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Post by Sven on Aug 17, 2015 14:30:10 GMT -6
I agree this needs to be watched and possibly tweaked. However, while the game should prevent unrealistic designs and designs much ahead of their time, there must also be room for some innovation and creativity.
Edit: Thinking some more on the subject, I am not sure limiting the designs is the right answer, it might be better to more accurately model the effects of such designs. Having lots of 11 or 12 in secondary guns on a B will necessarily lead to no weight left for decent armour of those mounts. Now what could happen with a ship crammed with poorly armoured heavy gun mounts...?
At present, there is no risk for flash fires in secondary gun mounts, but introducing those would probably make it very clear why this kind of ship configuration has its risks... First of all very good proposal for Flash fires for secondaries.
After returning from vacation I checked the ship designer and found that in my current game I can put an arbitrary number of 11" secondaries on my B's in either casemates, single or double turrets, effectively limited only by docksize. At the same time I cannot mount any 11" guns as main guns on the wings as I haven't researched the proper Technology. How does this make sense? I mean either my designers and shipbuilders know to install an 11" gun on a wing mount or not, if it is a primary or secondary mount should be irrelevant.
Well, i guess this has to do with design philosophy. Although designers had the capability of designing such a ship ( a dreadnought type ) nobody had really thought about doing so. Admirals are a conservative bunch. A semi-dreadnought they bought ( well it is still secondary armament even though it is of bigger caliber, but a pure primary armament battleship, no sir. So, the technical tree not only shows what was possible but what was accepted at the time. You will have to live with semi-Dreadnoughts for a while before you can start to design Dreadnoughts.
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Post by gornik on Aug 18, 2015 13:02:47 GMT -6
Another strange design: AMC with submerged torpedo mounts. Wonder, how they created torpedo flat inside tramp? Maybe it would be better to allow AMC only side swivel mounts?
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Post by Fredrik W on Aug 18, 2015 13:47:30 GMT -6
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Post by randomizer on Aug 18, 2015 14:14:37 GMT -6
Another strange design: AMC with submerged torpedo mounts. Wonder, how they created torpedo flat inside tramp? Maybe it would be better to allow AMC only side swivel mounts? So did raider Wolf - 1916 with four fixed 50 cm torpedo tubes.
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Post by gornik on Aug 18, 2015 15:04:56 GMT -6
Sorry, I always thought Wolf's mounts are "swivel" in game terms.
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Post by gornik on Aug 18, 2015 16:28:53 GMT -6
Strange observation: In French shiplist I saw perfect CA with 25 -26 knot speed and 11 in guns. I won the war with them and what I got??? 21 knot hulk!!! In her design file I saw this: Desaix.32d (4.61 KB) ....... DesignSpeed=25 Speed=21 ........... OSpeed=26 .......... OriginalSpeed=21 ......... Was it their (and now my too ) BIG misfortune with engine, their sabotage before giving ship to me, or their counter-intelligence managed to fool me with her speed?
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Post by randomizer on Aug 18, 2015 23:05:35 GMT -6
Sorry, I always thought Wolf's mounts are "swivel" in game terms.
My error, you are correct.
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Post by thecarthaginian on Aug 26, 2015 6:44:52 GMT -6
Sponsons? Those are soooooo last century! Go home, France... you're drunk. EDIT: yes, I've done some work on the CSA's ship name list. B/BB - States* BC - Native Tribes CA - State Capitals + C/CL - Major Cities DD - People # MS - Rivers AMC - Towboats ^ * 'Oklahoma' is renamed 'Sequoya' (read that in a AH book somewhere and liked it), New Mexico is renamed 'Pueblo', Arizona has a different capital, and both follow the borders established during the War Between the States. + Arizona's capital is Mesilla, Pueblo's capital is Albuquerque, Sequoya's capital is Oklahumma. # added a dozen or so more names; got tired of running into 'DD Duncan Ingram 13' in large games. ^ hey, I live near a river... sometime you use what you got.
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Post by galagagalaxian on Aug 26, 2015 10:22:00 GMT -6
I see I'm not the only one who encountered that strange French ship. A Light Cruiser that insists its a heavy cruiser. Got into a cruiser action with it and another French ship. After riddling it with 6-8" shells I scoffed and left it near stationary and burning to pursue its friend, a proper cruiser. Sank that one and for some reason didn't bother to head back to check on the aberration. To my surprise, it survived heavily damaged on the end result screen. Worse still the war ended before I had to sink it. Die, monster, die! Strange mine was also Surcouf class.
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Post by tmp on Aug 26, 2015 21:59:56 GMT -6
Oddly enough when the AI French made this thing in my game they named it Surcouf as well. Starting to wonder if this is some custom-coded injoke :s
fake edit: wait, mine was Forbin. Which was apparently sister ship of Surcouf in rl. RNG rolls the darndest things.
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Post by Fredrik W on Aug 27, 2015 0:04:02 GMT -6
The templates used by the AI in designs are based on real ships, and the French did have some unusual cruisers at the turn of the century. Then when the AI modifies these designs, it can get even more strange.
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Post by thecarthaginian on Aug 27, 2015 0:51:04 GMT -6
The templates used by the AI in designs are based on real ships, and the French did have some unusual cruisers at the turn of the century. Then when the AI modifies these designs, it can get even more strange. Calling French ships 'strange' is being very nice... very, VERY nice. Like the kind of 'nice' Hollywood was when they cast Reese Witherspoon to play June Carter Cash. The tumblehome hulls, the sponsoned big guns, catheads to get the anchors out from over the hull - they were just too much. It was like the French saw what the reset of the world was doing, then the silently and resolutely decided to do the exact opposite in almost every conceivable way. Of course, they paid dearly for this; They didn't produce a competitive vessel of any class from mid 1880's up till almost 1900.
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hg42
New Member
Posts: 12
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Post by hg42 on Aug 27, 2015 8:42:13 GMT -6
The templates used by the AI in designs are based on real ships, and the French did have some unusual cruisers at the turn of the century. Then when the AI modifies these designs, it can get even more strange. Will the AI recognize / use sensibly / alter sensibly new templates that we add? And is there a particular set of rules that should be kept to when adding new ones, if it does? (I'm thinking just from the perspective of doodling around in a save for a while and saving some of the results as .tdf files rather than the .[xx]d - should these be done at particular times, tech levels etc or does it not matter? e: and what would, I guess, need to be blanked out to allow the AI to autofill stuff ?)
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Post by Sven on Aug 27, 2015 10:35:11 GMT -6
I remember having read that the AI reacts to and learns from the templates you design
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Post by williammiller on Aug 27, 2015 11:46:45 GMT -6
The templates used by the AI in designs are based on real ships, and the French did have some unusual cruisers at the turn of the century. Then when the AI modifies these designs, it can get even more strange. Will the AI recognize / use sensibly / alter sensibly new templates that we add? And is there a particular set of rules that should be kept to when adding new ones, if it does? (I'm thinking just from the perspective of doodling around in a save for a while and saving some of the results as .tdf files rather than the .[xx]d - should these be done at particular times, tech levels etc or does it not matter? e: and what would, I guess, need to be blanked out to allow the AI to autofill stuff ?) Yes - when/if the AI learns about your designs you may see some of them copied (possibly with some changes) at times. This is grounded in reality as many nations were influenced by designs from other nations. You can of course make notes on the AI designs that you see as well and do the same thing as a player
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