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Post by dorn on Oct 19, 2019 6:24:24 GMT -6
This has been already discussed, it is not realistic. Look at number of battles in any war, you will find that RTW has already more battles than was in history. True. But my idea still has the same number of battles. You're just getting more choices. Maybe I didnt explain it well. Ok, so if the Battle Generator generates 2 missions after you End Turn, Both of which you could decline, and then no other mission is offered, then my way you'd still get the same deal, but you'd have 2 choices and either pick one or decline them both and then you'd get 2 more mission choices and accept one or decline them both. So in the end, same number of missions, just more choice in the matter. You don't think that's a good idea? I think that primary issue with battle generator in RTW2 is that if you decline battle you get often same next time. Look at RTW1, it works quite well. So what is needed is to repair RTW2 battle generator to work as it is in RTW1 when you get 2 to 4 missions.
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Post by warspite1995 on Oct 19, 2019 14:10:13 GMT -6
Its just the battles are very often too balanced, or samey... I have found that this always means quality>quantity which is i suppose good, but quantity has a quality all its own as a wise man once said. Also would be interested to see what would happen if i charged 40-50 destroys at a battle fleet in a kamikaze run. Now i think of it..... time to fleet exercise .
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Post by Adseria on Oct 19, 2019 17:23:02 GMT -6
Agreed, much like in the total war game series, i much prefer the overall grand strategy and planning rather than the tactical fighting parts of the game. I think RTW2's major weakness is the battle generator, but there isnt much i can think of that could be done to improve it at the moment. The Total War series is mostly tactical focused. For truly grand strategic game, try Gary Grigsby's War in the West. Even Paradox Games feel somewhat arcadey, esp. with the latest products. A Sea Lord look at documents and budget estimation, long term planning is intellectually challenging but not visually exciting. I don't think I'd call Gary Grigsby's games "grand strategies." Grand strategies usually involve controlling an entire country/empire, not just the military, but economy, diplomacy and politics too.
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Post by christian on Oct 21, 2019 3:35:03 GMT -6
It is not clear to me if there is any reason to prefer RTW2 to RTW (or vice versa) for the period going from around 1900 to 1920. You cannot transfer save from RTW1 to RTW2. RTW2 has better solved penetration vs. armour and accuracy around 1920. its still far from accurate with guns missing 5-15 inches of penetration 20 inch guns should get around 40 inches pen at 5k yards 18 inch guns should get 30-35 and 16 should get 30-26 i can post facehard results if you wish but its easier if you just go download it yourself and use it www.navweaps.com/index_nathan/index_nathan.php go look at the bottom of the page and download version 8 currently 20 inch guns get 25 inches pen at 5k yards
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Post by dorn on Oct 21, 2019 3:49:18 GMT -6
You cannot transfer save from RTW1 to RTW2. RTW2 has better solved penetration vs. armour and accuracy around 1920. its still far from accurate with guns missing 5-15 inches of penetration 20 inch guns should get around 40 inches pen at 5k yards 18 inch guns should get 30-35 and 16 should get 30-26 i can post facehard results if you wish but its easier if you just go download it yourself and use it www.navweaps.com/index_nathan/index_nathan.php go look at the bottom of the page and download version 8 currently 20 inch guns get 25 inches pen at 5k yards You are right. But what is the effect on 5k yards? That in real you have chance of overpenetrating as you cannot build reasonable battleship with such heavy armour?
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Post by paulym5 on Oct 22, 2019 13:16:51 GMT -6
I personally like the fact that Rule the Waves Two is not 3D. The 2D design allows users with a older or lower spec computer to play this game. There aren't many rts, and strategy games like this around, so making it available to as many people as possible is great! I'm glad I stumbled upon this game.
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Post by jwsmith26 on Oct 22, 2019 13:18:59 GMT -6
Welcome aboard paulym5 . You stumble well.
