|
Post by phoenix on Dec 30, 2013 9:45:45 GMT -6
Maybe I've missed it, but I can't find in the manuals any info on; 1. Measuring distances accurately, as between 2 ships, for example (is there a ruler function I've missed?) 2. Getting info on the max and effective ranges of the various guns. This doesn't seem to be listed in the ship info panel. Is that right? 3. Setting complex courses, with waypoints. Is this not modelled? 4. Whether or not 'evasive' behaviour is modelled (for the AI) or featured as an abstraction (eg, ships manoeuvring slightly out of the line, then back again [like a minor zigzag] in order to evade a firing solution - I have read about ships doing this in the history)
Many thanks, in advance.
Great game. Still really enjoying it. Still very impressed with the AI. I noted when playing the Scarboro scenario (as Brit) that it did an excellent job of splitting up its (German) ships and dispersing them, out of formation, so that I had to decide where to concentrate, and because I wasn't quick enough they all slipped through unscathed. Which raised a question - why can't I do that? That is, give an order to an individual destroyer, say (in Captain mode) to have it follow a target so I don't lose it? I suppose this would be detaching it - so, why can't I detach like this?
Peter
|
|
|
Post by Fredrik W on Dec 30, 2013 12:13:04 GMT -6
Thanks for the support! Glad to hear you are enjoying the game!
1. If you double click on the map, you will get a cross and you will then see the distance to the mouse pointer from the cross in the panel below the map. 2. There is a button on the toolbar to show max gun ranges for the selected division on the map. 3. No, this is not possible. 4. Yes, ships under heavy fire will automatically start to evade, you can see that at the bottom of the ship info screen.
Detaching: It depends on the realism level you are playing on. If you play on captains mode you can control all divisions, on Admiral's mode only the force flagship. In admiral's mode you must assign roles for your subordinate divisions and hope they do what you want. This is to simulate the command and control difficulties of the era. You are no doubt aware of the various missed opportunities during WW1 naval warfare when commanders were unable to get their subordinates to do what they wanted, and subordinates wary of using their initiative.
Note that your subordinate AI controlled divisions in the game uses the same logic as enemy divisions, so they are exactly as smart (or stupid) as the AI controlled divisions on the enemy side, so it is a level playing field in that respect.
|
|
|
Post by phoenix on Dec 30, 2013 12:25:05 GMT -6
Many thanks! All sounds good. Sorry if all that was in the manual somewhere and I missed it.
One great thing about the game is that it has encouraged me to read the history, which has been fascinating. I knew very little about Jutland before I started to play.
Thanks again.
|
|