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If you live outside the US the store may not work for you. You can fix this by lying and telling the store you live somewhere in the US. I recommend 1060 West Addison Street, Chicago, IL.
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# ¿ May 23, 2019 16:08 |
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# ¿ May 16, 2024 00:54 |
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quote:The following are the fixes/changes made for the 1.01 update: Patch notes for the 1.01
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# ¿ May 24, 2019 06:07 |
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So in another installment of “how did they not test this?” the historical budget tickbox is broken and doesn’t do anything. Everyone has game budgets all the time.
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# ¿ May 25, 2019 03:58 |
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Sheep posted:I love how even the registration and purchasing system for this game is grognardy as hell. If you hover the mouse over the part that tells you how much longer the treaty will be in force, a tooltip will tell you what the limits are.
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# ¿ May 27, 2019 00:08 |
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Yeah as far as I know the national traits are unchanged from the first one so poor education should affect crew training generally, which may be linked to signal errors (I’m honestly not sure)
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# ¿ May 29, 2019 01:54 |
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Mr Luxury Yacht posted:They really need to add other options to peace deals. Like, reparations or the ability to demand ships. This is in, it’s just opaque and not documented. Any points that don’t go to getting colonies boost your national resources because of war reparations, and if you win a war hard enough you can take enemy ships as payment in kind.
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# ¿ May 29, 2019 04:41 |
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There’s probably zero way to make this work in-game but yeah I wish there was a way to do something like declare the secondary armament to now be the primary when converting to a carrier
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# ¿ May 30, 2019 01:01 |
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Let's try ruling the waves as France... if we can.
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# ¿ May 30, 2019 19:38 |
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Oh, just in case anyone was wondering about jetsgarrisonchisholm posted:Good evening everyone- we thought we should let everyone know how jets currently sit with the game. We had discussed a 'flag' or 'tech' advancement to highlight it, but given we are talking about navy jets most likely on carriers, once we allow that distinction then there is a host of complexity taken into things in ways that might not be obvious- in short, jets just need more room.
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# ¿ Jun 3, 2019 03:09 |
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Yeah I also have the problem of unarmed CVLs because I can’t figure out how to install new primary guns but you can’t have secondaries when there’s no primary
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# ¿ Jun 5, 2019 03:16 |
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If you haven’t bought the game yet, by the way, the $5 discount/refund for owners of the first game is only available for purchases made before June 30th.
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# ¿ Jun 10, 2019 08:19 |
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Splode posted:Is there a way to actually order a torpedo attack? I've sent my destroyers in to torpedo attack the enemy line a few times and they never fire any, and then sink. I am slowing them down to do it, but I'm not sure how slow I need to go. I wish I could say there was a trick to this but with early destroyers it’s hard to guarantee anything. Later in the game when you have destroyers with six or more tubes firing to each side and longer-ranged torpedoes, it gets much better.
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# ¿ Jun 17, 2019 02:14 |
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Gort posted:If we're going for the cheapest possible ship for trade protection (which I assume is optimal, nobody said anything when I asked if their capabilities matter) then a 600-ton corvette is an inferior choice to a 500-ton destroyer, though, isn't it? I think it diverges as time goes by because of some math to do with equipment weight but I’m honestly not sure. I’d have to test it.
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# ¿ Jun 18, 2019 09:05 |
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It’s at least intended that cruisers on TP have a higher chance to intercept than cruisers on AF.
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# ¿ Jun 19, 2019 00:09 |
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TehKeen posted:Does anyone know what the letters mean for torpedo-equipped planes? My best guess is H means a Torpedo uses 'heavy' range and later torp tech effectively increases the range with that payload to medium and light categories but I wasn't sure. Yes, you have it right. The letter tells you which of the plane’s load outs (light, medium, heavy) enable it to carry a torpedo.
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# ¿ Jun 20, 2019 06:22 |
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Grumio posted:Is there a guide to ship design? I feel reasonably well-versed in naval history, but when faced with this game I don't know what constitutes "good" design for armour thickness, guns, number of turrets, etc. For Bs and BBs/BCs, yes. Gets a little more complex with CAs/CLs/DDs. You can start by autogenerating designs and tweaking them to get what you're looking for. We should do a more comprehensive writeup of "how to ship design"--I don't have time right now but I could see about it this weekend.
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# ¿ Jun 20, 2019 16:23 |
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TehKeen posted:Wait, you can buy foreign aircraft?? Yep. I forget the exact instructions to do this but you have to pull up the spreadsheet of foreign aircraft and right-click, then select “buy”
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# ¿ Jun 27, 2019 01:26 |
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Gort posted:Are you being killed by torpedoes, mostly? Which range indicators do you mean?
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# ¿ Jun 29, 2019 13:58 |
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Historically, box protection was only used in situations where armor wasn’t a priority. I wouldn’t use it on a BB unless I felt like I really had to.
