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I had that same problem with Banshees out of Port Moresby. In the operning months they were death from above, but as the airfield improved, more squadrons flew in, aviation support reached and passed the cap of 250, and supplies stacked up everywhere they gradually stopped flying. Morale was up in the 90s, and with level 8 airfield and an air HQ it's unlimited stacking. Marine Dauntlesses were flown in, they too flew happily for a little while, then gradually less and less. Beufighters will happily strafe anything that moves though. They spent a lot of time in intensive strafe and LowNav training before they upgraded.
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# ¿ Nov 26, 2013 02:38 |
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# ¿ May 16, 2024 23:36 |
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Tomn posted:You're going to need to help me out here because this does not compute. I can see someone arguing that Steam could decrease overall profits because the number of units sold doesn't match up with the loss of value from selling at a lower price. It'd be a silly argument, but I could see how someone who absolutely does not believe that wargames are at all attractive to anyone not already on Matrix forums might think that. Eighter that or they think additional games sold through steam has a "production cost" per unit or something.
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# ¿ Dec 6, 2013 21:42 |
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ArchangeI posted:I think you can force TB to use bombs by clicking on the USES TORPEDOES text on the aircraft unit screen. You can indeed. And you can also confuse the game no end by checking extended range on a squadron with an aircraft type that only supports a single torp OR a single bomb OR an external fuel tank. Swordfish, I'm looking at you. Took me quite a while to realize why those squadrons did nothing with prime targets right on their doorstep. Might have cost me a BB-kill too.
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# ¿ Jan 15, 2014 23:12 |
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I remember when my panic light cruiser TF from Darwin intercepted 24 unescorted transports bound for Port Moresby at the last minute. In daylight. It was a glorious slaughter. Also when i "caught" a 2 CA, 2 CL raiding force with 2 BBs, 2CAs and 4 DDs, only to be lucky to escape with 1 BB, 1 CA and 2 DDs still afloat. drat japanese early war gunnery. And drat long lances.
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# ¿ Feb 6, 2014 23:41 |
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E: didn't see the new page...
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# ¿ Feb 16, 2014 01:09 |
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ArchangeI posted:You ordered an empty transport fleet to transport the units they weren't carrying to Rabaul. Which they did, because ship captains in WitP are amazingly passive-aggressive. In seriousness, you should have disabled retreats (TF window, under the picture). When ut comes to empty outbound TFs I usually even set the destination as home port and automatic disband to on. It's a bit of bother to remake the TF for the return, but ensures that kind of fuckery doesn't happen. It also means the tf might evade an airstrike by being disbanded during an air phase.
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# ¿ Feb 16, 2014 11:09 |
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steinrokkan posted:I don't think a disbanded TF is inherently safer than a formed up TF, bombers are perfectly happy to attack inactive boats. Not on naval attack, they need to be on port attack for that. I've at least never had my bombers on naval attack out of Port Moresby attack ships disbanded into a port, even if I can see that there are ships in that port.
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# ¿ Feb 16, 2014 12:42 |
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I really do wish for less retarded troops in CM:SF though. Yeah HMG team, way to reveal yourselves by shooting at that T-55 from your cozy little house. Wouldn't want that javelin team that's about to get LOS in 10 seconds get all the glory now would we? I mean, what could possibly go wrong?
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# ¿ Mar 18, 2014 00:53 |
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V for Vegas posted:I did start writing down what all my convoys were doing and whatnot, but then I never referred back to what I had written so I stopped doing it. I have a general idea that there are a bunch of CS convoys shuttling from the USA to the South Pacific, and there are a bunch of convoys moving stuff from India/SA to Australia. But I just monitor the stockpiles of supplies and fuel at the major bases - if they're running low I will just line up some more xAKs in a new convoy. This, and then realizing that as allies against the AI it really doesn't matter if a few ships sit idle a few days extra. I have a worse time organizing my squadrons, and planning who goes where whilst juggling withdrawal dates and ensuring I don't run short on a particular plane type in a theatre. Early war it was lack of dive bombers and fighters for defense of Port Moresby/Darwin/Rangoon (who held with the aid of 3rd Indian corps), now (summer 43) it's lack of fighters for covering newly captured bases on the front lines without leaving the big jump-off bases underdefended, whilst having marine dauntless squadrons out the wazoo.
