screen during combat. It's -30 *unknown units* which is pretty significant and equivalent to 3 stages of fire control upgrades.

ThisIsJohnWayne
Feb 23, 2007
Ooo! Look at me! NO DON'T LOOK AT ME!



Yep, "firing at small target" or some such.
It also seems the accuracy calc has a lower limit or hard floor at 0.5 which it'll never go under regardless of modifiers, and (much more sadly) an upper limit as well of 10.00 (20.00?) or something.

Why yes I do cheat and modify the game files almost all the time, why you ask?

Roumba
Jun 29, 2005
Buglord
I think it also depends on the size of the DD. Something smaller than 900t, right?

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




I just finished a lovely game as Spain. Only 58 prestige, but the Mediterranean is well on its way to becoming a Spanish lake. The highlight of the game was my only BC. Despite mines, torpedoes, and heavy caliber shells, she sank more tonnage than the rest of the navy combined. Always have at least one powerful BC. Try playing Spain, any success is so sweet.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

A most shameful Gibraltar.

Stairmaster
Jun 8, 2012

quote:

The following are the fixes/changes made for the v1.09 update:
Revised battle missions for Italy and AH to account for possible change in ownership of Dalmatia.
Tweaked battle compositions so that lack of certain ship types will not guarantee that a "better" type is substituted.
Aircraft of multi deleted air units will now end up in the pool of available aircraft.
Auto delete of unused rebuild design files is now an option. If checked, the delete will be performed every December.
The airbase list data will now update after multi-moving air units to the reserve.
"Fastest Available" checkbox will be automatically turned off if game speed is manually lowered.
Added copy and paste function for air groups in Air Groups screen.
Airbases in air groups screen now sorted: Reserve - CV - Home area bases - other bases by possession.
Fixed an error with British bonus techs in the nation file.
Added Dreadnought to the British ship names file.
Made airstrikes less likely to target transports.

Yawn

FrangibleCover
Jan 23, 2018

Nothing going on in my quiet corner of the Pacific.

This is the life. I'm just lying here in my hammock in Townsville, sipping a G&T.

Stairmaster posted:

Added Dreadnought to the British ship names file.
...

what the ABSOLUTE gently caress


I mean, yeah, I'd never seen it but I manually name my first BB as Britain "Dreadnought" anyway and frankly I have better things to do with my life than read all 60 active British capital ship names from the Almanac at any given time.


They made a game about Dreadnoughts

and then

didn't let it name ships Dreadnought.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

FrangibleCover posted:

...

what the ABSOLUTE gently caress


I mean, yeah, I'd never seen it but I manually name my first BB as Britain "Dreadnought" anyway and frankly I have better things to do with my life than read all 60 active British capital ship names from the Almanac at any given time.


They made a game about Dreadnoughts

and then

didn't let it name ships Dreadnought.

Which reminds me how annoyed I am that if I want to actually name all of the 20 DDs I am building, I have to either build them one at a time, or go back and rename them all.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Saros posted:

A most shameful Gibraltar.

I wanted Malta too, but I only had one short, inconclusive war with the British and that was mostly their blockade versus my subs and light cruisers strangling their trade.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Aw, so much for my lategame B spam

Danann
Aug 4, 2013

Radar is some spooky rear end poo poo when you have it but the other guy doesn't. I managed to stalk and bait a French BB into my DD screen as Russia. After it was crippled I finished it off with practically point blank 16-inch gunfire.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Danann posted:

Radar is some spooky rear end poo poo when you have it but the other guy doesn't. I managed to stalk and bait a French BB into my DD screen as Russia. After it was crippled I finished it off with practically point blank 16-inch gunfire.

You want to watch that, the dying spasm of torpedoes from a crippled battleship has cost me dearly at times.

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

Danann posted:

Radar is some spooky rear end poo poo when you have it but the other guy doesn't. I managed to stalk and bait a French BB into my DD screen as Russia. After it was crippled I finished it off with practically point blank 16-inch gunfire.

I really do enjoy getting blind firing before anyone else, and then shooting the poo poo out of things at night or in low visibility conditions when they cannot shoot back.

Unfortunately blind firing often comes very late in the game, and most of my games I get bored and start a new game before that time comes.

