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Post by aeson on Aug 7, 2019 11:51:57 GMT -6
CLs (as in protected cruisers) -- other than the minimal (as for battleships), these are only worth upgrading if they have a uniform battery of 8-10 6" guns. The ones with only 4" guns, or 2X2 6" plus 4" secondaries are pretty useless. However, by swapping out coal-firing for oil, you can often end up with a cruiser with 27kts speed and a five or six gun broadside. Not quite as good as an actual light-cruiser with five center-line mounts, but worth it. Since CLs generally don't use torpedo protection, the lack of it in the initial build isn't a problem. I don't know that I'd say it's worthwhile, but if you wait long enough - I think once you have twin turrets for CLs, though I'm not certain - you can start putting more turrets on the centerline, and if you use 5" or lighter guns then they can be in twin/triple turrets even if installed in an entirely new position.
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Post by aeson on Aug 7, 2019 10:23:09 GMT -6
Thanks for the swift response! One more then: Can I see how many resources I have? Open the Almanac, go to the tab for your particular nation, look for "Base Resources" and "From Possessions" (colonial resources) under the Nation Data tab: If I recall correctly, you get about 25 colonial resources per point of possession value and 50 base resources per point of reparations claimed. Note that colonial resources are more or less static whereas base resources are subject to exponential growth (~2% per year for most powers, ~3% for powers with Rapid Economic Growth, possibly an additional linear term if your nation has one of the two hidden growth modifiers in the nation files).
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Post by aeson on Aug 6, 2019 20:31:32 GMT -6
Fourth would be to either change the parameters for KE's or add a DE class, as late war USA preferred torpedo armed DE's to armed trawlers and minesweepers like the UK What historical DE-type vessel are you trying to model that doesn't fit into either the DD or the KE category within the game?
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Post by aeson on Aug 6, 2019 17:52:24 GMT -6
I played a game as Japan where it took me 3 years to conquer Britian's possessions in South East Asia. In real life it took them about 4 months in 1941-42. Historical Britain was already embroiled in a major war which had led them to draw part of their forces from the Far East to Europe and North Africa and give the remaining forces a much lower priority for equipment, was just coming out of a period of economic depression, and wasn't far removed from a treaty-mandated period of stasis in the defenses of its Asiatic colonies. None of that is necessarily true of alternate-timeline Britain, and on top of that if there wasn't a WWI-equivalent in the alternate timeline - as is normally the case in 1900-start games of Rule the Waves 1 & 2 - then there may not have been so strong a disaffection with military and naval preparedness as was the case historically. Alternate-timeline Britain could very easily be significantly better prepared for a war with alternate-timeline Japan than historical Britain was for a war with historical Japan in the early 1940s.
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Post by aeson on Aug 3, 2019 19:55:14 GMT -6
"Weather: Heavy Rain" = Very poor visibility is going to make losing contact much more likely. Also, what year was this, as comms are limited to flags/signal lights before radio was prevalent. Says 1905 in the date at the bottom of the screenshot.
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Post by aeson on Aug 3, 2019 19:52:31 GMT -6
Presumably, any ship you maintain in mothballs is one that you're holding on to for potential reactivation at some point in the future; regular if infrequent maintenance checkups would therefore not be unreasonable, and a wartime inspection to evaluate the ship for reactivation would likewise not be unreasonable. A mothballed ship with condenser trouble might therefore be assumed to be one whose condensers failed a maintenance inspection.
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Post by aeson on Aug 3, 2019 19:27:54 GMT -6
as far as jets go, if I recall correctly "anything above ~500kts can be considered jets" and that's it - esentialy, they are already in the game. You have to forgive me, I don't tend to neatly categorize random forum posts, so I do not know in exactly which topic did I read these. Right idea, wrong number - it's ~400 knots (~460mph). At least, unless there's another such post somewhere by one of the other NWS team members.
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Post by aeson on Aug 3, 2019 6:21:25 GMT -6
You're poll is missing the line "No. It's a bad idea because it wouldn't work ..." And yet in Rule the Waves 1 I was able to blockade Britain as Germany before 1905 with a bunch of 9,000t monitors - which I could trade two for a proper battleship and still come out ahead on victory points - and as Austria-Hungary dominated Italy and France through the early 1910s with ~7,500t monitors. (The A-H run worked better since I could afford about 2 monitors to every Italian battleship whereas in the Germany game it was closer to 1.5:1 or possibly a bit less.)
You really ought to try a thing at least once, and more likely a couple times to get a better feel for how to work with it, before declaring that it won't work.
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Post by aeson on Aug 3, 2019 4:13:07 GMT -6
Yup. Definitely didn't manage that one... There is an unstated requirement to sink the ships within some distance - maybe 50nmi or so - of the objective marker when you have a "sink N ships" objective
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Post by aeson on Aug 1, 2019 17:06:07 GMT -6
Yes, but if it's the same as in Rule the Waves not on 6" or lighter secondary guns, and anyways a secondary battery flashfire would be reported as something like "SEC * Flashfire" rather than "Magazine hit." Secondary Battery hit *Fire Started? No. That's a "normal" fire resulting from a hit in the secondary battery, which - so far as I am aware - can only kill the ship if it "rages out of control" and will not disable/destroy other guns or create flooding. Secondary flashfires are a distinct critical hit.
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Post by aeson on Aug 1, 2019 16:17:42 GMT -6
Can casemate hits leed to flashfires? Yes, but if it's the same as in Rule the Waves not on 6" or lighter secondary guns, and anyways a secondary battery flashfire would be reported as something like "SEC * Flashfire" rather than "Magazine hit."
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Post by aeson on Aug 1, 2019 16:11:05 GMT -6
Bulge's effect as TDS was in RTW 1, this was revamped in RTW 2 to be just free-displacement, nowhere does it mention that Bulge retained the ability to serve as TDS. Technically, bulges are generally filled with water and reinforced with bulkhead behind it to absorb the blast, which can be seen as investing the displacement from the bulge into TDS. An empty bulge is just additional air filled space, which gives the ship more floatation but not going to be very useful against torpedo unless designed for that purpose. RTW2 Manual, page 10: What's your source for no torpedo protection from bulges?
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Post by aeson on Jul 27, 2019 16:00:05 GMT -6
I'd wish for mobile CD guns as a late 20's early 30's tech. Essentially allows for a floating population of 5-6" CD batteries that appear close to the combat area in costal raid/bombardment/invasion missions Since the location of each coastal battery seems to be randomly selected from the up to eight coastal battery positions defined for each possession at scenario start rather than when the battery is built, I'm inclined to say that the game already more or less treats coastal batteries as mobile batteries.
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Post by aeson on Jul 27, 2019 15:53:34 GMT -6
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Post by aeson on Jul 27, 2019 15:51:46 GMT -6
What do you expect to happen when one raiding warship stumbles upon another? They just ignore each other and move on, even if one is attacking a merchant friendly to the other?
Raiding warships disrupting hostile raider activities seems fairly reasonable to me.
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