|
Post by aquelarrefox on Feb 20, 2022 18:14:55 GMT -6
Please take care than adding north atlantic/artic and a artic zone upper russia could be a good adittion, the first for all the playtrought and the last for a cold war era.
|
|
|
Post by aquelarrefox on Feb 2, 2022 13:18:15 GMT -6
Plans to realise this year? i dont have idea the level of development but the pdf was shining as a british flashfire in the horizon
oh boy, submarines, oh boy submarines.... im a sh3 boi, submarinessss
|
|
|
Post by aquelarrefox on Oct 22, 2020 8:45:09 GMT -6
can this be combined with the 1936 mod? No. its very posible brake something, the map with baltic will break russia for example, need to compatibilize 1936 mod. The south america countries have several issues but they are linked to my changes (in map i only misposs a batery into sea in south brazil next to uruguay).
|
|
|
Post by aquelarrefox on Oct 22, 2020 8:42:13 GMT -6
serch in subsim page to download it, i use it not only in sh3/4, in this and other games modded that where not packed
|
|
|
Post by aquelarrefox on Oct 3, 2020 15:35:15 GMT -6
I would like to submit this link for your reconsideration. The purpose is to illustrate that the Black Sea and the Bosporus and Dardanelle's were important for, not only Turkey, and Russia, but possibly Austria-Hungary, UK and Italy. Please at least make it an option. www.turkeyswar.com/navy/naval-operations/Yes, if someone's fighting Russia in Southeastern Europe or the Middle-East they might want to go into the Black Sea to disrupt Russian shipping and Russia might want to send its ships into the Eastern Mediterranean for much the same reason. The problem, though, is that if the Ottoman Empire / Turkey is not in that war then they're not likely to be happy for someone to take a 200-mile trip through their territorial waters to attack Russia, because that's going to have repercussions for their future relations with Russia, and they don't want Russia to send its ships on a 200-mile trip through their territorial waters to attack someone else, because that's going to have repercussions on their future relations with powers that they could try to play off against Russia for their own purposes - and they especially don't want a naval battle between Russia and someone else to erupt in the middle of the Sea of Marmara or outside Istanbul or anywhere else in their territorial waters. Basically, if the Ottoman Empire / Turkey is neutral, allowing any belligerent's warships to make the passage through the Dardanelles, the Sea of Marmara, and the Bosporus is a lose-lose situation for them and so their best course of action is to oppose such a transgression against their neutrality.
Furthermore, if the Ottoman Empire / Turkey, Greece, Bulgaria, and Romania are neutral, there's the issue that a non-Russian power operating in the Black Sea is probably operating about a thousand nautical miles from its nearest base, and similarly for Russia operating in the Eastern Mediterranean. Thus, you're looking at a high-risk operation - and, however bad Russian infrastructure may have been at the time, they can probably still more or less manage to support a battle front in Southeastern Europe or the Middle East without having completely secured their naval lines of communication in the Black Sea, seeing as they managed to do so in the First World War, so it's probably also a low-reward operation, essentially a high-risk harassment raid. Worse, the Black Sea is small, so a lot of the time you're in there you're going to be within striking range of any aircraft based in the region, further increasing the risks even if the only thing that aircraft can yet do is detect and report the presence of your ships.
