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Post by JagdFlanker on Mar 30, 2023 3:21:24 GMT -6
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Post by JagdFlanker on Mar 17, 2023 3:34:00 GMT -6
stole this from an older post:
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Post by JagdFlanker on Mar 14, 2023 13:26:51 GMT -6
there was just an update on the Matrix forums so figured i'd post it here for everyone's benefit:
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Post by JagdFlanker on Mar 3, 2023 5:18:16 GMT -6
go to the save directory, find the save file (for example, RTWGame4.bcs), open it with a text editor, go to line 39
it should say GOR=1
change it to GOR=0
save, and you are good to go
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Post by JagdFlanker on Mar 1, 2023 5:45:53 GMT -6
don't think i'v posted about any of these, the first 2 seem like sandbox toys that need a lot of work but reviews say they'r fun to play around with - both of them involve designing/building warships
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Post by JagdFlanker on Feb 17, 2023 5:14:26 GMT -6
keep in mind this game is programmed by 1 person in their spare time when not working a full time job - given the choice between taking the time to "write an update", or to spend time to actually finish the game, i think the time is much better spent finishing the game
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Post by JagdFlanker on Feb 9, 2023 5:24:14 GMT -6
i just started a game as france. i lunched a training session but i cant find my navy on the map... i cant time warp. help me plz sorry for my bad english click on the "OB" tab on the left side of the battle screen, it will show you all your ship groups. double-click on the ship group you want and the map will center on it
press 'space' to move time 1 step, or press 'enter' to move time forward
to move your fleet and move time forward select the fleet you want to move, then hold down 'CTRL' and left-click the mouse in the direction you want your ship group to move
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Post by JagdFlanker on Jan 22, 2023 4:35:24 GMT -6
a rough non-precise way to see how much tech has lightened your ship is to base your new ship from the current in-service class (right-click, 'open design') and seeing how much more weight you have to work with
the problem with RtW1/2 is you have to keep the original visual layout if you design a new ship from the design of an older in-service ship, but that is supposed to change in RtW3
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Post by JagdFlanker on Jan 14, 2023 6:16:00 GMT -6
by experimenting i mean i want to try a game where i build only B/BBs until 1920 because BCs don't seem to count towards your B/BB ship total, and if you build BCs early game instead of BBs the game won't let you retire old Bs no matter how old they are. a lot of my ship building choices are made to manipulate game limitations or the battle generator - i use BCs in the exact same role as Bs or BBs and consider them identical, but the game does not think so
Lately I've been not building any Bs or BBs at all, so there isn't any penalty for trying to get rid of them. I start off with gold plated CAs, due to the battle generator as you've said. They are as expensive as a B, and can't stand up to them in a battle, but they show up in cruiser battles, and at 22kn are fast enough to decide if they will chase or run away from most things. I jump immediately to BCs using the same theory, I only build a couple of them per decade at the most but make sure to make them fast enough that I can pick my battles and even run down the enemy's previous generation of cruisers if they show up to a cruiser battle. And I still tend to get a blockade going because I make a lot of minimal cruisers. I originally meant them to be raiders, but they also have quite a lot of blockade weight versus their cost. The only problem with that is that they're pretty bad in battle. But the enemy doesn't chase them down as much as I thought as they would even though they are only 21kn. i tried the 100% BC route (i still build early Bs, though i'v tried the CA only thing quite a few times) but they auto-convert into BBs a few years later which messes up the force structure - in (admiral mode) battles the game always makes any BB you own the force leader so i end up with my older and weaker ships as the lead, while all my best ships are relegated to support
hopefully the force editor or whatever it's called in RtW3 lets me craft my fleet more - hopefully we'l see sooner than later!
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Post by JagdFlanker on Jan 14, 2023 6:05:56 GMT -6
that's pretty late game, once i get a CV in service BBs are only around for battle generator purposes - i might build 1 new class of BBs after 1920 (when i get AON) and none after 1940-ish
by experimenting i mean i want to try a game where i build only B/BBs until 1920 because BCs don't seem to count towards your B/BB ship total, and if you build BCs early game instead of BBs the game won't let you retire old Bs no matter how old they are. a lot of my ship building choices are made to manipulate game limitations or the battle generator - i use BCs in the exact same role as Bs or BBs and consider them identical, but the game does not think so
Works earlier in the game, too. it might be because i stick with 2 main turrets the entire game? all i know is if i build a BC (earlier game) if i pump the belt armour up to 12.5" it magically turns into a BB so i'd have to check it out to see what it is that gets me that result
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Post by JagdFlanker on Jan 13, 2023 6:39:17 GMT -6
i havn't fully tested this yet, but it seems ships with 12.5" of belt armour or more will be classified a BB no matter the speed - i assume it's because 12" of belt armour is likely the max a BC can have Have you tried design speeds higher than 30 knots?
that's pretty late game, once i get a CV in service BBs are only around for battle generator purposes - i might build 1 new class of BBs after 1920 (when i get AON) and none after 1940-ish
by experimenting i mean i want to try a game where i build only B/BBs until 1920 because BCs don't seem to count towards your B/BB ship total, and if you build BCs early game instead of BBs the game won't let you retire old Bs no matter how old they are. a lot of my ship building choices are made to manipulate game limitations or the battle generator - i use BCs in the exact same role as Bs or BBs and consider them identical, but the game does not think so
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Post by JagdFlanker on Jan 12, 2023 14:27:23 GMT -6
Thank you,so if I build a 27 knot battleship in 1920 it would not appear in cruiser battles? that should be the case, although sometimes battles throw a curve at you
i havn't fully tested this yet, but it seems ships with 12.5" of belt armour or more will be classified a BB no matter the speed - i assume it's because 12" of belt armour is likely the max a BC can have
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Post by JagdFlanker on Jan 9, 2023 8:46:45 GMT -6
in battles when you spot a ship on 'very fast' timer speed it will drop down to normal speed automatically, however if you get a radar contact it does *not* do this which is inconsistent, and sometimes very harmful if you get that close radar contact at night because once you click ok the game does *not* stop, it keeps going at 'very fast 'which sometimes gets you in big trouble. radar contacts should be treated like spotting contacts and the game should go back to normal speed automatically, or at least pause the game so you can set the speed without ramming into the middle of an enemy formation by mistake
just to clarify, the initial contact with enemy ships with radar does pause the game, but after that if you detect enemy ships with radar on very fast speed the game does not slow down to normal speed like when you visually spot enemy ships
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Post by JagdFlanker on Jan 8, 2023 13:11:37 GMT -6
I think an option to research small, medium, and large guns would be interesting. Having the results be somewhat random within the categories themselves makes the game interesting also, but as the admiral in general charge of research, I should at least be able ask my researchers to look into guns for destroyers, cruisers, or battleships, rather than have them work on prototypes of larger and larger guns while I've been pestering them for a really great 8 or 9 inch gun for years. dividing it into small/med/large is a good idea, makes more sense
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Post by JagdFlanker on Jan 8, 2023 13:09:39 GMT -6
Lately, that's the only time I've been Scrapping ships: when they are in repair after a war, especially if they are obsolete or in a foreign sea, because I don't want to have to remember to bring my ships back and click reserve once they are repaired. if my ships are far from home after a war i often do a refit immediately so they 'teleport' back to port without the micro of having to move ships over turns - i generally refit right after a war anyways, and teleporting is only kind of 'cheating' if used during war (like if you refit a ship thats damaged in a seazone without a port it saves it from being interned)
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