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# ¿ Apr 10, 2014 00:45 |
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uPen posted:The solution is to just assign them all manually! That's always the answer for everything with the possible exception of distant worlds. (But I run that with all automation off as well)
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# ¿ Apr 12, 2014 07:57 |
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MrYenko posted:Let's talk briefly about the Great Naval Battles series. Why the gently caress isn't there anything like this now? C:/games/GNBNA/> gnbna.exe I wasted sooo many hours of the nineties on that. The best was playing as germany and assembling a TF of Bismarck, Tirpitz, Scharnhorst, Gneisenau, Lützow, Sheer, Graf Schpee snd Hipper and just go to town on the 4 BB TFs of Home Fleet. With a second TF of the other three CAs and 5 DDs wrecking convoys.
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# ¿ Aug 12, 2014 19:01 |
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Arrival of ships is coded in the scenario database, but nothing is preventing you from firing up the database editor (in the scen folder) copying the stock scenarios as custom ones and adding 30-40 more japanese CVs and associated air groups if you want a near-parity slug-fest.
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# ¿ Sep 20, 2014 07:51 |
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Apropos WitP-chat, have an image of the grand old lady of the pacific. CL Marblehead with a daytime exp of 97. She's had a hand in the sinking of two CVLs, one CA and countless convoys and convoy escorts. Keep on keeping on old girl.
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# ¿ Sep 24, 2014 19:27 |
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Drone posted:Every time I play WitP I try really hard to keep the Royal Navy as intact as possible to make up for Grey Hunter's war crimes. Same, but in my case it's more that pretty much all the major combatants withdraw at some point, and I'm afraid of getting them seriously damaged so that they're in drydock for 200 days when the withdraw date comes along. The political point penalty on that would cost me an infantry division or more stuck on the west coast.
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# ¿ Sep 24, 2014 20:01 |
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Alchenar posted:Good lord, did they fix the ship xp problem that caused the US to lose every engagement even in 1945? New ships coming in have increasing xp as time progresses. New Fletcher class DDs in the summer of 43 have around 68/55 day/night xp. But the ships you start with still suck at 50/50 or thereabouts and have to see a lot of action to improve. Marblehead here is in from day 1. I don't recall what xp she starts with, but it wasn't anywhere close to what she has now. But then again, she's probably been in 15-20 surface actions at this point, every one of them a win or at worst a draw. Battleships probably won't see that much of a gain though, as most people won't risk them patrolling the Dutch East Indies under the Japanese air umbrella like I've been doing with the light cruisers. There's a lot of japanese shipping lost to Marbleheads 6"/53 Mk 12 guns, this is about a third of her kills.
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# ¿ Sep 24, 2014 20:50 |
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Drone posted:Should I be suppressing the urge to just completely evacuate everything to Australia (or, at the very least, Surabaya) from Day One in WitP, given that I know historically that there's really no realistic chance of me being able to hold Malaysia/Borneo/Sumatra/Philippines? Depends on how badly you want to trounce the AI. Personally, all I've read about invading Burma made me think it'd be a boring slog, so I sir robined the 3rd indian corps to Rangoon. It never fell, and the Burma Road was never closed. The Chinese Dragon is about to fall upon Canton in the fall of 43, and the Indians and Brits are preparing for Bangkok. I expect auto victory by 01.01.44.
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# ¿ Sep 25, 2014 19:26 |
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gradenko_2000 posted:Make sure you set her TF to Cruise speed instead of Mission speed, but I think 80 flooding with 28 major means she's going to sink on the next inter-turn anyway. 80 flood is fully survivable. If you have plenty of undamaged sys to pump out the water. I saved an APA with 81 major flood, she was hovering around 90-95 flood doing 1-3 knots all the way from Milne Bay to Sydney with stops in every single port to pump back down to 81. 115 days in drydock and she'll be good to go again. 80 sys-damage, 80 flood and 80 fire at the same time is pretty much it though. E: Drone posted:Edit: she went down off Tioman Island, only like 80 miles from Singapore Goodnight, sweet Prince. Aww, () Caconym fucked around with this message at 19:27 on Sep 29, 2014 |
# ¿ Sep 29, 2014 19:22 |
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Drone posted:Hey Grey Hunter/anyone else with a good amount of WitP experience: do you guys create/manage all of your own supply convoys, or is the auto-convoy system (which I still don't quite understand how to use) actually decent enough to handle the day-to-day flow of goods around the Pacific? I know you can't totally escape managing supply ships -- part of me actually really quite likes it, but not enough to have to tell each specific cargo ship across the entire drat theater what it should be doing at all times. You can have computer controlled convoys without using the auto convoy system. Just make a convoy manually with all the settings you want (like waypoints) and click on "Human control" beneath the picture, past "Computer Control" until it read "CS: <Destination>" Then it'll execute its mission and just start over again when it's back at the starting point. It's a godsend for things like fuel from the East Coast to Cape Town beacuse I always forget about those off-map long hauls otherwise.