Finally, there's that the Black Sea has no real strategic value in the game. I can't use it as a stepping-stone to another sea zone, because it's a dead end that only connects to the Mediterranean and if I'm not Russia and have colonies in the Black Sea then I should already have colonies in the Mediterranean while if I am Russia then it's of at best no value as a waystation between Northern Europe and Northeast Asia (N. Europe => Med => Indian Ocean => SEA => NEA is two turns less travel time as N. Europe => Med => Black Sea => Med => Indian Ocean => SEA => NEA, and either way my longest unsupported leg is three sea zones)... and if Britain (or anyone who has taken Egypt from Britain) doesn't let me use the Suez Canal then it's actually adding three turns to my travel time and increasing the longest unsupported leg of my trip by one sea zone (N. Europe => W. Africa => S. Africa => Indian Ocean => SEA => NEA is five turns and four unsupported sea zones, N. Europe => Med => Black Sea => Med => W. Africa => S. Africa => Indian Ocean => SEA => NEA is eight turns and five unsupported sea zones). Disrupting Russian shipping or defeating the Russian fleet in the Black Sea has no more value than doing so anywhere else, because the game barely models terrestrial campaigns, I can only blockade Russia in Northern Europe, and I probably can't invade Black Sea possessions due to some combination of distance, colony value, and lack of bases inside the Black Sea. I probably can't kick Russia out of the Black Sea, because any possessions that it would have there would likely be too valuable to take with 'normal' amounts of territory points at the peace table and they'd probably have a home territory there anyways, and as Russia I probably can't kick other powers out of the Black Sea, because none of the other powers are there to begin with. I probably don't have a good reason to take a colony there to fight Russia, either, since Britain, Germany, France, and Japan can all fight Russia in their own home waters while Austria-Hungary, Italy, and the USA probably don't want the burden of colonies in what would effectively be a dead-end backwater in the game, and the USA's too far from the Black Sea to get colonies there anyways unless they've already obtained a colony in the Mediterranean, which in turn requires obtaining a colony in at least one of the Indian Ocean, Northern Europe, or West Africa. Beyond that, the Black Sea would effectively be a Russian pond at the start of the game - Ukraine, Crimea, and the Caucasian States are all under the control of the Russian Empire and the Soviet Union in the period covered by the game, if you don't count a brief period of independence in some areas after the Russian collapse in the First World War - and any other possessions that might be included in the sea zone would be neutral and thus only relevant if a random event lets someone claim one.
the game in geopolitic-structure is far away to be relevant the stambul analisys the political background built in should be deep and not only the 1vs 8. Its a pritty good analisys for the broken hoi iv where the naval combat its flooding... In some games the fun should fullfill the void, like baltic and black sea. and about high risk operations... go galipolli boi.
|
|
|
Coal
Oct 2, 2020 7:26:24 GMT -6
Post by aquelarrefox on Oct 2, 2020 7:26:24 GMT -6
yes, but also the fuel shortages needs a little more of love. Logistic in general is quiet non well represented in the game.
|
|
|
Post by aquelarrefox on Sept 28, 2020 9:04:46 GMT -6
i have made a compilation of mods for RTW2 with needed compatibilization. 7sea mod USE GME to enable in RTW2 main folder Ver1.0 compilation of mods: MapDataV3 + black sea - by aeson (map expanded) Canada mod - by Laffey Chan Regia Marina mod - by dizzy (compatibilized) Empire of the Rising Sun - by dizzy (compatibilized) Alternate USA mod - by Enderminion Sweden mod - by clevebro (compatibilized) South America mod - by dsilva44 (compatibilized) Realistic speeds mod - by seawolf add baltic and adriatic, fit countries adding patagonia, south brazil and east italy adding batery location for minor posessions minor fixes and rebalance ver1.1 Sliped Mediterranean sea ---- know issue suez not working as a channel, under study ver1.2 port possesion from RTW2 map exept arg, bra and some minor modification SE asia ver 1.3 delete east med shorter airplane range -22% for fighter, dive bomber and medium bomber no completed tested, some issues are posible, much probable with sweden. link v1.3
|
|
|
Post by aquelarrefox on Sept 27, 2020 13:42:33 GMT -6
There is a way to work around the 1970 end date, if you want to keep playing with your late-game toys: Open the RTWGame#.bcs file (where # is replaced by the Arabic numeral corresponding to the save slot used) with a text editor and change the year to something else; if the game already 'ended,' find the line GOR=1 and change it to GOR=0 as well. I don't know off the top of my head if skipping forwards past the January 1970 cutoff works, but going backwards certainly does; you'll keep all the technologies you currently have and should still be able to develop any that you don't yet have (though if you go back very far it may take a while for any new techs to be developed since they'll have an ahead-of-time penalty to the research points applied towards developing them), you keep the aircraft you currently have (though, again, if you go back very far you can have issues developing new ones since the performance of new aircraft models is linked to the current year, thus '50s- and -'60s aircraft will be way better than post-timeskip -'20s, -'30s, and -'40s aircraft, and I don't know that the computer will recognize that), and you keep your current economy.
