Gort posted:What do people build for a 1900 legacy fleet? I've been building as many multiples of 10 destroyers, 2 6000-ton light cruisers and 1 four-gun battleship as I can afford, but I've been feeling the lack of armoured cruisers so might switch out some of the destroyers and one of the light cruisers for that. I think this is way too many destroyers. As you've noticed, they're not that effective early game. Their main purpose is to finish off crippled ships and make it harder for the AI to do the same to you. Four per battleship is plenty for this, and for an Austria run I might well start with only ten destroyers total on very large.
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# ¿ Jun 17, 2019 14:24 |
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# ¿ May 16, 2024 02:48 |
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? In my current game, my 500-ton legacy destroyer costs 1816 and 11 in maintenance (per the build screen—in practice maintenance cost varies with status and location) and my 600-ton 1902 corvette costs 1785 and 10 in maintenance with over three times the gun power and minesweeping gear. You can make cheaper destroyers, but then you run the risk of the battle generator pulling them into regular battles. Bremen posted:One thing I find interesting is I've never seen destroyers spawn the "raider intercepted" mission, but whenever I send cruisers on trade protection I get a bunch of those and stop losing transports to raiders. Which is probably for the best since a single destroyer would get demolished going up against commerce raiders. Cruisers do not need to be on TP to repel or intercept raiders. Even cruisers set to raid can intercept raiders, I think. I do think it's fair to characterize TP as a primarily ASW role.
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# ¿ Jun 18, 2019 19:20 |
Bremen posted:In my current game I had a dozen cruisers in a region on active fleet, but was still losing 3-5 transports a month to raiders in that specific region. I set four of them on trade protection and instantly the next month I got messages that two raiders had been thwarted. Maybe raiders can intercept raiders, but I'm fairly certain active fleet can't. I'll have to keep an eye on this. It's possible it changed between 1 and 2 with the switch from CP to TP. I did confirm in my current game that one of my raiding cruisers thwarted an enemy raider.
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# ¿ Jun 19, 2019 03:53 |
vyelkin posted:Just build this: That might be an ideal battleship for the British fleet, but that doesn't mean it is for everyone.
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# ¿ Jun 23, 2019 20:42 |
Kilonum posted:Yup It defaults to C:\NWS\Rule the Waves 2\Save. Gay Hitler posted:Can anyone help me understand rebuilds? What happens in a rebuild when you arent replacing machinery or guns or fire control that takes 3-4 months? Should I do that more regularly? Do I need to rebuild guns to get turrets or ammo improvements? IIRC you need a rebuild (a "blank" rebuild is enough) to get the benefit of techs like Improved Triple Turrets. You don't need to do anything to benefit from improvements to shells or torpedoes. It's usually not efficient to perform a major rebuild (replacing machinery or main guns). You'll get more out of spending that money on a new ship. Treaties are the big exception.
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# ¿ Jun 27, 2019 05:03 |
ModernMajorGeneral posted:I played RTW1 but I seem to have got even worse at this game and haven't even got to aircraft yet. There are no random invasions anymore as I understand it. If you don't manually invade you won't invade at all. Also you will basically never score torpedo hits on ships you're chasing because torpedoes don't have much margin of speed over ships, so the closure rate is low, which means it takes a long time, which means the torpedo will run out of fuel or the target will maneuver. Your captains not launching in that circumstance isn't doing you any harm.
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# ¿ Jul 1, 2019 04:26 |
Stairmaster posted:where the gently caress is 1.06 quote:The following are the fixes/changes made for the v1.06 update:
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# ¿ Jul 22, 2019 00:35 |
The smallest number in a tech line (usually between 5 and 20) determines how much research is needed, so you can increase it to slow techs down as well. If you just want to stop it dead editing the years to 1999 or something like that will probably work better.
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# ¿ Jul 29, 2019 00:59 |
mllaneza posted:Try Spain, it will test you. One of my best wars in RTW1 was defeating Britain as Spain in the late '30s or '40s. I started in the game version that had a research bug that could prevent unlocking calibers over 12", which was itself really interesting, but by the time the war started, I was still stuck at 12" while the Brits were deploying serious calibers. It was a tough fight in which the decisive battle saw the entire British battle fleet go down at the cost of about 90% of mine. Gort posted:I've only really played the early game so I guess that's probably the reason. Early corvettes and destroyers are similar in many ways (like tonnage), but the destroyers are like 50% faster. Small destroyers can handle ASW well enough in later years, but the advantage of corvettes is that the battle generator is much less likely to pull them into important battles. You don't normally want 500-ton destroyers escorting your capital ships in 1945.