ThisIsJohnWayne
Feb 23, 2007
Ooo! Look at me! NO DON'T LOOK AT ME!



you could edit the save file :imunfunny:

OpenlyEvilJello
Dec 28, 2009

New patch as of this week:

Patch notes posted:

THE FOLLOWING ARE CHANGES/FIXES FOR THE 1.10 UPDATE:
The age at which the AI considers scrapping ships will increase in the later part of the game.
Removed "Has sunk" message in battle.
Fixed error message when multi-dragging aircraft to the reserve.
Fixed a bug that caused scout forces not to appear.
You will now get a warning if you try to launch planes from a carrier that cannot perform flight operations. (Previously the strike would just not ready.)
Improved AI airstrikes on spotted player carriers and capital ships.
Carrier divisions now listed first in the division list in the setup strike screen.
Reduced chance for two turrets damaged on critical hit.
Immunity zone calculation now includes effect of inclined belt and additional deck armour.
Improved AI economic management of air units.
There is now a max value for secondary and tertiary gun calibre in design screen.
The time until a ship becomes obsolete will now increase to 12 years after 1935 and 14 years after 1945.
Own AI controlled ships (like convoys) will now be visible on radar. Note: This can make things more confusing in night battles, not less.
When multi selecting airbases in the coastal fortifications tab and selecting expand, all selected airbases will be expanded (if possible).
If you setup a strike and select launch, you will have an opportunity to adjust the target location when the strike is spotting.
Tweaked airstrike target selection so that they will ignore non-carrier targets on their way to the specified target location.
Adjusted air combat to increase the value of escorting fighters relative to CAP.
Added warning message if a multi carrier combined strike is attempted when the tech is not researched. (Previously the squadrons from the second and subsequent carriers would just go uncoordinated.)
Longer starting ranges in battles where carriers are present.
Carriers taking part in an exercise will have their full air complement even if they are in reserve (they are assumed to have been brought up to strength for the exercise).
AI nation treaties against the player will now show in the tension popup.
Increased the point value of carriers for VP purposes.
The AI will now launch larger and better coordinated airstrikes on naval targets.
Fixed a bug with AI submarines not sinking any merchants.
Fixed a bug introduced in 1.09 where old game files were not cleared.
Looks like bug fixes, quality of life, and AI improvements.

HisMajestyBOB
Oct 21, 2010


College Slice
I'll likely stop my ongoing Germany game once I've beaten fascist France so that I can fully take advantage of the new patch. Looks like some good changes.

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
Invasion Battle!

1908, Bay of Biscay. My (British) scouting force spawned on top of a French B division.

I lost four destroyers to collision in the first five minutes of battle, but not before the destroyers torpedoed and sank three French Bs.

It’s going to be a good day.

Edit: Aaaayuuuup, although there doesn't seem to have been an invasion objective anywhere.

FrozenVent fucked around with this message at 03:47 on Oct 23, 2019

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

quote:

Longer starting ranges in battles where carriers are present.

Well that's promising.

Stairmaster
Jun 8, 2012

someone should play it and verify thats actually the case

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
I haven’t gotten to carriers yet but there’s definitely been some tweaking to the starting ranges.

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
Ok someone explain to me why I'm losing prestige because "Russian forces are dominating the waters of Northern Europe" when I'm loving blockading Russia.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




FrozenVent posted:

Ok someone explain to me why I'm losing prestige because "Russian forces are dominating the waters of Northern Europe" when I'm loving blockading Russia.

That's worth reporting. Copy off a save in case they want to look at it.

quote:

If you setup a strike and select launch, you will have an opportunity to adjust the target location when the strike is spotting.

Quality of life indeed !

ZombieLenin
Sep 6, 2009

"Democracy for the insignificant minority, democracy for the rich--that is the democracy of capitalist society." VI Lenin


[/quote]

FrozenVent posted:

Ok someone explain to me why I'm losing prestige because "Russian forces are dominating the waters of Northern Europe" when I'm loving blockading Russia.

I have noticed this occasionally too. I have also noticed other weird things with this particular mechanic that just don’t sit well.

For example, I had one game as the CSA playing with ‘historical’ resources (whose home region is the Caribbean) where I kept getting hit with “the President is upset you do not have enough forces in the Southeastern Seaboard to check American aggression.” Like, news flash to the president, if I sent all our battleships to the Southeastern Seaboard, which I did, we will still be outnumbered 2.5 to 1 in battleships and you will still keep taking away my prestige.

