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V for Vegas
Sep 1, 2004

THUNDERDOME LOSER
Actually getting kinda hyped for a sequel which exactly replicates the gameplay, content, UI and graphics of the two previous titles.

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Fray
Oct 22, 2010

Is there any indication the aircraft interfaces will be more user friendly? Cause using them in RTW2 felt tedious to the point that I went back to the first game.

Ed: Now that I’m looking, it does seem like they patched some UI stuff after I stopped following the game. Maybe I’ll give it another go before deciding on RTW3.

Fray fucked around with this message at 20:39 on May 5, 2023

pedro0930
Oct 15, 2012
https://store.steampowered.com/app/2008100/Rule_the_Waves_3/
Game's out. Unfortunately there's no discount for owner of the previous titles.

ArchangeI
Jul 15, 2010
Apparently the discount was instead turned into a general price reduction (to 40 Eurodollars)

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:





Fought a cruiser battle as the US vs Japan. My two light cruisers with 2 inches of armor and 5 inch guns absolutely ravaged their heavy cruiser with it's 7 inch guns and 3 inches of armor.
Tried a 1890 Germany start, but got into a war with the UK very early and was stomped. They rammed one of my battleships with one of their battleships and just shrugged it off.

Electric Wrigglies
Feb 6, 2015

Dunno-Lars posted:


Fought a cruiser battle as the US vs Japan. My two light cruisers with 2 inches of armor and 5 inch guns absolutely ravaged their heavy cruiser with it's 7 inch guns and 3 inches of armor.
Tried a 1890 Germany start, but got into a war with the UK very early and was stomped. They rammed one of my battleships with one of their battleships and just shrugged it off.

Like the battle of River Platte - Graf Spee versus cruisers.

Looking forward to get this down and have time to play it.

Terrifying Effigies
Oct 22, 2008

Problems look mighty small from 150 miles up.

Yeah a mess of 5-in guns at 2000 yards are going to wreck most anything that early in the game, either through burning down the superstructure or making swiss cheese of the unarmored sections of hull.

Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



loving mines. Lost a BB, a 7000 ton CL and two good DDs to mines in a one-sided battle. At least I sunk the enemy BB, but it was still a major loss.

You could argue I got greedy circling just outside the enemy base, but I'll be angry at the mines instead.

If you have ships with minesweeping gear, do you see enemy fields during battles?

Stairmaster
Jun 8, 2012

sometimes. They will be marked as circles with a line through the middle

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."
I had some fond memories of long plays of Rule The Waves 1 years ago so I got this one on steam.

Either I've become an absolute boomer or this is much much harder than RTW 1- and didn't that have a difficulty setting you could turn down, or am I going crazy? Either way, after 1h45m of trying to have fun I've given up and asked for a Steam refund, because either this has gotten harder or I've gotten dumber. :( Everyone has more ships than me and better ships in every battle I've gotten into after starting with a few different nations and getting into my first war, and it just... *woof*.

Dreamsicle
Oct 16, 2013

Just started my first game as the U.S and I did ok until I lost a war against Germany in the mid 1900s. I have some questions.

1. I usually let the auto-designer do its thing and just modify things to make it better. Is there an easy way to compare autogenerated designs with your current ones to make sure nothing important had to be compromised?
2. How often should I design a new class? Part of the reason I lost was I didn't make any designs for extended times.
3. If it depends on certain techs, what are the most important ones to focus on?
4. I noticed near the end of the war, any time I tried to autogenerate Heavy Cruisers they were Baltimore-class sized at 1905. Is this supposed to happen? I'd like to make those sizes of ships for Bs/BBs.
5. How much of a ship class should I have? I usually do 3-4 B/BBs, 5-6 CA's, 9-10 CL's and 20+ minimum for DDs all in the same class.

Obfuscation
Jan 1, 2008
Good luck to you, I know you believe in hell

Dreamsicle posted:

Just started my first game as the U.S and I did ok until I lost a war against Germany in the mid 1900s. I have some questions.

1. I usually let the auto-designer do its thing and just modify things to make it better. Is there an easy way to compare autogenerated designs with your current ones to make sure nothing important had to be compromised?
2. How often should I design a new class? Part of the reason I lost was I didn't make any designs for extended times.
3. If it depends on certain techs, what are the most important ones to focus on?
4. I noticed near the end of the war, any time I tried to autogenerate Heavy Cruisers they were Baltimore-class sized at 1905. Is this supposed to happen? I'd like to make those sizes of ships for Bs/BBs.
5. How much of a ship class should I have? I usually do 3-4 B/BBs, 5-6 CA's, 9-10 CL's and 20+ minimum for DDs all in the same class.