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# ¿ Aug 5, 2019 20:37 |
I explain a bunch of the RTW1 economy in this post. As far as I know, RTW2 follows the same model. If you look in the almanac, each nation has a "Base resources" and a "From possessions" value. Add these together and multiply by some stuff and you get your budget. Budget +/- events mainly affect the multipliers. Over time, base resources are subject to percentage growth; colonial (from possessions) resources are not. Reparations go into base resources, so point for point they ultimately give you more money than colonies.
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# ¿ Aug 18, 2019 08:49 |
v1.08 is outchangelog posted:The following are the fixes/changes made for the v1.08 update: Quality of life changes for air groups
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# ¿ Sep 1, 2019 19:05 |
New patch as of this week:Patch notes posted:THE FOLLOWING ARE CHANGES/FIXES FOR THE 1.10 UPDATE:
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# ¿ Oct 23, 2019 02:00 |
There's a hotfix:Patch notes posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.11 HOTFIX:
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# ¿ Oct 25, 2019 04:14 |
v1.12 is outpatch notes posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.12 UPDATE:
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# ¿ Nov 18, 2019 23:54 |
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.
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# ¿ Nov 26, 2019 16:33 |
1.13 is outPatch notes posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.13 UPDATE:
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# ¿ Nov 29, 2019 20:55 |
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? Fredrik, talking about RTW1, posted:Ships with long range will:
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# ¿ Dec 16, 2019 15:29 |
1.14 posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.14 UPDATE:
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# ¿ Dec 18, 2019 08:40 |
1.19 outPatch notes posted:NOTE ON MISSILES FOR THE v1.19 UPDATE: Aside from the obvious addition of basic missiles, I'd say factoring displacement into blockade and AI calcs is a significant gameplay change. Various nerfs to V turret as well. Targeting changes are a welcome QoL update.
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# ¿ Apr 27, 2020 16:03 |
Gnoman posted:The designation for an "Aft Centerline Superimposed" turret position. Familiar from Tiger and the Kongos. In-game, V has been essentially a lighter X since RTW1. It disables cross-deck firing configurations which X does not, but that was basically the only disadvantage. ABVY was almost always superior to ABXY and I'm kind of glad of these changes for that reason.
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# ¿ Apr 27, 2020 17:22 |
1.20 hotfix1.20 posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.20 HOTFIX:
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# ¿ Apr 29, 2020 14:42 |
1.21 posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.21 UPDATE:
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# ¿ Jun 6, 2020 18:59 |
1.22 posted:THE FOLLOWING ARE THE CHANGES/FIXES FOR THE 1.22 UPDATE:
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# ¿ Jun 15, 2020 14:39 |
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 |
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 |
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 |
And the expansion is still on course. There's a summary of content here.
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# ¿ Jan 1, 2022 19:57 |
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 |
There is an announcement post on their boards, but it's in some random poster's thread instead of pinned somewhere visible Nice boat pics in the attachment, though. and Iron
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# ¿ May 18, 2022 05:13 |
Official announcement of partnership with Matrix Gamesquote:Epsom, UK, August 29th, 2022
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# ¿ Aug 29, 2022 17:47 |
I wrote a real basic primer on the game's economy in the linked post. There's more information available now than there was in, uh, 2016, but the basics still hold. "Fleet size" is a simple multiplier on budgets.OpenlyEvilJello posted:I explain a bunch of the RTW1 economy in this post. As far as I know, RTW2 follows the same model. If you look in the almanac, each nation has a "Base resources" and a "From possessions" value. Add these together and multiply by some stuff and you get your budget. Budget +/- events mainly affect the multipliers. Over time, base resources are subject to percentage growth; colonial (from possessions) resources are not. Reparations go into base resources, so point for point they ultimately give you more money than colonies. Redeye Flight posted:One problem I do have is that, at least on the settings I have, the rate of ship cost increases scales way faster than your budget does. There's basically no way to build any kind of navy up to size later on -- not just capital ships, but even keeping pace on cruisers and destroyers. Ship cost rising faster than budget is by design, and you should be seeing your fleets mostly shrink in numbers between 1920 and 1950. You might be getting hit extra hard if you don't design for your budget. Like if you mostly enjoy building super-Yamatos, you probably won't afford anything else unless you're the USA. It's very easy to just crank that displacement up to max and pile on systems and I think a lot of players do it unconsciously. Whether that's affecting you is kind of impossible to say from back here.