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Post by mycophobia on Oct 22, 2019 15:23:06 GMT -6
You cannot transfer save from RTW1 to RTW2. RTW2 has better solved penetration vs. armour and accuracy around 1920. its still far from accurate with guns missing 5-15 inches of penetration 20 inch guns should get around 40 inches pen at 5k yards 18 inch guns should get 30-35 and 16 should get 30-26 i can post facehard results if you wish but its easier if you just go download it yourself and use it www.navweaps.com/index_nathan/index_nathan.php go look at the bottom of the page and download version 8 currently 20 inch guns get 25 inches pen at 5k yards To be fair, even if RTW's close range gun penetration are lower than it should be, they are still high enough that any close range shot is almost guaranteed to penetrate regardless(RTW caps armor, so 25" pen and 40" pen is almost same in the end since no armor can resist that). So even if the numbers are off, the effect is at least the same for the most part. Meanwhile UA:D have a far more botched penetration system where armor overperforms in ludicrous levels. (I do hope the UAD team address your post after they are done pushing out the current patch)
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Post by dohboy on Oct 22, 2019 17:46:24 GMT -6
It would be nice if it showed a calculated penetration value when you click the weapon details button in battle.
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Post by aeson on Oct 23, 2019 14:40:35 GMT -6
It would be nice if it showed a calculated penetration value when you click the weapon details button in battle. All of the 'Details' buttons that I'm aware of in the ship window accessible from inside a battle scenario are specifically meant to list out the hit chance and rate-of-fire modifiers that produce the hit chance and rate of fire listed next to the buttons in the ship window. Expected armor penetration shouldn't be relevant to either hit chance or rate of fire and so doesn't belong in either of those windows. It might, however, be a good thing to have in the window brought up by clicking on the 'Data' button next to the gun caliber/quality, since that brings up the penetration table for the specific gun, or at least for the game to include range to the current target or highlight the rows of the penetration table that bracket the range to the current target.
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Post by dohboy on Oct 23, 2019 17:41:06 GMT -6
That leaves me a lot of buttons to click just to get a full picture. I don't want to click a button to see hit chance, another one to see penetration, and go make multiple clicks on the target to get the information I need. Let's pretend I'm one of those Admirals with a staff, their job being to compile that information for me and give it to me in one place.
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Post by aeson on Oct 23, 2019 17:55:58 GMT -6
That leaves me a lot of buttons to click just to get a full picture. I don't want to click a button to see hit chance, another one to see penetration, and go make multiple clicks on the target to get the information I need. Let's pretend I'm one of those Admirals with a staff, their job being to compile that information for me and give it to me in one place. You don't need to click any buttons whatsoever to see hit chance and rate of fire - they're literally listed in the main ship window right next to the 'Details' buttons that you've mentioned. The only things that the 'Details' buttons provide are exact range-to-target and negligibly-useful lists of hit chance and rate-of-fire modifiers.
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Post by dohboy on Oct 24, 2019 7:37:45 GMT -6
That leaves me a lot of buttons to click just to get a full picture. I don't want to click a button to see hit chance, another one to see penetration, and go make multiple clicks on the target to get the information I need. Let's pretend I'm one of those Admirals with a staff, their job being to compile that information for me and give it to me in one place. You don't need to click any buttons whatsoever to see hit chance and rate of fire - they're literally listed in the main ship window right next to the 'Details' buttons that you've mentioned. The only things that the 'Details' buttons provide are exact range-to-target and negligibly-useful lists of hit chance and rate-of-fire modifiers. My mistake, I mistyped about the hit chance. My point is that there could be a lot more useful information in the detail pages to help determine the optimal engagement range. It would be nice to be able to see average penetration at current range for belt and deck, hit probability information, and information on the armor of the current target, all in the same location. Adding a user definable range circle that you can set to what you determine to be your optimal engagement range would be nice too. This is all way off topic though. I'll shut up now.
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Post by pashahlis on Oct 29, 2019 17:07:39 GMT -6
We got new information about the campaign, the most notable thing being that the game will have China as a playable nation:
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Post by mycophobia on Oct 29, 2019 20:41:15 GMT -6
We got new information about the campaign, the most notable thing being that the game will have China as a playable nation:
CHIna being playable was mentioned early in the dev dairy, and it is a sensible choice given the game start in the 1890s, where Qing China and Spain remained potentially relevant players.(kinda wish Netherland would make it too)
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