1.21 posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.21 UPDATE:
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# ? Jun 6, 2020 18:59 |
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# ? Jun 5, 2024 07:58 |
1.22 posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.22 UPDATE:
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# ? Jun 15, 2020 14:39 |
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OpenlyEvilJello posted:Nothing that strikes me as a real game-changer. No, but this is a nice QoL change: "When opening the setup strike screen the selected number of aircraft for air formations will be set to number of undamaged aircraft ."
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# ? Jun 15, 2020 15:28 |
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I wish there was a way to just automate air ops. One of the joys of RTW is that despite appearances, it is actually a fairly chill game without much micro once you learn the UI. But carrier stuff is just as complex/fiddly/click-heavy as it looks and really is not very fun despite being the main distinguishing feature of RTW2 over the first one.
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# ? Jun 15, 2020 21:25 |
Bold Robot posted:I wish there was a way to just automate air ops. One of the joys of RTW is that despite appearances, it is actually a fairly chill game without much micro once you learn the UI. But carrier stuff is just as complex/fiddly/click-heavy as it looks and really is not very fun despite being the main distinguishing feature of RTW2 over the first one. Yeah, I exclusively play on Admiral's mode because I don't want to deal with all my divisions (and it's better to avoid the temptation). Carrier ops... kind of undo all of that. I'd like to be able to select a sighting or location and have the game automate sending a strike to it. Seems more in keeping with the more hands-off modes.
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# ? Jun 16, 2020 01:37 |
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Man, some of the battles I've been getting recently are bullshit. Playing Austria-Hungary, fighting Italy. Cruiser battle. Italy gets a battleship with destroyer escorts, I get a heavy cruiser. Naturally I run away, then Italy gets a ton of victory points because they have surviving merchants. What?
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# ? Jun 26, 2020 15:46 |
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I usually avoid cruiser battles because of that. I've had some where I had plenty of cruisers and battleships in the sea zone, but my forces in battle are a CL and destroyers against CAs and BCs.
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# ? Jun 26, 2020 16:34 |
1.23 posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.23 UPDATE:
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# ? Sep 26, 2020 20:51 |
1.23 posted:THE FOLLOWING IS THE CHANGES/FIXES FOR THE 1.24 UPDATE:
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# ? Nov 2, 2020 20:56 |
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In expansion news, looks like there's going to be commanding officer and the ability to create set division. Commanding officer will have capability that'll affect crew experience and trait that'll improve certain aspect of their command. Looks like there will be some event that involve officer as well (I guess they can cause international incident and you can fire them to prevent tension increase and such). You'll be able to put ships into set divisions so they'll be more likely to appear together. Division will also gain division experience that improve the division's cohesion overtime. Frequent change to division will instead lower experience.
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# ? Jul 23, 2021 20:49 |
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So this just got dropped in the RTW Discord:quote:It is my sad duty to announce that Christopher Dean, NWS Owner/Store Operator, passed away this last evening: Dec 1, 2021. He was an associate of mine for 20+ years, but more importantly he was a good friend for whom I could always count on. He will be sorely missed by myself and those who knew him - Chris would always have a kind/funny thing to say to perk up someone who was down, and IMHO he truly cared about "his" customers, personally telephoning and speaking to many of them over the years about their store issues, and sometimes even just to see how they were doing. discord link to message: https://discord.com/channels/586214065760763925/586564542218108931/916128528901234699
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# ? Dec 3, 2021 02:13 |
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That sucks. I got a ton of play out of those two games. I hope someone picks up the mantle. Goonspeed, brother grog. You were one of us even if you didn’t know it.
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# ? Dec 3, 2021 03:40 |
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The guy who designs/codes Rule the Waves is Fredrick Wallin right?
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# ? Dec 3, 2021 03:49 |
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drat
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# ? Dec 3, 2021 04:13 |
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[e] It was the storefront owner not the RTW dev.