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# ¿ Jul 2, 2019 14:17 |
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Mister Bates posted:if broadsides were good enough for 1702 they're good enough for 1902 At this point why not casemate secondaries?
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# ¿ Jul 8, 2019 03:50 |
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You can. Only works for some turret positions; you just set the number of guns/turret to 0.
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# ¿ Jul 9, 2019 09:26 |
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From a purely long-term powergaming perspective you should always windmill slam railroads when you get the option. It increases your national resources, of which the naval budget is a varying fraction. If anyone’s curious about historical designs then in addition to Wikipedia the auto-design actually is your friend; the game is pre-loaded with templates based on ships of the period. The AI normally generates ships by taking these templates and modifying them to fit their current tech level and needs. They can also copy your designs. As far as refits go, fire control is always worth upgrading. Other stuff can be worth it as long as you keep an eye on costs—upgrading guns and replacing machinery can help keep a ship relevant for longer, but you weigh that against the possibility of building a whole new ship, which is always going to be more capable. As far as AA goes, what I’ve found myself doing is ordering whatever refit I’m looking for and then jamming in as much AA as I can fit in the leftover tonnage.
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# ¿ Jul 12, 2019 01:22 |
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quote:NOTE: With this update it might be best to start a new game due to certain changes made... hoping this just means “if you’ve already gotten to aircraft”
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# ¿ Jul 22, 2019 03:07 |
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Looks like a batch of refunds went out—I just got mine.
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# ¿ Jul 25, 2019 12:48 |
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You can activate it on two PCs at once, no problem
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# ¿ Aug 6, 2019 11:48 |
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Yeah, ships can still be reparations in RtW2. On the forums people have asked about more complicated treaties to match the historical ones, but the devs have said it’s a low priority.
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# ¿ Aug 8, 2019 15:49 |
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I do think the battle generator is annoying re: CVs and the weather, yeah. It would feel better sometimes if it just didn’t give you the carriers during bad weather
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# ¿ Aug 12, 2019 15:55 |
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YodaTFK posted:I never played the original, but I'm assuming colonies have an actual economic value? Do they contribute more or less than reparations? Playing as England and having half of my navy stashed all over the world is getting tedious and I don't want to add more unless it's actually worth it. Colonies do have value, you can check this by clicking on them or looking in the Almanac. But their long-term value is less than getting national resource increases because colonial resources aren’t affected by the “industrialization” and “railroads” events. So 1 point of national resources is actually 1*X where X is your current national resource modifier. Also remember that the value of colonies is reduced by the fact that ships on foreign stations have increased maintenance costs.
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# ¿ Aug 18, 2019 04:07 |
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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?
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# ¿ Sep 17, 2019 15:14 |
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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.
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# ¿ Nov 26, 2019 16:03 |
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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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# ¿ Nov 26, 2019 16:45 |
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WARNING: A HUGE ENEMY IS APPROACHING Somebody on the NWS forums has figured out how to trick the game into letting you build hybrid BBCVs. They’re treated as CVLs in game and behave accordingly under AI control.
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# ¿ Dec 4, 2019 04:02 |
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Caconym posted:What does "long lange" actually do in game? Is there any reason to not go medium range for everything larger than a destroyer? Maybe if you assign a raider to a sea zone where you have no basing? Long range is for raiders and makes them less likely to get the “raider runs out of fuel and is interned/has to scuttle” event. Flotilla attack is in the division panel during battle—right-click the division name iirc. The button looks like several small ships together.
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# ¿ Dec 16, 2019 11:07 |
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I forgot a step. Right click the division->Status and you should see the correct window with the button for it. I’m on my phone or I’d provide the right screenshots. You’ll know you’ve done it right when there’s a black flag on the left side of the battle screen.
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# ¿ Dec 16, 2019 16:43 |
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1.15 notes:quote:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.15 UPDATE: The thing about carrier squadrons is interesting. Apparently they also added the Qing Dynasty as a playable nation.
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# ¿ Jan 18, 2020 16:15 |
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1.16 is outquote:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.16 UPDATE:
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# ¿ Feb 3, 2020 09:55 |
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If a ship has been damaged, you can right click on its name in the left-hand panel and click “detach” to send it back to the nearest friendly port, though it may weave around a bit and reattach to the main fleet so it doesn’t always work smoothly.
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# ¿ Feb 10, 2020 14:27 |
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I was going to be frustrated since I was waiting for that and had just given up and started doing some playing for my LP again last night, but it looks like they didn’t fix the turns not advancing bug anyway
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# ¿ Mar 4, 2020 01:09 |
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If anyone’s interested, apparently you can mess around a bit with the text files to enable SSMs as well. https://nws-online.proboards.com/thread/4828/experimenting-ssms
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# ¿ Apr 30, 2020 04:23 |
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# ¿ May 16, 2024 00:54 |
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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 |