1. No, usually the autodesigner does a good job of using the latest tech but it's good idea to check that there's nothing obviously wrong
2. Depends a lot on the situation. Sometimes it's nice save money until and wait for some key techs but usually it's better to spend your budget on construction whenever possible. There's no point in building obsolete ships so if you have new tech then design a new class too.
3. Assuming a 1890 start, the gun techs are very important in the beginning so that you can get rid of the -2 guns. After that, you want ship design to unlock more main turrets in order to build proper dreadnoughts.
4. Building super cruisers that can dominate cruiser battles is very good thing in the early game, yeah. It's bit gamey but very effective. AI can sometimes build funny stuff but usually it sticks somewhat close to historical ships.
5. Depends entirely on the fleet size settings. Use the almanac to compare your fleet with the AI navies, don't fall too much behind or you'll get bad prestige penalties.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Faster cruisers.
More destroyers.
Better fire control.

There, that's the basic course.

For new ship designs, I usually commit when I get new turret layout options for big ships, and every time I get a size bump in destroyers. Refit when guns and/or engine technology improve. For engines, the jump from triple-expansion to turbines, and then the introduction of oil firing if you have oil) are the big break points.

Keep a steady pace on destroyer construction. You literally cannot have too many destroyers. I always thought Jellicoe was just whinging or setting up excuses when he kept asking for more destroyers. Nope. He could have used twice as many as he had at Jutland.

Keep old destroyers around for ASW patrols. Once in a great while you see that an obsolete DD nailed a raiding cruiser with a torpedo and you get to laugh at the AI's bad luck.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Don’t forget “2 inch armor minimum for splinter protection “

Obfuscation
Jan 1, 2008
Good luck to you, I know you believe in hell

mllaneza posted:

Refit when guns and/or engine technology improve.

That’s so expensive though :ohdear:

Personally I refit guns on BBs/BGs occasionally and engines very rarely, basically only when I know that I can get another 10-15 years use out of the ship.

Dreamsicle
Oct 16, 2013

Thanks everyone, last question for now. I recall on an old RTW LP BCs more or less replaced CAs since BCs counted for Cruiser actions. Is that still the case? It might explain the Baltimore sized CAs in 1905.

Pretty rad dad pad
Oct 13, 2003

People who try to pretend they're superior make it so much harder for those of us who really are. Philistines!
On the turn of century cruisers, it's not weird for them to be big - the 'easy' way to make a fast ship is to make a proportionately very long one, so especially as speeds started to push past 20kt or so they were often physically larger than contemporary battleships (usually longer but somewhat narrower) and of equivalent if not larger displacement - the other thing being that the, I guess drag-to volume problem makes it easier to make a big ship fast than a small one - you need less engine relative to displacement. It's particularly more difficult to make a ship that's small and fast and is much use for anything else, so the lighter cruisers of the time kind of drop the expectation of putting up with much gunfire in favour of just cramming in giant reciprocating engines to be fast enough for scouting, then once you get turbines they can either move towards carrying reasonably serious armament again or shrink down even further.

Mr Luxury Yacht
Apr 16, 2012


Finally got early missiles and got to use them in a war. Mid 50s, me and France vs Russia and Japan. 1900 start so it took loving forever to get here. The game really needs a 1945 start or something. Even if you start in 1935 it's hours before you start to unlock a big chunk of the new content.



Anyway larger ships like battleships can tank a fair number of heavy SSMs. Nailed the pride of the Russian fleet with a dozen (you can strap SSMs to basically anything for minimal weight so there's no reason not to) and while it did a whole bunch of superstructure damage and knocked out all of its main turrets it still took a good number of 16 inch hits and some torpedos to finally sink the drat thing.

Stairmaster
Jun 8, 2012

the manual lies about the definition of an amc. says its more then 1700 tons but I can't build one smaller than 2500

Triggerhappypilot
Nov 8, 2009

SVMS-01 UNION FLAG GREATEST MOBILE SUIT

ENACT = CHEAP EUROTRASH COPY




Dreamsicle posted:

Thanks everyone, last question for now. I recall on an old RTW LP BCs more or less replaced CAs since BCs counted for Cruiser actions. Is that still the case? It might explain the Baltimore sized CAs in 1905.

BCs and CAs are treated similarly for cruiser actions but the scenario generator always accounts for tonnage to some degree so you might face 3x 13,000 heavy armored cruisers with your 27,000 ton BC. You're still likely to win if tech levels are similar, though.