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# ¿ Oct 17, 2022 20:14 |
It's tough to get to the historical numbers, generally, but if that's all you can get then you either need to up your fleet size (very large will get you the most historical results) or seriously cut back on your individual ship costs.
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# ¿ Oct 17, 2022 21:29 |
RTW3 is now wishlistable on Steam.
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# ¿ Apr 26, 2023 14:56 |
OddObserver posted:I am guessing an all-rear arrangement isn't actually plausible because the rear needs to have the propellers? No technical reason it's impossible (see, e.g., Wyoming and Arkansas with four turrets abaft the funnels), but designers value forward arcs more than aft arcs. Sort of similar to how rare AFVs with rear-facing guns are. IIRC a bridge placed about 40% back from the bow is considered ideal for seakeeping, so the more extreme arrangements like the Nelsons do mess with that quite a bit.
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# ¿ May 30, 2023 15:31 |
FrozenVent posted:The location of the bridge isn’t a huge deal for seakeeping - most merchant ships nowadays have the bridge all the way after - but there’s other drawbacks. You get a huge blind spot ahead, which makes navigating tighter waters more annoying (especially if there’s tugs and patrol boats and escorts flitting about) for one. I'ma stick with DK Brown's assessment over yours, no offense. It's a much bigger deal for small ships like ASW escorts (and I think he discusses it in his book on them, rather than The Grand Fleet or Warrior to Dreadnought) and it has to do with the effect of the ship's motion in 3D space on the decision-making ability of the officers, especially the vertical accelerations IIRC. I am by no means arguing that it's the only or even an important reason why all-forward armaments were not more widely adopted. I think when the Brits were working on the KGV design, they decided that, with technological advances (esp. in propulsion) since the Nelsons, the all-forward arrangement no longer provided enough savings to merit loss of the stern arcs.
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# ¿ May 30, 2023 23:27 |
I want to clarify my position here because, looking back, it got muddled quick. First things first, what I was trying to do was raise an interesting, rarely acknowledged factor in warship design, not make a slam-dunk argument for or against anything. I mean, how often do bridge ergonomics even come up on the internet? But also, when I was thinking about this, it was specifically in the context of the "why no all-aft armament?" question. And like, clearly, the big reason is that being able to shoot forward is important—see also how 2-A-1 is vastly more common than 1-A-2 or how Dreadnought gets the wing turrets for the possibility of end-on fire. But I do wonder whether, in a hypothetical extreme "all-aft" design featuring more than two aft-facing turrets, constraints on deck area would end up pushing the command spaces farther forward than is optimal for operation. If you wind up with a battleship that looks like one of those oil-rig service ships, is that going to be a drag on command? Anyway, I got snarky because I felt dismissed out of hand and/or context and that was annoying. Then I had anxiety about that all night because sad brains. Now we're here. Apologies if I was jerky about it. Fun note, just last night I read that conning Nelson and Rodney took some getting used to because the ships' pivoting point was forward of the bridge, which is unusual. Friedman, Norman. The British Battleship 1906-1946 (p. 62). Pen and Sword. Kindle Edition. posted:The compass platform was the level below [the flag bridge] (note the bulges for the chart tables). US visitors found the view aft from the compass platform (navigating bridge) decidedly restricted, but were told that the pivoting point of the ship was about at ‘B’ turret and that anything which came abreast the bridge could be passed clear unless the rudder was put hard over towards it (one officer said that manoeuvring was confusing because the pivoting point was well forward of the bridge).
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# ¿ May 31, 2023 18:31 |
A couple more thoughts:
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# ¿ May 11, 2024 17:11 |
I could have sworn the speed limit for submerged tubes was 20 kts, but I can't find any reference to that right now. RTW 2 and 3 manuals both say 25, RTW 1 manual doesn't discuss as far as I saw, and Galaga Galaxian's old collection of "Fredrik tidbits" from the designer doesn't have any reference either. It might be an old reference from their forums ca. 2016, or I might just be getting senile.
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# ¿ May 11, 2024 21:34 |
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# ¿ May 16, 2024 02:48 |
Tomn posted:unless you're Japan and managed a surprise attack I once had an early-game surprise attack in which my destroyers all decided this was the appropriate time to actually lead their (motionless) targets. Zero hits.
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# ¿ May 13, 2024 04:39 |