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# ¿ Oct 5, 2014 19:05 |
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Good luck running the West Coast dry though... Aden will run dry, you'll need convoys from Eastern USA through Cape Town to India to keep up, at least if you want to keep China going. When the Suez opens in may 43 you can switch to running convoys from the UK to Aden, and then in the summer of 43 you start getting 430.000 supplies/month in Aden by way of convoy reinforcements.
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# ¿ Oct 5, 2014 20:04 |
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Drone posted:What are my key oil-producing bases as the Allies that I'll need to start sending a stream of tankers from? As the allies you don't really need to ship oil. All your oil is close to refineries, so you get the fuel through automatic overland movement. Continental US and Abadan in the middle east are pretty much the fuel hubs when the DEI is gone. Rangoon will produce a fair bit, but sending tankers there is risky untill you take Bangkok and Port Blair at least, as Rangoon is well within Betty range. You don't really need the fuel from there anyway, and you're always short of tankers so just leave it there to trickle away overland. What bases you choose in the US matters less, fuel will flow to whatever port you choose. I chose LA for convenience, and Eastern USA for shipment to Cape Town and on to Oz (and a trickle to Panama for shipment to SoPac with Tahiti as a forward hub). Don't use your West Coast fuel port for anything but fuel, dock space will be at a premium and you have enough other ports for troops and supplies.
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# ¿ Oct 5, 2014 20:57 |
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gradenko_2000 posted:It's difficult to describe without breaking the NDA, but if you liked WITE chances are you're going to like this too. How about us that like witp but haven't tried wite? Any naval action?
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# ¿ Oct 11, 2014 18:45 |
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paradigmblue posted:I'm playing an Ironman WitP:AE game with Historic AI. I heard a rumor that I need to turn up the AI difficulty level for a few turns each month to Hard or Hardest, otherwise the AI will starve itself out. Is this true? Murdering all their merchants will starve them and that's as it should be. I just had an auto win in my first vanilla game on easy in 1/1/44 and when you win it shows you the other side. I think there were 20.000 fuel left in all of Japan, and they had exactly one tanker left, as well as 2 BBs (the big 2) and a gaggle of the awful CVEs. Pretty much everywhere was low or out of supply, but I ascribed that to the lack of hulls to transport fuel and oil to the HI and the resulting supplies to where they were needed. Might be the AI wuold be too inept anyway, but I never gave it the chance to. The Japanese merchant marine died in the Solomon and Banda Seas when I sank pretty much 8 full invasion TFs with dive bombers out of Port Moresby and light cruisers out of Darwin in 42. I also just restarted with the latest beta on historical, but won't go higher. Hard and Hardest really annoy me with the "always in supply" thing. When I isolate and surround a city I drat well expect the enemy within it to starve. If I blockade the Marshalls I expect the air groups there to eventually stop flying. E: Paratroopers are just like air-lifting troops, it's just that the destination can be an enemy base. Also remember that commando units can be airlifted to enemy port bases by seaplane. (at least in the beta) Caconym fucked around with this message at 19:43 on Oct 22, 2014 |
# ¿ Oct 22, 2014 19:40 |
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pthighs posted:
On the contrary. The key point is low naval skill. Normal navB is pretty much useless for non-dive bombers, exception being a secondary skill for torpedo pilots. I train all medium bombers in lownav and normal ground, heavy bombers in normal ground and nav search. One on the crappy dutch bomber squadrons out of batavia landed two 300kg SAPs on the Hiryu last turn resulting in a fuel storage explosion and heavy fires. They had about one month of 100% lownav training and about 50 lownav skill. Took a heavy toll but so worth it. Blenheims out of singers landed enough 250lbs on the Kongo for keep it on fire for several days and forced it to withdraw.1000 feet for ever.
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# ¿ Nov 9, 2014 01:01 |
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Yes! Karachi or bust! Perth might be acceptable too.
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# ¿ Dec 5, 2014 12:38 |
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Grey Hunter posted:http://forums.somethingawful.com/showthread.php?threadid=3686317 Stared and pre-emptively fived.