Building CAs (as in, heavy cruisers) makes sense if either A) you have a treaty and can't get tonnage big enough for a decent BC or B) you need a lot of ships fast and can't afford the longer construction times of heavy ships or C) later in the game, as the role of cruisers shifts from medium-range all purpose surface combatant to heavy anti-aircraft escort that can keep up with carriers. In the case of the former two, you have no choice. In the latter case, AA doesn't require that much tonnage and you're not expecting to fight surface actions as much, so you can save on an important role and broaden your AA umbrella at the same time with smaller CAs.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Dreamsicle posted:

2. How often should I design a new class? Part of the reason I lost was I didn't make any designs for extended times.

My preference is to do a "new" design after no more than two "build cycles". Even if you don't do anything other than "open design" and tweak any spare tonnage you have, the long build times tend to mean you're leaving tonnage on the table if you just keep building the same designs, and some extra tons can mean an extra half-inch of armor or a couple more secondary guns, or more ammo for the main guns, or...

I'd suggest that build a wave of a class (I tend to do 2, that will change based on your position), maybe build a second wave if you haven't got a lot of tech, then create another class.

Mr Luxury Yacht
Apr 16, 2012




I should not be allowed to design botes.

oscarthewilde
May 16, 2012


I would often go there
To the tiny church there

Mr Luxury Yacht posted:



I should not be allowed to design botes.

only 29 knots. weaksauce

OddObserver
Apr 3, 2009

Mr Luxury Yacht posted:



I should not be allowed to design botes.

That's clearly a DDG!

Dreamsicle
Oct 16, 2013

Mr Luxury Yacht posted:



I should not be allowed to design botes.

I really want to know how well this does.

I have some more questions after getting a game into the late 1920s.

1) Is there a point to having the ranges for ships be longer than medium besides maybe raiders?
2) How bad in practice is it to enable box magazines? I know it what does but are the tradeoffs that bad?

Madurai
Jun 26, 2012

Mr Luxury Yacht posted:



I should not be allowed to design botes.

I think if you asked some GMMs, they'd probably agree with you.

wins32767
Mar 16, 2007

Coward, only 16" guns.

pedro0930
Oct 15, 2012

Dreamsicle posted:

I really want to know how well this does.

I have some more questions after getting a game into the late 1920s.

1) Is there a point to having the ranges for ships be longer than medium besides maybe raiders?
2) How bad in practice is it to enable box magazines? I know it what does but are the tradeoffs that bad?

The main cause of ship sinking is usually when the ship run out of flotation point. Getting penetrated in the belt cause lots of flotation damage. Besides that, your machinery is also not protected with box magazine so it's more likely to be knocked out. It's a pretty big weakness if you expect the ship to ever have to slug it out with another surface combatant. On the other hand, it's somewhat difficult to armor a cruiser sufficiently against another cruiser so it might be pointless to try.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


So do you still have the dumb thing where only 6? or so nations (including the player) are active in any given game or can they finally do every faction at once?

Because yes it’s important for Japan to be active in my Mediterranean focused game as AH. :colbert:

Bremen
Jul 20, 2006

Our God..... is an awesome God
I just got this game and I noticed in an early war my cruisers keep taking splintering damage to machinery. Is that due to a lack of upper deck armor? I don't remember it happening too often in RtW2 but I don't recall upper deck armor being a thing there either.

Galaga Galaxian posted:

So do you still have the dumb thing where only 6? or so nations (including the player) are active in any given game or can they finally do every faction at once?

Because yes it’s important for Japan to be active in my Mediterranean focused game as AH. :colbert:

Not every faction at once; looks like there's always 9 factions.

There's some sort of abstraction going on with absent factions since in my game (USA, so no China) everyone (except me) has been collecting Chinese holdings like they're party favors.

Terrifying Effigies
Oct 22, 2008

Problems look mighty small from 150 miles up.

I think there's actually events built into the 1890s start for the Chinese Concessions to fire off randomly, I had the UK, Germany, and USA all offer me a generous 1,000 for 100 year leases on coastal ports while playing as Qing. You get a pretty hefty relations hit if you refuse, fortunately I was friendly enough with the UK and USA to turn them down.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Bremen posted:

Not every faction at once; looks like there's always 9 factions.

How many factions are there now? 9 is enough for all the ones that were in RtW1 short of modded nations,.

Mr Luxury Yacht
Apr 16, 2012


wins32767 posted:

Coward, only 16" guns.

Tbh the reason it even has 16 inch guns is the ship designer is pretty restrictive late game on what it will let you build to not get slapped with a "Can't classify ship" error. CAs max out at 26,000 tons, Battleships can be huge but you need a minimum of three centerline turrets on it of 11 inches or greater.

