|
Post by cleveland on Jul 27, 2015 6:57:07 GMT -6
I was involved in a losing war against Britain and was desperate to conclude a peace. Two times I selected the "Give them what they want" option (the bottom selection) but no luck. The third time I selected the middle option but still no luck. Eventually there was a revolution.
Is there some rhyme or reason to selecting peace terms? Wars can go on and on, despite the fact that I'm willing to deal (I know I'm not the head diplomat in the game so there are other opinions regarding the peace terms)
|
|
|
Post by cleveland on Jul 26, 2015 9:28:52 GMT -6
I play in Admirals mode - "always put torpedoes on your ships" is the saying around the Admiralty's office. There is always a night engagement or two where it all goes to hell, better be prepared. Another tip: Never get in a simultaneous war with Britain & France when playing as historical Italy (my current game).
|
|
|
Post by cleveland on Jul 25, 2015 18:41:33 GMT -6
A thread to post your favorite and least favorite moments from your time as head of your countries navy.
I was playing Italy in my last game and had a pretty good war against France, their only two Dreadnoughts were knocked out in one battle (one was torpedoed by its own destroyer and the other one had a critical hit on its turret, immediately sinking the ship) so I was feeling confident that the Gods of War were looking out for Italy. I concluded a peace treaty, decided to build a couple BC's and try my luck against Great Britain. One of the BC's was still working up when I went to war but I wasn't really worried as the Volcano-class Mt. Etna had a three knot advantage over the fastest British BC, so I could just run away if things got hairy.
My first mission in the war is a cruiser battle: Mt. Etna vs two British BC's. It's her maiden voyage. I get 5 quick hits on the lead British BC and things are looking up. Having a three knot advantage, I decide to "cross the T" and really put the hammer down. As I make my turn Mt. Etna receives her first ever hit in battle, it's a critical hit that knocks out all power. She is then sunk after about 30 14" shells reduce her to ashes.
It was sad how heartbroken I was - I was really looking forward to using those two Battle cruisers together.
I voluntarily resign after that and a destroyer is named after me.
|
|
|
Post by cleveland on Jul 25, 2015 18:15:56 GMT -6
I just fired up the game and moved 8 US B's to the West Coast. They were there for over a year and I never got a "not enough support" message.
Flotilla attack: right click on your top level HQ in the OB tab (over on the left hand side of the screen), then go to "status". You can give the order there, along with other orders.
|
|
|
Post by cleveland on Jul 25, 2015 17:58:48 GMT -6
yeah ok, I went to war with France. I was wondering what was going on, thanks.
|
|
|
Post by cleveland on Jul 25, 2015 11:54:22 GMT -6
I'm getting the Treaty bug mentioned above. I'm limited to 12K size ships but everyone else is building 28k-30k BC's and BB's.
EDIT: the treaty ended for some reason? It was supposed to go on for 6 or 7 years but ended up only lasting a couple months.
|
|
|
Post by cleveland on Jul 24, 2015 20:45:44 GMT -6
Should late game torpedoes be toned down a bit?
|
|
|
Post by cleveland on Jul 24, 2015 8:04:33 GMT -6
My only quibble with this game (and it's minor) is that when at war turns should go to a bi-monthly scale while retaining the same pace of operations. Wars would be shorter (calendar time wise) and ship damage would be more important (ships would be laid up longer).
I do miss some of the administrative decisions that the SAI campaign had, but this game is still great fun.
|
|
|
Post by cleveland on Jul 23, 2015 18:13:39 GMT -6
I stand corrected! I've poured one out for the NAPOLI
|
|
|
Post by cleveland on Jul 23, 2015 18:03:44 GMT -6
It might interesting if one of the other nations did something out of the blue, and declared war on you. A rare event maybe, but if you can blow up a nations ship via espionage they should be able to do the same to you. War when you least expect it.
|
|
|
Post by cleveland on Jul 23, 2015 14:59:57 GMT -6
is there a way to play the US with the CSA as an AI opponent?
|
|
|
Post by cleveland on Jul 22, 2015 11:25:36 GMT -6
You'll need the extra weight to carry more ammo I designed an Italian BB with 8 single 12" gun turrets. It was pretty worthless in battle.
|
|
|
Post by cleveland on Jul 22, 2015 9:12:46 GMT -6
Do ships that are in reserve or mothballed get the benefits of training? I know training increases maintenance costs, but these ships don't have (much) maintenance cost so I was wondering if they benefited.
thanks
|
|
|
Post by cleveland on Jul 22, 2015 7:40:42 GMT -6
ah, I see
|
|
|
Post by cleveland on Jul 22, 2015 7:35:14 GMT -6
So, having bought the game, I thought I would post my BC design that I'm using in my first campaign, playing as GB. It's 1905 and I have 5 of these in service. I post it not as a best design, but because I literally haven't a clue what I'm doing and all tips would be very welcome. What should I have done differently? I wanted something fast enough to be able to run away, but with a big-gun punch. It looks vulnerable to destroyer and torp attack to me, but I was planning to surround it with swarms of DDs to counter that. Does that work? All comments/tips welcome!
The AI decides how many destroyers you will have per battle, so relying on "swarms" is going to be hit and miss. But obviously the more DD's you build the better.
|
|