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Post by theexecuter on May 24, 2017 8:42:54 GMT -6
Now we just need to hope that Britain won't seize that beautiful cruiser before it's completed... The tech difference between our local yards and the British yards is getting big. I'll have to work extra hard to get contracts now...
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Post by theexecuter on May 20, 2017 0:57:03 GMT -6
Clark Family shipyards will submit the following cruiser: 13,000 tons Medium Range - Good accomodations Speed: 26 knots (3 knots faster than any cruiser in the world!) Robustly armored 4x8in guns - to take advantage of our excellent local designed guns (the longest ranged guns in the Empire's inventory). 16x5in guns - sufficient battery to destroy any lighter cruisers or torpedo boats it encounters. Cost: 1.762m for 29 months The design completely outclasses any armored cruiser in the Austrian, Italian, or German navies. She may have lighter armament than her heavier cousins in the British, French, or Russian navies...but her armor is comparable and her superior speed should allow her the initiative advantage over these ships. She will likely not be a match for the battlecruisers being constructed by the French, British, or Russians. Until they launch, we will be unable to verify if she will be able to maintain the speed advantage. Cruiser - C3.10d (4.57 KB)
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Post by theexecuter on May 18, 2017 2:14:56 GMT -6
theexecuter I noticed 2 small errors with that pic you put up. Its set to local yard and you don't have a fire control selected I am a local ship yard. Fire control is selected...
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Post by theexecuter on May 17, 2017 20:13:57 GMT -6
Clark Family Shipbuilding presents the following coast defence battleship. The Sultan has requested a secondary / tertiary heavy battleship. Challenge accepted. The premise of this design is based on rate of fire. Anything that gets within range will be deluged with high explosive fire. B Yavuz Sultan Selim 13,000 tons Short Range - Coastal Defence Design Speed: 18 knots Armor sufficient to resist Great Britain's largest shells 2x11 in guns 22x6 in guns in casemate 12x5 in guns in single mounts or casemate Cost: 1.251M for 35 months Yavuz Sultan Selim.10d (4.94 KB)
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Post by theexecuter on May 16, 2017 19:50:29 GMT -6
As requested by the Sultan - our Destroyer Design 600 tons Medium Range 28 knots 4x3 inch guns 3x18in torpedo tubes Cost: 193k for 11 months Destoryer D1.10d (5.05 KB)
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Post by theexecuter on May 15, 2017 21:21:42 GMT -6
Heh... I was just logging in to make changes to my armored cruiser design and to upload the save files. Looks like you were too fast for me. Ah well, quite realistic for a Subpar Porte.
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Post by theexecuter on May 14, 2017 22:23:29 GMT -6
Clark Family Shipbuilding presents the following designs: Armored Cruiser - a well protected cruiser which should be able to take on any light cruisers it will encounter. Best used as a convoy protector or heavy fleet scout, as it's lack of speed will prevent it from being much use as a raider or counter-raider. 9100 tons 21 knots Decent armor 4x8 inch guns - 80 rounds per gun 16x6 inch secondary guns in casemates Cost: 1.285M for 26 months Scout Cruiser - a good, cheap cruiser that can fulfill many roles. 3800 tons 22 knots Well armored 8x5 inch guns Cost: 611k for 23 months
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Post by theexecuter on May 14, 2017 1:29:34 GMT -6
Clark Family Shipbuilding would like to join as a local yard...but first I need to find the Ottoman Empire nation set...
I assume its in the nation downloads?...
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Post by theexecuter on May 13, 2017 18:45:02 GMT -6
Ah ha. Thanks for clarifying what the belt and deck game functions correspond to that diagram.
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Post by theexecuter on May 13, 2017 10:42:19 GMT -6
My understanding of real life protected cruisers is that the armor scheme is based around deck and superstructure armor...and that Hull defence is handled by coal bunker placement.
Yet in game, you have to have belt armor in order for the ship to be a protected cruiser and you don't need deck armor at all...which seems completely backwards.
Is my understanding of real life protected cruiser armor design faulty?
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Post by theexecuter on May 5, 2017 20:42:32 GMT -6
I'd expect the Germans to try to make the most of their ships at every opportunity. Does the AI know how to conserve OPS points, or does it just spend the maximum each turn?
Also, this may be a bad day in the press for the Navy...but strategically it was just fine. Yarmouth and Lowestof are strategically insignificant.
Imagine what would have happened if that BC was allowed to engage your light cruisers...
That would have been a bad day.
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Post by theexecuter on May 2, 2017 22:04:17 GMT -6
I find designing over-weight to be an exploit of sorts.
I try not to do it, much as I try not to have odd secondaries so it can be centerline, etc.
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Post by theexecuter on May 2, 2017 22:02:21 GMT -6
I was also thinking of doing a wacky one as either the British or the French.
Rule #1: Everything is made up and the points don't matter.
Rule #1a: The player may, at his discretion, allow other designers to acclaim interesting or successful designs.
Rule #2: Naval Board - the player - gets to set out the specifications
Rule #3: All designs which meet the required specifications will be accepted as 'to be built'.
Rule #3a: Construction will be prioritized on the lowest cost design first.
Rule #3b: The player shall determine when a new specification for any class of ship shall be required, and end the continued construction of ships - even if some more expensive ships did not get constructed
Rule 3 and it's sub-rules is intended to remove the 'all or nothing' aspect of the designs. In addition, the low cost prioritization is designed to encourage designers to make some interesting choices in a bid to actually get their ship built.
Rule #4: There is no limit to the participants in the game. Feel free to drop in or out. Don't worry about not submitting designs.
The idea behind this is to enjoy the design process, play a bit of chicken with respect to design...and to challenge the player to avoid getting sacked with what will assuredly become a completely non-homogeneous fleet.
If I were the player, I'd probably rejoice if people were submitting 'badnought' designs. The wackier the better.
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Post by theexecuter on May 2, 2017 19:53:34 GMT -6
Losing two dreadnoughts is liable to be seen as a disaster by the British press, no matter how many battlecruisers you were able to sink.
I'm not sure that was a British Victory. Still, if the Germans don't risk the bombardments or the patrol...then they won't be able to win and you can maintain the blockade.
On Hood, was she really a battlecruiser in 1940? Or had the lines blurred between Battlecruiser and Fast Battleship by then?
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Post by theexecuter on May 2, 2017 19:36:48 GMT -6
It looks like the author doesn't want to continue.
Fair enough.
I've got an idea of how to make something like this, but even more interesting. I need to figure out some of the logistics (like how to host the savegame robustly).
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