I wanted to get rid of all the main turrets and put even more missiles on it but the game wouldn't let me. Also the topside limitations block you from making really wacky poo poo, I hope they loosen it up in the future because I'm a bit skeptical that a single tube HSM should take up the same topside space as a 16 inch triple turret on a battleship.

Mr Luxury Yacht fucked around with this message at 01:17 on May 23, 2023

Bremen
Jul 20, 2006

Our God..... is an awesome God
I went and built a bunch of 1k ton corvettes to handle foreign station duties but apparently they only count for 500 tons on foreign duties for some reason. That's annoying.

Galaga Galaxian posted:

How many factions are there now? 9 is enough for all the ones that were in RtW1 short of modded nations,.

10 total; UK, France, Germany, Spain, Italy, Austria-Hungary, Russia, USA, Japan, and China. It looks like China gets dropped for most starts, only included in the 1890 starts for Japan and Spain. The Japanese start drops Austria-Hungary and the Spain start drops Russia.

The 1920 and 1935 starts don't have Austria-Hungary and always include all 9 factions.

Dreamsicle
Oct 16, 2013

pedro0930 posted:

The main cause of ship sinking is usually when the ship run out of flotation point. Getting penetrated in the belt cause lots of flotation damage. Besides that, your machinery is also not protected with box magazine so it's more likely to be knocked out. It's a pretty big weakness if you expect the ship to ever have to slug it out with another surface combatant. On the other hand, it's somewhat difficult to armor a cruiser sufficiently against another cruiser so it might be pointless to try.

Thanks, I'll probably keep them on my BC's and leave them off BB's.


Bremen posted:

I went and built a bunch of 1k ton corvettes to handle foreign station duties but apparently they only count for 500 tons on foreign duties for some reason. That's annoying.
Speaking of Corvettes, is there a point to building them? I just spam a bunch of DD's.

For future additions/changes I want nuclear propulsion. Operation Sea Orbit was during the game's timeframe.

Dreamsicle fucked around with this message at 02:03 on May 23, 2023

Bremen
Jul 20, 2006

Our God..... is an awesome God

Dreamsicle posted:

Speaking of Corvettes, is there a point to building them? I just spam a bunch of DD's.

They can be armored unlike destroyers, so in theory you could make a pretty effective anti-destroyer corvette. But I find it usually works better to just use more destroyers; also I'm not sure how it works with the battle generator.

Mr Luxury Yacht
Apr 16, 2012


Dreamsicle posted:


Speaking of Corvettes, is there a point to building them? I just spam a bunch of DD's.


With ASW gear they're a super cheap low maintenance way to crank out ships for trade protection which lets your save your destroyers for fleet duty. A cheap 500 ton corvette can do the same sub hunting duties as a 900+ ton destroyer. This is especially true later in the WW2 era and beyond when destroyers are hitting 2000+ tons.

Mr Luxury Yacht
Apr 16, 2012




Late game large scale engagements seem pretty indecisive. Probably over three hundred ship heavy anti ship missiles fired and over 450 total planes shot down in wave after wave of ASM based air attacks for 7 sunk on one side and 12 on the other. Radar guided medium AA combined with a few missile countermeasure technologies seem to counter a decent number of missiles and even when they get through missile hits aren't as catastrophic as you might expect for a hit with a heavy SSM.

wins32767
Mar 16, 2007

Mr Luxury Yacht posted:



Late game large scale engagements seem pretty indecisive. Probably over three hundred ship heavy anti ship missiles fired and over 450 total planes shot down in wave after wave of ASM based air attacks for 7 sunk on one side and 12 on the other. Radar guided medium AA combined with a few missile countermeasure technologies seem to counter a decent number of missiles and even when they get through missile hits aren't as catastrophic as you might expect for a hit with a heavy SSM.

I think that's probably because they aren't modeling plane costs very well. Planes just get free respawns versus having a build lag. That works for WWII after a year to ramp up of the factories but I don't see that happening with more complex aircraft and on a shorter timescale. Losing that many planes and missiles would be a big hit to capabilities (see Yom Kippur War as an example).

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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.

Dreamsicle posted:

Speaking of Corvettes, is there a point to building them? I just spam a bunch of DD's.

In RTW2 I used to build a ton of seaplane corvettes since any time I was in a defensive battle they would all launch scouts every morning and that was a massive intel advantage. You needed them anyways for submarine defense.
I have no idea if this is still viable, haven't made it to planes yet.

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