Saros fucked around with this message at 04:54 on Dec 3, 2021 |
# ? Dec 3, 2021 04:52 |
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Man, I think that guy helped me through some activation code issues I had a while back and was a consummate professional. That sucks.
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# ? Dec 3, 2021 11:46 |
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It's always a shame to lose one of the good ones. Farewell, dude.
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# ? Dec 3, 2021 13:53 |
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Kilonum posted:So this just got dropped in the RTW Discord: oh wait, this was the guy that we were joking was mailing out activation codes by hand, right? man, that sucks. duder; always sad to lose a member of the community
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# ? Dec 4, 2021 01:26 |
There's a little more information in this thread on the official boards. The OP is essentially the same as the Discord post; most of the added info is about the store and access.
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# ? Dec 4, 2021 06:55 |
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New patch just dropped. It removes the DRM. https://nws-online.proboards.com/thread/2250/rtw2-v1-drm-update-available
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# ? Dec 31, 2021 18:38 |
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Well the DRM basically… died.
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# ? Dec 31, 2021 22:10 |
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FrozenVent posted:Well the DRM basically… died. Not the Keymaster!
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# ? Jan 1, 2022 06:21 |
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That's not all the patch does. It, and this is hard to believe, adds a dark mode. You can manually set the background colour of text fields now.
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# ? Jan 1, 2022 10:07 |
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That's good news, someone can get into, edit, and release updates for the game.
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# ? Jan 1, 2022 12:04 |
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mllaneza posted:That's good news, someone can get into, edit, and release updates for the game. Guy who makes the game = Fredrick The de ie the DRM was all on one guy, a different guy from the other guy who makes the game. Game Man Fredrick is still writing source and has all the naval data that informs the game design
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# ? Jan 1, 2022 16:02 |
And the expansion is still on course. There's a summary of content here.
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# ? Jan 1, 2022 19:57 |
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Phantom time!
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# ? Jan 1, 2022 20:53 |
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im excited to take my fast battleships into gun range of missile cruisers and carriers
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# ? Jan 1, 2022 23:36 |
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What design principles do people follow when they're building their ships? When building something cruiser-sized or bigger I tend to try and armour it against its own guns (which can mean basically no deck armour early-game) give it the best torpedo protection I know about, best fire control and as much AA as it can carry once aircraft are a factor. But how do people decide things like speed, or the size, number and armour of secondary guns? I remember reading somewhere that secondaries of six inches or less can't blow up the entire ship, and that armour on secondaries of two inches represents a gun shield that will protect against splinters, so I tend to have tons of six-inch-gun, two-inch-armour secondaries on my biggest ships, but is any of that actually true or optimal? When do people scrap ships? I initially did it the moment they started showing as obsolete, but you can just refit them to remove that. On the other hand, is it really worth keeping around a pre-dreadnought that goes 20 knots and has four crap guns on it? Gort fucked around with this message at 15:48 on Jan 2, 2022 |
# ? Jan 2, 2022 15:36 |
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At least for secondaries, on BB/BC I try to have a minimum of 2.5 inch armor so they're fully enclosed. 2 inch and below gun shields are vulnerable to getting taken out by HE splinters. If I've got the tonnage I might up the armor to 3-3.5 inches to give them a little added protection from bombs but it's not really worth trying to armor against a >7 inch gun hit.
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# ? Jan 2, 2022 18:07 |
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OpenlyEvilJello posted:And the expansion is still on course. There's a summary of content here. I have to admit, while it's neat to hear that there's new content on the way extending it further into the modern age feels a bit odd somehow. The system's already getting a bit ropey trying to model naval design and administration in the WW2 era and the whole prestige/diplomacy system really wasn't made to model the Cold War era (though of course given that you get to model events from 1900-1960 who could say if there even WOULD be a Cold War era). I'm not saying it can't be done well, but it does feel like it's losing some of its old focus.
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# ? Jan 2, 2022 18:12 |
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The new Cold War era stuff is neat but I think I'm most excited for them moving the start date back to 1890, as well as the strategic game changes (AI wars, more complex treaties, etc...).
