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Post by trenton59 on Nov 19, 2015 23:21:02 GMT -6
Hope this helps:
1.A: On the squadron overview there is a button to fire torpedoes manually, but I think that it is only present in captain difficulty
1.B: I think that means the torpedo either missed, or was a dud. As far as the tactical display I think it will only remove torpedoes if they detonate ore reach their maximum range.
1.C: If you are asking if you can tell your destroyers to attack en-mass, then there is a button on the squadron overview which will do that, select the squadron the destroyers are screening/supporting, and click the button labeled 'Flotilla Attack' it can take a few minutes for the attack to form, but it should not be limited by tech, as far as I know.
2: I don't think there is anything that you are missing, and yes, one location can fuel an unlimited number of ships.
3.A: It's factored into the background, but only if a nation is allied to you and you end up in a war; then your ally can gain VPs and sink/lose ships, but only through events.
3.B: You are doing about all that can be done, occasionally you will get events where one of your BC/CA/CL class ships will intercept an enemy raider, this is usually a 1v1 engagement and is the only way to directly kill raiders that I know of.
3.C: I think it is random based on the range and maybe engine reliability.
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Post by trenton59 on Nov 4, 2015 14:10:06 GMT -6
I play in captains mode, mostly to help deal with ships swapping targets every turn or refusing to launch torpedoes, but I have played in Rear Admiral before.
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Post by trenton59 on Oct 30, 2015 4:05:28 GMT -6
Thank you.
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Post by trenton59 on Oct 29, 2015 6:40:11 GMT -6
A question, what will happen if you only build ships classed as BC's by the game? Will they replace BB's & B's in fleet battles, or will the generator throw up errors?
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Post by trenton59 on Oct 24, 2015 5:25:27 GMT -6
Germany versus the entire RN: The battle started off quite badly, with the battle cruisers running into the RN battle line right off the bat, thankfully they were able to keep the majority of the enemy B's from firing at them whilst engaging the forward ships and leading them to my own battle line. Edit: This was the very next battle: I went in expecting a difficult battle, but the first salvos saw two RN battle cruisers being turned into fireworks displays by magazine detonations.
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Post by trenton59 on Oct 16, 2015 22:25:55 GMT -6
That is my understanding from reading the manual and the previous discussions about the topic.
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Post by trenton59 on Oct 13, 2015 18:39:42 GMT -6
The Italians also modified the main armament of several battleships in the 1930-40 period, although in a different way to what is being discussed.
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Post by trenton59 on Oct 9, 2015 17:59:54 GMT -6
In order: 1: If I remember correctly, it is a 10% boost to the ship's tonnage for determining tonnage on foreign stations, and I believe the only other change is the tonnage needed.
2: It depends, if a ship has a secondary battery of over 6-7" then I will add a 3-4" tertiary battery, otherwise it is rather unimportant due to it's lack of fire control.
3: I use at least 150 rounds per gun, this allows for a ship to still have ammunition after a 3-4 hour battle in most circumstances. More than this is usually a good thing of course.
4: I usually leave ~20-50 tons for fire control upgrades, less than this can result in needing a more extensive refit to fit a new fire control without going overweight.
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Post by trenton59 on Sept 28, 2015 23:29:25 GMT -6
I'm not sure if this one is a bug but I'm posting it here just in case, I have had a fleet battle recently where my ships switched targets every turn, normally of course I will see one or two ships change their target, but this time it seemed that every turn my entire battle line would change targets, which of course causes problems for accuracy and rate of fire.
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Post by trenton59 on Sept 28, 2015 22:37:29 GMT -6
Does the AI expand bases? I know that the AI will build coastal forts, expand shipyards, and so on, but it does not seem to expand it's port capacity at all.
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Post by trenton59 on Sept 24, 2015 22:04:16 GMT -6
The first line looks like coordinates, while the second appears to be a directional facing in degrees from north. I can't say what the first part of the lines are indicating, but they might be referencing a ship or base placement.
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Post by trenton59 on Sept 24, 2015 18:30:21 GMT -6
I would rather like the above as well, if for no other reason than to get some practice for the battles.
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Post by trenton59 on Sept 20, 2015 4:20:09 GMT -6
So, I had my first decisive fleet battle: This was the first time that my battle fleet engaged the enemy this game, and it sank ~1/3 of the Russian Battle-line. It was a three hour running battle that involved HMS Caesar taking a critical hit that I have not seen before, it was along the lines of flooding in the boiler rooms? in any event she's out of action for about three months, but given the enemy losses, that won't be an issue. One interesting note to all of this is that the enemy Dreadnoughts and Battlecruisers are very old style, ~20,000 tons and with only 3x2 12" guns on the centerline, my own were: 2x Caesar- 25,000t 21kt 6x15", 1x Inconstant- 26,000t 28kt 8x12", & 1x Lion- 29,000t 26kt 8x14" Edit: One odd thing is that for some reason, the Russian battlecruisers never showed up, I think I saw them once at the edge of visibility but that was it.
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Post by trenton59 on Sept 17, 2015 18:29:18 GMT -6
I tend to build very light BC's of 16-18 thousand tons, armed with 2x3 11-12" guns, this is enough to deal with enemy cruisers and battle cruisers, while not being too expensive.
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Post by trenton59 on Sept 15, 2015 20:02:11 GMT -6
That sounds like a bug in a lot of 32bit games, I forget the exact problem, but it's in the way the program stores numbers, at some point over 2.1 billion it rolls over into the negatives. Unfortunately, I think that is bug that may be integral to the program and may not be fixable if it is like the similar bugs in other games.
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