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Post by Sven on Aug 9, 2015 16:56:53 GMT -6
If you look at the different world areas under map you will see a number. This value depends upon the number and sizes of bases you have in that area. Without a base it will show a 10 ( enough to leave a CL on station that replenishes at a neutral port). As long as the number of ships and their point value stays below the base number they will replenish automatically. In wartime ships in areas without friendly bases might run out of fuel or ammo or both. They might scuttle or get interned in a neutral port. If a ship in such an area is in need of replenishment an asterisk will appear in the ship list ( forgot where exactly but you will notice it if you look carefully). Ships in the ship list with an asterisk need to get transferred back to an area with a friendly base. There they will replenish automatically. The asterisk will vanish. As said this is only important when at war. You can increase the bases if you like ( let's say you are Great Britain and want to increase the Falklands. Zoom in on the South America East area, click on the Falklands. A window will open. Click on improve base.)
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Post by bssybeep on Aug 10, 2015 0:21:33 GMT -6
thanks for the reply. good to know how the repair and supply system works.
What's the proper way to end a scenario once the objectives have been met so I get my victory points? I think I screwed up on my first battle as I met my objectives (sunk 2+ transports, no damage to my ships) yet I didn't receive any vp's.
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Post by Fredrik W on Aug 10, 2015 0:33:44 GMT -6
Just let the time run out. You will get to see the results. Then close with the x in the upper right corner.
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Post by bssybeep on Aug 10, 2015 14:14:44 GMT -6
Just let the time run out. You will get to see the results. Then close with the x in the upper right corner. Thanks,that helped. So I needed to run out the clock and have no enemy contacts to successfully end the scenario. I did run into a bug / glitch: I was offered battle (still same campaign, where I am England, at war with the US), I had two CA's. So I'm fast forwarding a good 10-15 min game time with no contact. I call it a night save and exit. The next day I restart from the save, run it for a minute and get a message one of my cruisers had a collision with an unknown target. The unknown ship basically appeared out of nowhere and my two cruisers ended up right on top of it! After I progressed the battle 1-2 minutes, turns out it was a cluster of 1 enemy CA and (3) transports.
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Post by bssybeep on Aug 10, 2015 15:00:32 GMT -6
What is the max range to target at which I can launch torpedoes? thanks
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Post by Fredrik W on Aug 10, 2015 15:09:54 GMT -6
What is the max range to target at which I can launch torpedoes? thanks Depends on your torpedo technology. Use the button for showing torpedo range.
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Post by bssybeep on Aug 10, 2015 19:05:10 GMT -6
Thanks for the reply. I'm currently attempting a torpedo attack with my CL. The torpedo range button is handy. It would be nice to have a button that displays the torpedo arc. As in my current attack, I keep getting the message, "Out of Arc", but I have no idea what is "in my arc". thanks
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Post by bssybeep on Aug 10, 2015 19:09:28 GMT -6
I also alternate between "out of arc" and "no solution" messages
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Post by Fredrik W on Aug 11, 2015 0:07:41 GMT -6
Since the target ship is moving, calculating torpedo solutions involves some geometry and is not as straightforward as just because an enemy ship is in torpedo range, it is possible to hit it. I suggest reading this thread.
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Post by bssybeep on Aug 13, 2015 13:08:52 GMT -6
Just let the time run out. You will get to see the results. Then close with the x in the upper right corner. Thanks,that helped. So I needed to run out the clock and have no enemy contacts to successfully end the scenario. I did run into a bug / glitch: I was offered battle (still same campaign, where I am England, at war with the US), I had two CA's. So I'm fast forwarding a good 10-15 min game time with no contact. I call it a night save and exit. The next day I restart from the save, run it for a minute and get a message one of my cruisers had a collision with an unknown target. The unknown ship basically appeared out of nowhere and my two cruisers ended up right on top of it! After I progressed the battle 1-2 minutes, turns out it was a cluster of 1 enemy CA and (3) transports. I just experienced the glitch again. I was searching for the enemy in this battle. Unable to locate, so I saved and quit. When I restored the battle later, my ships and the enemy were jumbled on top of one another (as above.) thanks
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Post by Fredrik W on Aug 13, 2015 13:15:28 GMT -6
Thanks,that helped. So I needed to run out the clock and have no enemy contacts to successfully end the scenario. I did run into a bug / glitch: I was offered battle (still same campaign, where I am England, at war with the US), I had two CA's. So I'm fast forwarding a good 10-15 min game time with no contact. I call it a night save and exit. The next day I restart from the save, run it for a minute and get a message one of my cruisers had a collision with an unknown target. The unknown ship basically appeared out of nowhere and my two cruisers ended up right on top of it! After I progressed the battle 1-2 minutes, turns out it was a cluster of 1 enemy CA and (3) transports. I just experienced the glitch again. I was searching for the enemy in this battle. Unable to locate, so I saved and quit. When I restored the battle later, my ships and the enemy were jumbled on top of one another (as above.) thanks Could you post a save of that? Just zip up the entire save folder of the game slot you are using.
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resfu
New Member
Posts: 2
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Post by resfu on Aug 14, 2015 14:07:06 GMT -6
I have a question, im playing my first game as Japan and im looking for informations what is SAP ammo (becasue i unlocked it). Other thing, because i dont know what is that type of ammo when should i use them? On which gun calibres and what range (im talking about "Ammunition usage doctrine" in the "Training" popup)
Looking for answers
PS Sorry for grammar and language im not from english speaking country
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Post by randomizer on Aug 14, 2015 16:21:33 GMT -6
SAP = Semi-Armour Piercing. Usually base-fuzed with a non-instantaneous functioning fuze although hardened nose fuzes were not unheard of. Generally carried a greater bursting charge than armour piercing (AP) but less than high explosive (HE). projectiles. A compromise ammunition.
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Post by Fredrik W on Aug 14, 2015 23:39:54 GMT -6
When to use them is really a matter of taste. The Germans were firing quite a lot of SAP from 12 in guns at Jutland, the famous hit on the Lions Q turret was from an SAP shell. I suggest using it in heavy guns against CA and CL and in medium guns against CL. The real conundrum of course is what proportion to load up with. That I leave to you. Real navies had different philosophies. The German KM in WW2 usually had 1/3 each of AP, SAP and HE. The British carried almost exclusively AP and some HE but no SAP in WW2.
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Post by galagagalaxian on Aug 18, 2015 23:09:13 GMT -6
I got a quick question. Say I'm playing Japan or Spain or some other smaller nation with small docks and want to order a big and impressive Battleship. Now I know when you order a ship from another nation the ship is built according to their technology (guns, weight saving tech, etc), however I have one thing I'm unsure of.
If I order a ship from another nation, does their national traits influence that ship? If I order a Battlecruiser from Great Britain, does it inherit the "Hidden Flaws" trait and is more likely to explode? If I order from Russia (not that I would) with its "Underdeveloped shipbuilding industry", is my ship more likely to fail to meet its design speed?
In my first Japan game I liked ordering ships from the British, but I always worried they would prove more prone to blowing up. Indeed, after a couple Capitals did explode, I got spooked and switched to ordering ships from the US until my dock size improved sufficiently. (A falling out with the British may have influenced this as well)
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