Similarly when you start losing prestige because “you don’t have enough of X type of ship,” it doesn’t matter if you immediately start building 10 heavy cruisers. The game does not register your ‘construction program’ (ships under construction), and sometimes you will get a prestige death spiral, because the event will fire turn after turn and tank your prestige to “you lose” before a single ship could finish construction.

OpenlyEvilJello
Dec 28, 2009

There's a hotfix:

Patch notes posted:

THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.11 HOTFIX:

Fixed a bug with forces sometimes spawning too close.
Fixed a couple of bugs with the no contact timeout value.
Fixed a bug with own AI controlled radar spotted ships not displaying on the map as intended.
Fixed a bug with own ships sometimes torpedoing own radar spotted ships.

Boksi
Jan 11, 2016
So I started a new game as the USA with variable technology and apparently the field of ship design just plain doesn't exist. Same with hull construction, so that's gonna be interesting. Also single-gun mounts are more efficient than twins or triples, apparently. I have no idea what this is going to do to ship designs, but I am interested in finding out.

Paingod556
Nov 8, 2011

Not a problem, sir

Boksi posted:

So I started a new game as the USA with variable technology and apparently the field of ship design just plain doesn't exist. Same with hull construction, so that's gonna be interesting. Also single-gun mounts are more efficient than twins or triples, apparently. I have no idea what this is going to do to ship designs, but I am interested in finding out.

I've had that happen. It just means modern advanced theories aren't known, kinda like how there's no aviation tech trees until they get discovered. Give it a while and they'll show up. Only real effect is you can't prioritise them in your research

Boksi
Jan 11, 2016

Paingod556 posted:

I've had that happen. It just means modern advanced theories aren't known, kinda like how there's no aviation tech trees until they get discovered. Give it a while and they'll show up. Only real effect is you can't prioritise them in your research

Yeah, ship design's already shown up in 1902. A shame, I was hoping for it to stay away for a bit longer.

Patrat
Feb 14, 2012

Late game battleships definitely seem to become a liability, partially because they are still considered to be worth insane victory point values. I am in 1948 with a UK vs Germany war and just had a gigantic battle cross the north sea. I had six battleships and three battlecruisers, all relatively modern or upgraded ships in the 45-55 thousand ton range with radar and electro optical directors for a dozen sixteen inch guns apiece plus heavy AA armament, also of course I had enough carriers for about four hundred planes as well as a bunch of screening vessels

I engaged a German fleet consisting entirely of cruisers and destroyers screening seven or so carriers, mangled them, then pushed through as night fell to attack the carriers before sinking three of them in a night battle using radar directed sixteen inch gun fire. I lost two destroyers and a light cruiser.

And I lost the battle? Because my battleships had been torpedoed/bombed a bit, even though non of them were in danger of sinking and even the worst hit was still capable of making 23 knots. Apparently the damage inflicted to my quasi obsolete capital ships outweighed sinking half of the German carriers outright.

Also one of my AI directed carriers went insane and I found a 55,000 ton fleet carrier closing on German warships during the night to directly attack them with its six inch dual purpose wing turrets. I guess they did not seem to have fire control radar and the carrier was faster than their cruisers, so it was actually able to sink one of them without being shot in return? Either way that was alarming.

Now I keep getting cruiser battles where my battlecruisers do not join in but the German horde of 20 plus heavy cruisers does keep spawning in and crushing my light cruisers. I have a handful of heavy cruisers myself but they are trash with 8 inch guns I built during a treaty period.

OpenlyEvilJello
Dec 28, 2009

v1.12 is out

patch notes posted:

THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.12 UPDATE:
Battles in restricted waters will be less common unless one of the sides has a base nearby. (For example battles in the Baltic or Adriatic if one side has no base there)
Added option for harder peace deals. This will work equally for the player and AI.
Reduced the chance of learning tech from foreign built small ships.
Ships with all secondaries and tertiaries in casemates will have 5 degrees wider firing arcs for main battery wing turrets.
CL with secondaries of 3 inches or less will also have 5 degrees wider firing arcs for main battery wing turrets.
Fixed a mistake in the nation file. Italy now has Motobomba FFF as a bonus tech as intended.
Improved heavy AA on AI designed carriers.
Reduced a tendency of the AI to overbuild MTB and coastal artillery.
Adjusted force spawning.
Made bombardment targets easier to destroy when bombarding ships are CL or smaller.
Added option to have a popup message when an air formations is ready.
The strike screen can now be accessed when weather does not permit air ops, but aircraft cannot be launched.
Aircraft cannot be readied if sea state is Gale or worse.
Added checkbox for confirming target location of airstrikes when spotted. Normally checked but this gives a possibility to avoid this.
Added possibility to set priority target type for airstrikes.
Increased the chance for invasions to occur.
Made it slightly more difficult for fighters to shoot down other aircraft.
Increased the difficulty of extinguishing fires on carriers.
Changed the show division names button to display further map options.
Added a button to delete selected reports in the report list.
Ships that are mothballed or in reserve will not be mined.
Reduced the hit chance for Medium bombers dropping torpedoes.
PB will now not have torpedo capability (applies to aircraft developed from now).
Added button to copy air stats to clipboard (for pasting into excel).
Prevented selecting possessions with a value of 10 or above as invasion targets (these are not invadeable, so the invasion would never fire).
Catapults in positions 3 and 4 (aft) are now legal.
Tweaked air unit experience (it was too hard for air units to become veteran or expert).
Fixed a display issue where the ends of long class names could be obscured in the ship dialog.
The wing turret firing arc change is interesting. Small buff to my 1-2-D-E-V-Y aggressive CL layout. Several QOL upgrades for the air game. Popup on ready is big for me. Weakened CL bombardment targets is a welcome change. Nerfs to non-TB air-launched torpedoes might have a substantial effect on LBA composition.

HisMajestyBOB
Oct 21, 2010


College Slice
Airstrike target prioritization is nice.
Weaker bombardment targets for CLs is particularly nice. Previously if you got DDs or CLs on a bombardment mission, you might as well resign yourself to failing to destroy the target and an enemy victory.

Gort
Aug 18, 2003

Good day what ho cup of tea
What are people's strategies for garrisoning the British empire? (or any far-flung empire I guess)

I've tried light cruisers with the colonial box ticked, set to "Foreign station", which worked fine to satisfy the tonnage requirements of the empire, but when I was at war those cruisers never seemed to show up to do stuff like deter or fight raiders, which was weird.

I then switched to manually assigning the light cruisers to the places with tonnage requirements and setting them to "active fleet", which both satisfied the requirements and seemed to do much better against raiders, but is micromanagement hell - finding out where ships are needed, sending them out, and then waiting for them to actually show up which can take multiple months.

Was I just imagining "foreign station" being bad? Are colonial light cruisers the way to go? Or is there a better way to do it? What designs are best for colonial ships?

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Mostly just having crap, cheap colonial cruisers to make up the tonnage and not worrying too much about the Empire at wartime because you're busy blockading the enemy into collapse. Put older CA/BC/B in areas the enemy has colonies and contain their fleet with your superior one in their home area.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Playing as Britain requires more management than other countries, you’re not wrong. Figuring out your tonnage requirements and how to meet them with a pencil and a piece of paper works for me and also feels like it represents the guys in London sitting around trying to figure out the sheer logistics of an empire that size.

OpenlyEvilJello
Dec 28, 2009

It's one of the reasons I don't play GB, so I'm probably not the best advice-giver. Have you ever tried the "colonial aviso" route? (Disclaimer: I have only done so in RTW1.) An 800-ton MS/KE with colonial service counts as a nice round 1000. I think TP status counts for garrison purposes in wartime, so you could just bulk-switch from FS to TP.

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Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!

OpenlyEvilJello posted:

It's one of the reasons I don't play GB, so I'm probably not the best advice-giver. Have you ever tried the "colonial aviso" route? (Disclaimer: I have only done so in RTW1.) An 800-ton MS/KE with colonial service counts as a nice round 1000. I think TP status counts for garrison purposes in wartime, so you could just bulk-switch from FS to TP.

Yes, this is a fun point I messed up recently--though the manual says colonial service is a +50% modifier, it's actually just +25%.

I've done avisos. They're fine. I made them strong enough to stave off light cruisers but not too expensive to miss. I haven't tried them in RtW2 either so I don't know if they're viable once planes exist.

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