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Post by aeson on Jun 17, 2022 14:10:21 GMT -6
Something that would be interesting to see implemented is if you are using prize rules seeing captured ships boost your economy and or captured ships showing up after battles. "Prize rules" - particularly with regards to submarine commerce raiding policy, which is the only place where prize rules comes up in the context of the game - doesn't mean that you're capturing merchantmen, it means that you're making a reasonable effort to ensure that everyone on the merchantman gets off of it safely before you sink it and also trying only to sink ships actually carrying contraband.
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Post by aeson on Jun 16, 2022 9:14:20 GMT -6
These are the only two I can think of in detail off the top of my head. I'm sure there's a good one for the jeune école or a commerce warfare doctrine. Commerce warfare is basically a sea-denial doctrine - I'm not trying to control the sea lanes and open them up for my own use, I'm just trying to prevent you from using the sea lanes for your own purposes. In practice, it's often combined with a fleet-in-being doctrine (Germany in both World Wars, though more so in the First than the Second) because, well, raiders have much better odds of denying someone the use of the sea if the bulk of the enemy's fleet is tied down somewhere else and you also don't want your enemy to kill your raiding efforts by steaming up and seizing or blocking up your ports, or with a sea control doctrine (US in the Pacific during the Second World War) because if you have one big fleet then that one big fleet can only be in one place at a time and that isn't necessarily the only place that matters. The jeune ecole is basically a sub-school of sea denial which says that you can use torpedo boats instead of battleships to prevent the enemy from employing their battle fleet to block or seize your ports.
I don't really see what you'd give an in-game sea denial / commerce warfare / jeune ecole doctrine, unless maybe it's fewer "you need to build battleships"-type events.
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Post by aeson on Jun 14, 2022 20:03:52 GMT -6
Cute. Does this also provide faster pilot replacement in wartime? If I am not mistaken, being over the limit slows things down but being under it does not speed things up. You can, however, transfer depleted squadrons away from your front-line carriers and replace them with full-strength squadrons from your second-line or 'training' carriers.
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Post by aeson on Jun 13, 2022 7:09:10 GMT -6
I mistakenly thought you meant that IDNo was actually ... the next that would be. This is exactly what IDNo is. You might want to talk to seawolf about that; as I recall, he had some issues with at least one of the 'historical legacy fleet' mods which were resolved by setting the IDNo line to a number greater than any number used for a ship ID in the modded save file.
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Post by aeson on Jun 12, 2022 13:24:33 GMT -6
If I recall correctly, IDNo is the counter for the unique identifier given to each ship in the save file. That counter is called Ship##Id, e.g. Ship11Id=785. (That particular one, in that game, is an Italian shore battery.) Ship##Id is the permanent unique ID number for that particular vessel; it is not a counter, nor would any sensible programmer use it as one.
If you require convincing that IDNo is the counter used to assign the unique identifier given to each ship in the save file, then I would suggest that you conduct the following experiment: Save the game, open the *.bcs file, and record the number in the IDNo line. Without advancing the turn, lay down a ship and save the game again, and record the numbers in the IDNo line and the Ship##Id line for the ship you just laid down.
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Post by aeson on Jun 12, 2022 9:10:39 GMT -6
If I recall correctly, IDNo is the counter for the unique identifier given to each ship in the save file.
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Post by aeson on Jun 10, 2022 14:20:54 GMT -6
Adseria - What nation has that blue flag with the white star (the right-hand column)? It appears to be the naval jack of the Republic of China / Nationalist China / Taiwan.
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Post by aeson on Jun 8, 2022 6:15:01 GMT -6
Will we be able to position our main battery in a meaningful way? I know that with how the superstructures used to work it would be difficult to have adjustable firing arcs, but it would be neat it if we could optimize the firing arcs of the main battery in the new game. As they currently work, midship turrets are probably not as good as they should be. I feel that garrisonchisholm's answer could do with some clarification as it does not really address the 'optimize the firing arcs' part of your question: You can change where the turrets appear on the ship, but there is no present or planned ability to modify firing arcs beyond changing the origin point of each gun's firing arcs (i.e. where the turret sits), so while you can for example move the FK wing turrets to a more forward position on the ship, you cannot tilt their firing arcs into a more forward orientation.
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Post by aeson on Jun 7, 2022 13:59:06 GMT -6
RtW3 definitelly needs a "school ship" status for ships. What do you think a "school ship" status would give you that putting the ship into mothballs or the reserve doesn't already do?
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Post by aeson on May 9, 2022 20:25:41 GMT -6
It would be pretty reasonable for a record attempt to be made with a nonstandard aircraft - somewhat often, one specifically manufactured with design modifications for the record attempt. For example, the Vickers Vimy bomber which made the first nonstop trans-Atlantic flight had fuel tanks where a standard Vimy would carry bombs (allowing it to carry an additional ~350 Imperial gallons of fuel, for a total of 865 gallons of fuel on the aircraft), and I'm pretty confident that it wasn't carrying the two machine guns that an unmodified production Vimy bomber would have had.
Also, seawolf is correct that the game's range figures are for combat-radius and that something close to the rule of thirds seems to have been used to estimate that.
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Post by aeson on Apr 18, 2022 12:07:11 GMT -6
Try looking in C:\Users\[username]\AppData\Local\Virtual Store\Program Files (x86)\ rather than in C:\Program Files (x86)\.
This is something Windows does for some reason, not an issue with the game.
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Post by aeson on Apr 17, 2022 10:04:18 GMT -6
I would suggest that it has something to do with the fact that both Britain and Germany adopted a 5x2 main battery with cross-deck fire and an aft superfiring turret for a class or two of dreadnought battleships before adopting a forward superfiring turret, which is something that the player is not particularly likely to do given access to both superfiring turrets.
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Post by aeson on Mar 28, 2022 11:13:50 GMT -6
Base improvements are handled in the same way as dock expansions in the current version of the game: you pay a lump sum at the start of the project, you wait a year for the work to complete, and then you have whatever you paid for.
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Post by aeson on Mar 22, 2022 17:21:59 GMT -6
<button disabled="" class="c-attachment-insert--linked o-btn--sm">Attachment Deleted</button>
we employ true geniuses...
It was clearly a Japanese ploy to embroil two of its greatest enemies in a war with one another, weakening both in one fell swoop.
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Post by aeson on Feb 7, 2022 17:53:52 GMT -6
A funny/unfunny consequence of this mechanic is that you actually score better if your ships go down with all hands rather than be saved by the enemy. Actually, you do get points for rescuing enemy crewmembers and vice versa already, IIRC. That's why seawolf is saying that it's better for your ships to go down with all hands than for the crew to be rescued by the enemy - the enemy gets more points for sinking your ship and rescuing your crew than they do for just sinking your ship.
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