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Post by trenton59 on Sept 18, 2016 4:35:50 GMT -6
can we have a " drop anchor " button so we can order our currently controlled division to stop and remain stopped until a "raise anchor" button or speed is increased to more than 5 knots this would help for dodging torpedos and not having to turn around every ten seconds while straffing a ground target You can lower a ship's speed to zero, which would have much the same effect.
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Post by trenton59 on Sept 18, 2016 4:32:53 GMT -6
I'm also tired of getting cruiser battles where I have 1-2 destroyers and nothing else. That's cause for a Ctrl-Alt-Del. Agreed, and don't forget battles where you are outnumbered by about three or four to one in ships larger than destroyers despite having the advantage in ships in the sea zone.
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Post by trenton59 on Sept 2, 2016 16:22:28 GMT -6
Casement main guns just do that for some reason, the guns are there, I think it's just a display error.
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Post by trenton59 on Jul 27, 2016 7:16:05 GMT -6
I usually run with ~150 rounds per gun for all main guns over 4 inches.
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Post by trenton59 on Jul 23, 2016 0:59:50 GMT -6
ddg, there's another possible national characteristic that you might want to add to the "Nations" section of your information sheet at some point. It appears that there is a national rating for accuracy that shows up as a hit modifier. For instance, when I examined the hit modifiers for France I saw this repeatedly: Nation accuracy: 10. I haven't done any further research on this but the brute force way of determining the values would probably require getting into a battle as each nation to determine the values for each nation, unless there is a section in one of the data files that lists these values. I suppose it's possible that this value is not fixed; it might change over time. Is the nation accuracy based on gunnery training or is the gunnery traning bonus listed seperately? I think the bonus listed is the training bonus.
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Post by trenton59 on Jul 13, 2016 23:48:28 GMT -6
As far as torpedoes exploding in their mounts above water, I have seen it happen, but it seems to be quite rare, though it does seem to do a lot of damage.
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Post by trenton59 on Jun 22, 2016 8:23:50 GMT -6
FWIW, I'd like to echo what's been said on various threads RE: the current AI's build proclivities. When I first started playing--four patches or so ago--it still presented a challenge & also made some weird/wonderful creations. Now, it's a little bit same-y, & for my money national flavours have been lost somewhat (I might be imagining it but there seems to be distinctly less over-gunned & under-armoured Brit capital ships or undergunned & over-armoured German capital ships in my games than there used to be, & when I make torpedo-heavy destroyers now I find my enemies do the same instead of --for instance-- attempting a gunboat solution). AI opposition is getting a little same-y. A minor quibble, but I think a valid one--the "What if?" approach of earlier AIs really appealed to to me. Of course, scratch all this if nothing in the build priorities have changed & it's just pareidolia on my part! I've been noticing the same issue myself, often it even seems the AI builds nothing but near exact copies of my own ships, though that could be my imagination. It does seem that the variety of ships built by the AI has definitely dropped in the last ~1-2 patches.
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Post by trenton59 on Apr 27, 2016 11:40:51 GMT -6
I've encountered the same issues as well, never really figured out a work around.
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Post by trenton59 on Apr 26, 2016 23:31:34 GMT -6
Cross-deck fire uses wing turrets, positions F&K or G&J. As for Superfiring, I have gotten one or the other without at least 3 centerline turrets before, but not both.
Edit: The cross-deck option is directly above the main turrets portion of the window.
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Post by trenton59 on Apr 8, 2016 23:30:06 GMT -6
I tend to prioritize machinery, mostly to allow for lighter, cheaper CA's and BC's without sacrificing capability, as the engines tend to be up to 30% of the tonnage of these types when I build them.
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Post by trenton59 on Apr 8, 2016 23:24:36 GMT -6
I had a quick look through the game files, and I couldn't find them, so they might be hard-coded.
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Post by trenton59 on Nov 26, 2015 9:33:54 GMT -6
After you start building a ship, right click on it in either the under construction or active ship lists, there will be a button that says "Change ship picture" hover over it, and there will be a button that pops up to the side of the list that says generate picture, click on it to open the generator. Once you are done, the generated image will apply to all ships of the class.
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Post by trenton59 on Nov 21, 2015 12:59:44 GMT -6
If it runs out of DD names, it will use the DD prefix + a number. This doesn't work as intended, at least for me (v 1.22 release)-in my games ships use name of class + number. Here is fast example: I've seen the same happen, though usually its with battleships and cruisers, I have seen it once or twice with destroyers.
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Post by trenton59 on Nov 21, 2015 12:57:24 GMT -6
It leads to increased maintenance costs, and I think it also impacts the chance that events will take the ship out of action for a few months for repairs, additionally, it may increase the chance that the ship suffers engine trouble in battle.
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Post by trenton59 on Nov 20, 2015 19:28:02 GMT -6
You can, but only if a ship is sufficiently damaged. Otherwise, you are stuck, but there is nothing stopping you from increasing the squadrons speed until the slower ship cannot keep up, if it falls far enough behind it will usually detach on it's own, but will re-attach itself if it gets close enough.
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