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Post by Enderminion on Feb 26, 2021 20:04:23 GMT -6
Civil Wars are land wars, Battleships are of limited use in such a war.
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Post by Enderminion on Nov 2, 2020 15:17:16 GMT -6
Unfortunetly there is a ten territory limit in custom nations, and Wake Island isn't a thing. Just fyi you can mod mapdata to override that, it just has to be installed/uninstalled before starting modded/stock games I always aim for as easy an installation as possible
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Post by Enderminion on Nov 2, 2020 14:28:26 GMT -6
Possibly you're already aware, but Alaska is still USA territory, not USA2. EDIT: So is Wake Island. Unfortunetly there is a ten territory limit in custom nations, and Wake Island isn't a thing.
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Post by Enderminion on Oct 29, 2020 11:48:25 GMT -6
In case you're interested I did up a Serapis flag for use with this mod, the Serapis flag was made by John Paul Jones to avoid being hung as a pirate by the Dutch because his US flag had gone down with the USS Bon Homme Richards while his new ship, the USS Serapis lacked a US Flag as she had previously been known as the HMS Serapis, captured in battle by Jones. Recognizably at least a little American the Serapis flag had 13 stars and 13 stripes of alternating red white and blue (from top to bottom: Blue, Red, White, Red, White, Blue, Red, White, Red, Blue, White, Blue, Red; with the second blue being at the bottom of the corner bit) Attachments:Serapis.bmp (7.08 KB)
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Post by Enderminion on Sept 8, 2020 21:55:50 GMT -6
yeah, fine
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Post by Enderminion on Jul 23, 2020 0:05:23 GMT -6
I feel as though both the Tsukuba and Panzerschiffs could be kept under ACR even into the late game, possibly with Alaska type CB being folded in as well.
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Post by Enderminion on Jul 14, 2020 17:48:36 GMT -6
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Post by Enderminion on Jul 14, 2020 16:38:22 GMT -6
Minesweeping gear halves the ASW Value. otherwise nothing makes a difference for ASW/MS work.
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Post by Enderminion on Jul 14, 2020 12:22:59 GMT -6
Another alt-history mod, this mod unifies the Austro-Hungarian Empire with the German Empire into a nation known simply as "Empire". I actually did a flag for them, it's literally just the KUK flag with the top stripe in both the field and emblem being black, tried to put a German cross on the other side and I didn't think it looked very good. Featuring an extremely large budget on par with that of Great Britain, and only slightly less under Historical conditions due in part to the large size of this nation and the requirements to fight both the Italians in the Med and the Russians in Northern Europe, possibly at the same time. Alongside the above requirements, Empire gets most of the old German Colonial Empire save for the Northern Mariana(?) Islands due to game limitations on the number of possessions a nation could start with, you may notice that Empire lacks the Austrian Territory of Dalmatia as well for the same reason. The ship names of Empire are that of both Germany and Austria combined, Destroyers universally start with Z-Number and Submarines universally go with U-Number, a number of repeats do exist but that's ok, lots of Aircraft Manufacturers as well as Aircraft Names, American style translated poorly into German. A Second flag featuring a German cross is included in the files, to get the flag change the line FlagFileName=CP.bmp to FlagFileName=CP2.bmp Installation Instructions. - Download and Unzip files
- Place the following three files into Rule The Waves 2/Data
- Empire.n00
- EmpireWarInfo.dat
- EmpireShipNames.dat
- Place the following two files into Rule The Waves 2/Flags
It's not Rocket Science, and I've done rocket science. Attachments:Empire To Go Zipped.zip (18.02 KB)
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Post by Enderminion on Jul 2, 2020 23:14:41 GMT -6
No ASMs yet, the missile part of the update wasn't that in depth. You can activate the technology via tweaking the tech files though. ASM means Air to Surface Missile, which are carried by Medium Bombers.
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Post by Enderminion on Jun 30, 2020 11:08:24 GMT -6
All guns can range from -1 to +1 quality, it's just that the very large guns are difficult to research in the first place. I'd set gun research to high and remove most of the other High research areas down to Medium or even low, at that point all you can do is wait; or edit the save file.
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Post by Enderminion on Jun 25, 2020 15:23:14 GMT -6
I made a suggestion before to make CVE-type CVLs more worthwhile. Add an option to the design screen to forgo anti-ship armament (maybe only 1 torp per plane and no AP/SAP bombs) in exchange for increased ground attack GP bombs (ones that actually work) and depth charges/aerial ASW equipment. It would only be legal for CVL's of a limited size/speed, would decrease the cost of the ship's aircraft complement, would drastically increase the ships ASW score, and would add a bonus to land combat/rebellion crushing in sea zones the ship is currently in. As a secondary role, these ships could be used as a very cheap stop gap measure for nations who are short on fleet carriers (see Japanese escort carriers in WWII). I'm not sure GP bombs are even a thing, loading planes for ground strike and the airbases were plastered by AP bombs.
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Post by Enderminion on Jun 22, 2020 14:50:50 GMT -6
Doesn't have any pictures for the ships at all.
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Post by Enderminion on Jun 22, 2020 14:40:24 GMT -6
So I accidentally struck below a Torpedo squadron I wanted to send at the enemy, so the same turn I tried to launch a strike with that squadron which led the aircraft to be stuck in the state of Striking Below -> Flying for the rest of the mission. To replicate this bug as it happened, have a ready squadron, strike it below, and the same turn launch a strike with it. Attachments:
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Post by Enderminion on Jun 19, 2020 20:58:08 GMT -6
There is still an argument for using TB's in a strike group if you have Bombentorpedoes, they have larger bombloads than any other Carrier based aircraft.
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