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# ¿ Dec 7, 2014 10:15 |
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Drone posted:So, at some time I set my WitP to run in windowed mode at 1024x768 resolution (my native resolution is 1920x1080 and I wanted to multitask while playing the game). Now I'd like to bump up the res a bit to something like 1440x1080.. basically so I can play at almost fullscreen while still keeping IRC or something open on the edge of the screen. However, when I try to change my shortcut, it doesn't change the actual resolution of the window away from 1024x768. I think there's a document somewhere in the game director that explains all the command line switches. Probably one of the patch notes. There's something there about resolutions but I can't remember what.
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# ¿ Dec 10, 2014 20:10 |
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Nenonen posted:Well it certainly looks like a thing Oh my. 500k tons at 42 knots. Wonder what the fuel consumption would have been. 50x16" main armament would have rocked in game tough.
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# ¿ Dec 14, 2014 18:06 |
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SubG posted:In WitP:AE is there an easier way to change vehicle production apart from selecting `Industry/Resource Availability' from the intelligence reports and then clicking on the location name, then selecting the resource icons on the bottom of the screen? If there's a single place to do it (like the Ship Availability screen) I seem to be missing it. You mean like the "industry management" button in the toolbar? Yellow factories can be clicked to be changed.
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# ¿ Dec 18, 2014 21:03 |
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HisMajestyBOB posted:Some more random WitP:AE questions. 1. Click the button to view TOE instead of actual units on the Air HQ. Torpedo ordnance will be yellow. Click it and put in a number. Air HQ will now automatically try to keep that number or torps available, buying new ones with supply when some are expended. Or you can buy torps manually with the tiny button next to torpedo ordnance in the units view, but these will not replenish by themselves. 2. You can buy PT-boats in any port with sufficient supplies, but you also need to have some in the pool. You won't untill 1943 or something unless you send some of existing ones to the pool, like the ones in Manila and Pearl at game start. PTs kinda suck though. They're pretty much only viable for a few days each month round 0% moonlight, you need them to be within torpedo range at combat start. I've had the dutch ones in Java run away from unescorted merchants time and time again because they were spotted at 8000 yards. 3. Yes, it's bad. As the allies you'll get more than enough air force base forces during 1943 to fill up most airbases though. The Aussie base forces can upgrade their TOE to get more aviation support, the medium ones upgrade once, the small ones twice. Buy them out from Australia Command to make them deployable before their TOE upgrades to save some PP. TOE upgrades have some requirements: - Unit must be able to upgrade (set date, you can see it by hovering over the unit name in ground unit view) - Unit must be in rest mode - Unit must be within 2x command range of a Command HQ (top level HQ like SoPac, Australia Command, etc.), I think all Commad HQs have a range of 9, so upgrading units mist be within 18 hexes. Also remember that when an airbase hits level 8 present aviation support will be doubled (The actual, NOT the required). This is to simulate the efficiency of a large well-ordered field as opposed to a mud strip in the jungle.
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# ¿ Dec 21, 2014 20:53 |
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Pharnakes posted:So in witp, what exact conditions do I have to fulfill for a CAG to be able to draw replacements? Is being in a hex with 20k supplies sufficient? What about port size or HQs, do they effect it at all? The manual explains the conditions for replenishing the carriers sorties and torpedoes well enough, but not how to replenish the planes themselves. Same as any air replacement, 20k supplies or within ferry range of an air hq with 20k supplies or somesuch. American CAGs can also draw from replenishment squadrons (VR*) if the replenishment squadron is at a base within ferry range or on a carrier in a replenishment tf within ferry range.
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# ¿ Dec 24, 2014 13:15 |
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Pharnakes posted:How exactly does the training carrier capable squadrons to carrier trained work? Saratoga got torpedoed 4 times on her way to pearl harbour, and will be stuck in SF docks for the foreseeable future. Can I use her as a training base while she is there, or does she have to be in a tf for it to count? I assume the later, but has anyone tried it? 3 months embarked on a carrier will make the squadron carrier trained. Should work in drydock as well, but I've never tested it. Training missions will be flown, but with reduced efficiency I think. The belt armor on the lexes are great. I had lexington torpedoed twice, ending up with a whooping 10 major float damage. Battlecruiser-hulls for the loving win.
