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OpenlyEvilJello
Dec 28, 2009

1.21 posted:

THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.21 UPDATE:
Improved AI carrier avoidance of enemy surface threats.
Improved AI airstrike management.
Air units that have been moved to another land base will have less aircraft serviceable if a battle takes place immediately after the move.
When opening the setup strike screen the selected number of aircraft for air formations will be set to number of undamaged aircraft .
Consolidated all air formation ready messages for one minute to one message.
Added buttons for set all to strike and set all to heavy to airstrike screen.
Carriers with core and patrol orders will now provide CAP to the lead division, just like carriers on support do. (to give more flexibility in managing supporting carrier divisions).
Reduced armor penetration for glide and skip bombing.
Adjusted AI ship designs better to research speed lower than 100.
The player will now see approximate range values for foreign aircraft he could buy a license for.
Reduced chance of losing contact with division based on search radar class.
Limited MTB:s to two squadrons per possession (To prevent spamming)
Improved scenario starting positions/spawn points for several types of battles (should greatly reduce spawn point issues).
Fixed a bug with torpedo reloads not working for above water tubes.
Fixed a bug with AI airstrikes sometimes not being coordinated when they should have been.
Fixed a bug with invasion battles carrying over to the next battle if the AI declined his own invasion.
Fixed a bug with harsh peace deals giving the player more possessions than intended in a peace.
Fixed a bug that could cause destroyers to wander off.
Fixed a bug that made MTB squadrons hug the coast too closely.
Fixed a bug with allied nations not taking possessions after a war.
Fixed a bug with a possession event, the player not getting the possession when ignoring an ultimatum from another nation.
Fixed a bug that caused air units participating in a fleet exercise to suffer real losses.
Fixed a bug that let the AI build larger airbases than set in the airbase limit option.
Fixed a minor display bug after clicking "improve bases" in a possession.
Fixed a display bug with speed loss when both adding bulges and replacing machinery in a rebuild.
Nothing that strikes me as a real game-changer.

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OpenlyEvilJello
Dec 28, 2009

1.22 posted:

THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.22 UPDATE:
Fixed a bug with MTB:s generating lots of error massages in some situations.
Fixed a bug with Medium bombers getting torpedo capability too early
Fixed a bug with the upheaval in possession event giving you the colony regardless of answer.
Fixed some inconsistencies in the penetration table and associated calculations.
Fixed a bug with bulged and subsequent rebuild.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




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 ."

Bold Robot
Jan 6, 2009

Be brave.



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.

OpenlyEvilJello
Dec 28, 2009

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.

Gort
Aug 18, 2003

Good day what ho cup of tea
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?

HisMajestyBOB
Oct 21, 2010


College Slice
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.

OpenlyEvilJello
Dec 28, 2009

1.23 posted:

THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.23 UPDATE:
Fixed the seemingly random variations of aircraft ASW values.
Fixed varying aircraft weights in rebuilds of carriers with more than 50 a/c.
Fixed an error massage that could appear in raider battles.
Fixed a bug with aircraft types of the same name being confused.
Destroyed turrets will now not generate back in action messages.
Mothballed ships will never be torpedoed by enemy submarines.
Fixed (hopefully) a problem with the design screen not appearing on multiple monitor setups.
Fixed a problem with aircraft running out of fuel if they couldn't take off due to bad weather.
Basically all bug fixes. I was expecting something more to do with missiles given the three and half months or so since the last patch. Still, mothballed ships being torpedoed was one of the more ridiculous possibilities before.

OpenlyEvilJello
Dec 28, 2009

1.23 posted:

THE FOLLOWING IS THE CHANGES/FIXES FOR THE 1.24 UPDATE:
Fixed the issue with small caliber (<6") shells causing excessive flooding on larger ships with TPS4 protection system installed.

pedro0930
Oct 15, 2012
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.

Kilonum
Sep 30, 2002

You know where you are? You're in the suburbs, baby. You're gonna drive.

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.

Right now the NWS Online Storefront, while technically 'open' is not actively manned, so for now I strongly encourage potential customers to hold off purchases until arrangements can be made to officially close the current store and open a new one - this may take a bit of time, as I suspect anyone who has dealt with such matters may attest to. I will make an announcement here when it officially opens.

If you purchase/recently purchased RTW2 you may PM me on these forums and I will activate your game for you, and will continue to do so until we get a new store system up and running. I will state the following because it is something that Chris and I discussed after his wife Chininia passed away a few weeks ago: Wargames are our passion, and not just a 'job' for us. NWS is still an ongoing entity, and will still continue to produce and sell our games, including existing and future (such as the upcoming RTW2 Expansion) games.

discord link to message: https://discord.com/channels/586214065760763925/586564542218108931/916128528901234699

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

:smith:

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.

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



The guy who designs/codes Rule the Waves is Fredrick Wallin right?

HisMajestyBOB
Oct 21, 2010


College Slice
drat :(

Saros
Dec 29, 2009

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

I set sail for the Planet of Lab Requisitions!!

[e] It was the storefront owner not the RTW dev.

Saros fucked around with this message at 04:54 on Dec 3, 2021

Gort
Aug 18, 2003

Good day what ho cup of tea
Man, I think that guy helped me through some activation code issues I had a while back and was a consummate professional. That sucks.

ZekeNY
Jun 13, 2013

Probably AFK
It's always a shame to lose one of the good ones. Farewell, dude. :sadwave:

Foo Diddley
Oct 29, 2011

cat

Kilonum posted:

So this just got dropped in the RTW Discord:

discord link to message: https://discord.com/channels/586214065760763925/586564542218108931/916128528901234699

oh wait, this was the guy that we were joking was mailing out activation codes by hand, right?

man, that sucks. :rip: duder; always sad to lose a member of the community

OpenlyEvilJello
Dec 28, 2009

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.

Kilonum
Sep 30, 2002

You know where you are? You're in the suburbs, baby. You're gonna drive.

New patch just dropped.

It removes the DRM. :staredog:

https://nws-online.proboards.com/thread/2250/rtw2-v1-drm-update-available

FrozenVent
May 1, 2009

The Boeing 737-200QC is the undisputed workhorse of the skies.
Well the DRM basically… died.

habituallyred
Feb 6, 2015

FrozenVent posted:

Well the DRM basically… died.

Not the Keymaster!

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



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.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




That's good news, someone can get into, edit, and release updates for the game.

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



mllaneza posted:

That's good news, someone can get into, edit, and release updates for the game.

Guy who makes the game = Fredrick
The deceasedcontinued DRM = Richard or something.
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

OpenlyEvilJello
Dec 28, 2009

And the expansion is still on course. There's a summary of content here.

LostCosmonaut
Feb 15, 2014


Phantom time!

Danann
Aug 4, 2013

im excited to take my fast battleships into gun range of missile cruisers and carriers

Gort
Aug 18, 2003

Good day what ho cup of tea
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

Terrifying Effigies
Oct 22, 2008

Problems look mighty small from 150 miles up.

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.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

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.

Mr Luxury Yacht
Apr 16, 2012


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...).

OpenlyEvilJello
Dec 28, 2009

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.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Gort posted:

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?

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

Pirate Radar
Apr 18, 2008

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

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I've always kinda enjoyed that you can use 20 inch cannons, but you absolutely shouldn't because they're terrible.

Bremen
Jul 20, 2006

Our God..... is an awesome God

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.

Mr Luxury Yacht
Apr 16, 2012


It's also easier to refit with better quality guns of the same caliber later than replace them with different calibers.

pedro0930
Oct 15, 2012
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

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HisMajestyBOB
Oct 21, 2010


College Slice
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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