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# ? Jan 2, 2022 18:35 |
Arguably the diplomacy system doesn't model 1900-1950 very well already. The game basically posits a world with more common wars for gameplay reasons anyway.
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# ? Jan 2, 2022 23:37 |
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Gort posted:What design principles do people follow when they're building their ships? Note: I have no idea if these are good ideas, this is just what I do. I'm not exactly a pro at this game. I do the same with armor, when possible - sometimes it just seems completely unfeasible to armor a ship against its own guns and then I try to armor it against what I think the next tier down is likely to be. For AA, I usually prioritize the heavy AA - I forget the specifics but I think it was something like light AA can only shoot planes after they attack the ship, and heavy is the one that can defend other ships and shoot down planes before they attack. I pick gun size based on quality I've researched - for battleship primaries this usually means I pick the smallest calibre with the highest sum of size + quality - IE 14 calibre 0 quality over 15 calibre -1 quality. It seems to me that a gun one size smaller with 1 better quality is about the same but smaller and cheaper. I extend this to secondaries and tertiaries - normally I'll end up with some size gun where quality means it's a better choice than the ones around it and stick with that. For speed I try to judge what enemy ships of the same class has and go for slightly faster, but also poke up and down a bit - for some reason there seem to be "ideal" speeds that are far more tonnage efficient than being slightly faster/slower. I just tick it up while watching the weight remaining change - so if it goes 500, 460, 420, 405, 270, then I pick what gave it 405 because that's a sort of island of efficiency. Beyond that, I like to go for lean and mean - I pick the primary gun size I want, give it the minimum number to be practical, fill in the rest of the numbers and add a few secondaries, and then reduce the tonnage as much as possible, and lastly fill any remaining tonnage with extra guns/ammo/whatever - basically I end up with ships with a few capable guns and the minimum support systems instead of big battlewagons bristling with guns and backup FCs and what not. I'm not sure this is actually good - the battle generator meaning you often end up facing roughly equal numbers might make it backfire if their ships are bigger and more expensive - but the efficiency appeals to my inner perfectionist. I usually scrap when I look at a design and realize it is utterly and completely outclassed by new construction. If a bunch of old ships will lose to one new one, there's not much point in keeping the old ones around. Bremen fucked around with this message at 07:54 on Jan 3, 2022 |
# ? Jan 3, 2022 05:29 |
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The only scenario where I’ll build a ship with quality -1 guns is where I’m betting I’ll research the quality 0 of the same caliber later, and I want to swap them out once that happens.
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# ? Jan 3, 2022 08:05 |
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I've always kinda enjoyed that you can use 20 inch cannons, but you absolutely shouldn't because they're terrible.
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# ? Jan 3, 2022 13:27 |
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Pirate Radar posted:The only scenario where I’ll build a ship with quality -1 guns is where I’m betting I’ll research the quality 0 of the same caliber later, and I want to swap them out once that happens. I'll build them if almost all my large guns are -1. Like if it's early game and I have, say: 11 inch: 0 12 inch: -1 13 inch: -1 14 inch: -1 Then yeah, my new battleship is getting 14 inch -1s, simply because I have no comparable better guns to use. But if I can get better quality with a bit smaller guns, I definitely go for that.
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# ? Jan 3, 2022 16:54 |
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It's also easier to refit with better quality guns of the same caliber later than replace them with different calibers.
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# ? Jan 3, 2022 17:04 |
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Been playing this again lately. It's pretty fun and right now I might still rate it higher than Dreadnoughts due to more complete content and way faster pace/simulation. Looking forward to the new DLC.
pedro0930 fucked around with this message at 18:38 on Aug 29, 2022 |
# ? Jan 6, 2022 18:24 |
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# ? Jun 5, 2024 07:58 |
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Any word on when the new DLC is coming out? I want to start a new game but will hold off if the DLC is coming out anytime soon. Also, has anyone tried any of their tabletop games? Any thoughts?
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# ? Jan 28, 2022 06:50 |