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# ¿ Dec 28, 2014 01:22 |
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Pharnakes posted:I tend to leave it open all day I don't actually play it all day, at least. At the moment I'm getting through two or tree turns a day usually, each one probably takes ~15 minutes of resolution (since I get sick satisfaction from watching every single .303 hit against the invasion flotillas), and 10-30 minutes of giving orders. Idly pan around, speculate as to where the Japanese might be weak, check planning levels for the next invasion (again, still 1,5 months to go for full planning), check reinforcement queues (again), half-way plan where the units planes and ships will go when they arrive, realize you get a new African division soon, and it would be perfect to use it for Port Blair, but you've already set a British div to train for Port Blair, and the Africans are too weak to fight in the jungles on the mainland, etc. etc. etc. ~30 minutes.
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# ¿ Jan 12, 2015 18:10 |
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Pharnakes posted:2 minutes to process a turn is entirely reasonable. the 30mins+ it took PoN from the midgame onwards is not. Space Empires V.
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# ¿ Jan 14, 2015 14:20 |
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Mister Bates posted:For the hell of it, I've been playing through a generated Spanish Civil War campaign in WinSPWW2 as the Republic, and I'm having a blast. The first mission was really touch-and-go, because I started the same month the Civil War kicked off, so my core force wasn't even an organized military unit, it was a loosely-structured band of armed civilians the game called a 'Multitud'. I had a small unit of WW1-vintage museum-piece tankettes as 'armor support' and four light mortars as an artillery section. Ended up desperately trying to hold this hill in the middle of a wheat field against a battalion-strength Nationalist infantry unit (composed of regular army, of course, because the game is an rear end in a top hat), while my green-as-grass militiamen shattered and ran for cover every time a bullet passed within fifty yards of their location, my mortars dropped shells everywhere except where the enemy was, my tanks consistently missed people standing in the open right next to them, and enemy artillery rained down with pinpoint accuracy on my defensive positions. I have no idea how I won, but I did, barely, with over half my force dead and the majority of my ammunition depleted. On the bright side, the people who lived through are battle-hardened as gently caress. Whatever happens, we have got The Maxim gun, and they have not.
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# ¿ Jan 19, 2015 11:32 |
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Matrix posted:We have a fair number of games which have sold more than 200,000 units on their own, some of them multiples of that number
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# ¿ Jan 22, 2015 12:25 |
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HisMajestyBOB posted:I'm trying to figure out Allied pilot training in WitP:AE. I've read about the details on the Matrix forums as well as nifty flowcharts, and I've already set most airgroups to train at 70-80%. A few more questions: Why not at 100%? You're just gimping yourself training at anything but 100. Pilots not training will fly missions, and that will make training harder ref points 1 and 2 below (keep exp + number of missions flown below squadron average exp and leaders skill). A squadron at 20-30% mission will be almost entirely ineffective at that mission anyway. Set range to 0 to avoid fatigue and ops losses during training. (Cheesy I guess, but gently caress it) quote:1. Where does TRACOM come into play? A lot of aces in TRACOM will graduate your pilots after about 10 months instead of 12. As the allies this is usually compeltely irrelevant, as you don't lack green recruits and very rarely will have to take enough out of the pools to see quality drop. quote:2. Saratoga just left Sydney and I discovered she's 8 fighter pilots short. I can't request a veteran, and don't want to recruit scrubs unless I don't have a choice. I have decent pilots training in carrier-capable airgroups in Eastern US, and tried sending some to Reserves, but still can't request veteran pilots. Does the Saratoga need to be in port to take on veteran pilots or something? Yes, she'll have to be in port to draw pilots. quote:What's the difference between Group reserves and Reserve reserves? The grey inactive pilots in a squadron are in group reserve. They can only be drawn by other squadrons in the same group (like 52nd BG (Bomber Group) consists of several squadrons). The other reserves are global to that "nation". quote:3. The pilot training flowcharts are nifty, but how do you keep track of everything, like when to send these guys from torpedo attack training to naval search training? Spreadsheets? I've already created a few spreadsheets to help track supplies n scores, but there's just so many pilots and airgroups that I'm at a loss for how to organize it. Personally I just go through all my squadrons on the 1st of every in-game month. Also I train the entire squadron first in one skill and then change the mission to another skill instead of moving pilots around. So if at the 1st a couple pilots are at 70 torp but the rest are in the 60s I'll let the squadron train for one more month. If most are at 70+ with a couple stragglers in the high 60s I'll change the mission to NavB or NavS or something for the entire squadron. Have you found/read the Pilot Management addendum in your \War in the Pacific Admiral's Edition\Manuals directory? It has this to say about training: quote:Groups can fly normal Training missions (with a training percent) which occur in the Also there's this thing I found on the Matrix forums: I take this to mean that the ideal training squadron has a core of a few high exp high skill pilots to get the avg exp up ref point 1, a good leader with high leadership and inspiration and preferably high skill in the relevant areas ref point 2, and that the trainees be as uniform as possible to avoid large ranges in exp and skill. In an ideal world all your trainees will be below average exp and close to each other in skill (so they reach 70 skill at about the same time). Otherwise you can get into a situation where your low exp pilots are at 70 in the skill you're training (so they don't train any more, and thus don't gain any more exp) and your higher exp/lower skill pilots are then above avg squadron exp so they don't train much eighter. Then you'll pretty much have to shake things up manually.
