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Post by fredsanford on Jun 6, 2021 12:55:41 GMT -6
OP is asking an interface question I believe. You can order more than 12 ships in a turn, you just have to do it is 12-ship max steps. And to answer what I think is OP's question: beats me.
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Post by fredsanford on Apr 6, 2021 19:32:46 GMT -6
Actually, I was just reminded by one of Beta Testers ( whose memory is obviously better than my own...lol) that in the latest Beta (B33) something like this has already been introduced....here is a screenshot showing part of what it does:
This doesn't provide the information requested. How many basing points will it require at the destination for a given ship or group of ships if I decide I want to move them? What is the impact for the area that I intend to move these ships into? This information is not provided in the interface, and it should be. Not to mention- what is each ship's relative FS value?
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Post by fredsanford on Apr 10, 2020 15:31:49 GMT -6
Sometimes the ships disappear from the AREA move lists, when playing for a while (I think there's a memory issue). Save and reload, and they should be there.
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Post by fredsanford on Mar 11, 2020 19:24:11 GMT -6
S
will snap to nearest 45 degrees
D
will delete last point
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Post by fredsanford on Mar 11, 2020 17:54:37 GMT -6
This is a naval combat and warship design game, not Fiscal Management Simulator (r). Reworking the budgeting system to precisely reflect the myriad procurement procedures used by differing nations at different times is a poor use of (very limited i.e. one person that also has a day job) programmer time and effort IMO.
My (completely unofficial) opinion on the OP's request is simply be a less forgetful player. If you want subs, order them. If you forget, too bad.
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Post by fredsanford on Jan 13, 2020 20:37:07 GMT -6
everyone
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Post by fredsanford on Jan 8, 2020 18:19:08 GMT -6
Apart from being in range, what are the parameters under which the computer is more likely to decide to fire torpedoes? I've played the game probably around 30 hours, many starts and restarts trying different stuff (all as Germany 1900), never going past about 1910. In the course of probably 5 wars, and 30 engagements, pretty sure I have yet to see a single torpedo fired. You still haven't seen effective torpedoes yet. Until around the mid 1910s, DDs will be very reluctant to approach enemy ships unless night or the target is already crippled. You can micro them in Captain mode to get close enough to fire manually, but remember that just because a target is inside the range ring doesn't mean a torp solution exists. Its a relative motion problem when the torpedo isn't much if any faster than its intended target. Check your research tab to see your current torpedo stats.
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Post by fredsanford on Dec 28, 2019 12:46:00 GMT -6
The training does continue until you stop it.
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Post by fredsanford on Oct 5, 2019 18:39:42 GMT -6
The weight for "aircraft" in RTW2 isn't just the airplanes, but all associated stores, crew (air and maint.), fuel, bombs etc. (I believe)
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Post by fredsanford on Oct 5, 2019 16:52:38 GMT -6
Some of the vids I saw were demonstrating lag problems with less than a dozen ships. I'd be interested to see Jutland attempted in that game.
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Post by fredsanford on Sept 5, 2019 8:05:35 GMT -6
The B-17 was initially promoted as an anti-shipping weapon that could defend US coasts, making the navy redundant. In a publicity stunt meant to publicize this 'capability', the USAAC had a flight of B-17s intercept the Italian ocean liner Rex while it was in the Atlantic on a trip to New York in 1937 or 38 IIR. The stationing of B-17s in the Philippines in 1941 was to increase the anti-shipping threat-there weren't any "strategic" targets in the area to bomb. People didn't understand how inaccurate level bombing of ships was.
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Post by fredsanford on Jul 8, 2019 22:01:24 GMT -6
Sometimes, though, some divs or even single ships get really aggressive (although I suspect some sort of waypoint bug, maybe in conjunction with an overly high chance to lose contact ...) Getting separated and deliberately putting a division on independent are two separate issues. Ships/divisions on independent will tend to engage with sighted enemy unless they perceive they are heavily outgunned. Ships that get separated accidentally will wander off and their behavior gives me Tourette's syndrome. I'll be twitching and swearing at them all night long. C'est la guerre, I guess...
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Post by fredsanford on Jul 8, 2019 21:38:18 GMT -6
This is all assuming playing in rear admiral mode (sounds like you are):
The likelihood that a ship or division will keep chasing an enemy unit depends on the role the chasing division has. Before your pursuing division/ship leaves your flagship's sight, go to the OB tab at the left of the screen, and make sure the chasing division is on "independent". If the pursuing unit/ship is on, say "support" or "core" or another setting, then once it leaves your sight, it will revert to attempting to fill the role it is assigned. So if it is on "support", it will break off the chase, and come back to support your flagship division.
TLDR: put the pursuing ship/division on "independent". That doesn't guarantee that it will keep chasing, but makes it more likely. Sometimes your subordinate won't be as aggressive as you'd like, just like real life. If the ship/division you have chasing the enemy is a DD division, setting flotilla attack will help also.
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Post by fredsanford on Jul 8, 2019 16:59:49 GMT -6
I could see using Captain's mode if there were player vs player, but Captain's mode against the AI is like picking on the special ed kids.
Flotilla attack (the button with the 3 little ships on your lead division status screen) works fine most of the time, after 1910 or so.
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Post by fredsanford on Jul 7, 2019 17:15:14 GMT -6
Kinda a pain in the butt when you have to leave old BCs un-refit so they stay battlecruiser-y instead of transforming into BBs. You can refuse that re designation. Just say no.
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