As to extending the hard cutoff beyond 1970, I have no idea if that's planned or not, but I would comment that everything after about 1955 is already past the 'official' end of the game.
why was 1955 and not 1960?
|
|
|
Post by aquelarrefox on Sept 27, 2020 13:39:54 GMT -6
theres a mod with edited map with black sea. works fine to me. i have a map with adriatic, black sea and baltic over the edited map for rtw1 mod porting new ports and adding a few more posession and its really good to balance. AH and Russia are harder to block. The posession in black sea could be taked by other countries, for example France taking Rumania and black sea become a hot spot in next wear, also give Russia a easy acess to med (having them lock in baltic).
Persina gulf dont see to be any avantage with the big sea division from mapv3 from rtw1 mod
|
|
|
Post by aquelarrefox on Sept 24, 2020 12:58:51 GMT -6
Here comes the democracy (or How I Learned to Stop Worrying and Love the CV), 16in guns full of stars and bars
|
|
|
Post by aquelarrefox on Sept 22, 2020 8:54:09 GMT -6
looks to work, but in some point it stop working, you dont get error, just that.
|
|
|
Post by aquelarrefox on Sept 21, 2020 12:49:59 GMT -6
The seize of fleet and the variety of caliber should affect the maintenace cost (incluiding caliber and the level of the caliber to representate the variation of shell generation, also the value could be varied by some tech).
Also torpedoes should be much intersting with a development type with obsolete mechanic as with the planes. Torpedoes have historic flaws in many navies. Torpedoes need to much care and then a little nerf when you jump of technology. Torpdoes with realiability is a great idea. Get a full new generation of torps should have a cost in game.
Also logistic in general should need a little of work. One thing its much anoing to me. capital ships could be repaired in any region, big drydock was a problem in places like pacific in ww2, should be something usefull to add.
|
|
|
Post by aquelarrefox on Sept 21, 2020 7:59:54 GMT -6
Two things: Firstly, I would guess that the difference between "Reserve Fleet" and "Mothballed" within the game is meant to be more the difference between a ship that has a low-readiness crew (e.g. the ship nominally has a full crew assigned, but all of them are reservists and so the ship is only actually fully crewed during something like a test mobilization or a big training exercise, or it has a nucleus/skeleton Active Duty crew and the balance will be made up with reservists and recruits come wartime) and a ship that doesn't have a crew than the difference between a reserve ship that you occasionally modernize and a reserve ship that you'll only modernize if you reactivate it.
Secondly, the distinctions between Categories B, C, and D seem to me to be things that are more or less already in the game, it's just that it's not an explicit status - essentially, of the categories listed by the OP, Category B is a mothballed ship that I refit occasionally with new fire control systems or to remove (O) status, Category C is a mothballed ship that I won't bother refitting unless I'm about to reactivate it, and Category D is a mothballed ship that I'm only keeping around because for some reason I'm not quite comfortable getting rid of it yet.
i would like to see Mothballed ships with a low chance of get 1 or 2 mounth in docks when they come back to AF or RF, if its also obsolete i could have a bugger chance of need some months in the docks. Mothballed ships didnt recive radar in game? i dont remember
|
|
|
Post by aquelarrefox on Sept 18, 2020 19:06:27 GMT -6
i have a perticular problem with air strikes, and its present for surface ships too.
The lack of the concept of silence of radio. Its not minor thing its link to the capacity or the incapacity to redirect attacks.
The fatigue of 2nd or 3 th wave of the same wing should have effects, much harder than lost in landing, the wings should have a chance to lost the track and could not find the carrier.
An air strike should be attached to a landing spot programmed, if you have to scape you lose your planes.
The planes need some kind of nerf by this concepts.
I have no doubts of the love of developers to this game, and its a great game, unique in surface battle but still need some elements in late game. Comunication is a key for 30s game much important as the planes. Devs could solve it, becose his concepts are hard, and some elemets as the spotting in surface battle dont have comparation to any othe game or simulator.
I agree about a better representation in map of air groups when they should be visible.
|
|
|
Post by aquelarrefox on Sept 17, 2020 10:01:04 GMT -6
I would like to add a button in groups screen in combat to enforce the detachment, so if the player pick it the ship will not try under so to reatach to their official force and get a low speed under 10 kt to control the damage.even so could use it with really high damage points to prevent reatach a heavy damage ship event when it had controlled fire and flooding.
|
|