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# ¿ Feb 10, 2015 20:27 |
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paradigmblue posted:Simply adding training squadrons to the game (a feature that is in the editor that the regular campaign does not use) really streamlines this process. These training squadrons allow you to easily dump large large quantities of trained pilots into your reserve pools to be added to your active squadrons. While it's not as easy as the plan that you mention up top, it goes a long way to alleviate the pilot-by-pilot micro management. It's as easy as "Oh look, I have 10 pilots that have an air skill of 70 in my training squadron, let me dump those into reserve", and then when you have a new squadron that you're sending to the front, you just dump those pilots from your reserve pool into the squadron, using the function that automatically selects the highest skilled pilots in whatever area you are looking for from your reserve pool. Yeah, I did a comparison between an editor training squadron and a regular one. Both set at size 50, both with leaders at 80 skill in leadership, inspiration and air (I think only inspiration actually matters for training speed). The training squadron trained about three times as fast, bringing all 66 pilots to 70 skill in a bit over one month I think it was. Training squadrons are hard locked to only training missions, so no gaming them to fly actual missions, possible exception for the mechanic that makes fighter training missions sometimes get thrown into CAP.
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# ¿ Apr 27, 2015 08:01 |
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Panzeh posted:though I do enjoy RUSE's auto-kiting behavior at times. And loving hate it at other times. Stupid Concealed AT gun backing out of the forest into the open after firing and stunning a King Tiger, pro move right there...
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# ¿ Apr 28, 2015 00:30 |
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gohuskies posted:What's the key to military ships in Distant Worlds: Universe? I have a pretty strong economy and exploration/colonization thing going but my military ships are getting owned by even space slugs and the lobsters. I've specialized in beams and torpedoes but it seems like the ships just jump around all over the place, even if they're in a fleet together, and I can hardly ever keep them together to really decide anything. Is this an AI behavior I need to be better regulating or is there something about ship design that's really good or bad? In my opinion the single most important attribute is speed and to a lesser degree turning speed. Set them to 'all weapons' instead of point blank in the design screen and watch them kite untill reinforcements arrive. Personally I run with manual fleets of 6-12 cruisers for raids early game and a host of automated frigates for anti-piracy and anti-monster duties (2-3 frigates per colony at first, even more later. You will eventually have hundreds of these. Limited to size 300 or so with 5 guns and 5 shields and the rest all engines). Later I add capitals and carriers to my fleets with enough firepower to make speed less important and redesign mining stations to carry a few fighters and enough other guns and shields to see off 2-3 pirate frigates at once. Though gravity gun pirates are annoying untill you get repair robots on your bases and ships. Also energy management. The readout for 'surplus energy' in the design screen needs to be equal or more than the sum of peak weapons energy use and maximum engine use. You want your ships to be able to fire all weapons while moving at flank speed. If you don't have enough I think weapons get priority so your ships slow down and get eaten. Oh and enough energy collectors on everything to cover static energy use so that you only use fuel for actual movement and fighting. Caconym fucked around with this message at 09:05 on Jun 28, 2015 |
# ¿ Jun 28, 2015 09:02 |
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# ¿ May 16, 2024 23:36 |
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Jimmy4400nav posted:So my Norton antivirus freaked out and deleted everything Rule the Waves related Kill that piece of malware (Norton). Also grog games are loving notorious about that poo poo. You'd think they could get their executables signed by someone trusted or whatever you have to do, but then again some of them still haven't figured out how to avoid their poo poo throwing UAC-prompts all over the place.
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# ¿ Jul 12, 2015 08:27 |