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Post by JagdFlanker on Aug 14, 2022 6:01:41 GMT -6
to be fair "undeveloped ship industry" does go away after a while
otherwise in the meantime don't be afraid to edit the save of your game to your liking - open RTWGame[save#1-9].bcs with a text editor, then go down to line 100 and all your nation's "factors" can be edited there
you might have to look at what other nations data is according to their setup so you can reference how to change things to your liking
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Post by JagdFlanker on Jul 10, 2022 4:19:50 GMT -6
interesting, the very rare time i build in a foreign shipyard it's always during the initial setup when there's no tech to steal yet lol
since i play with randomized tech (all techs 50/50) and no proliferation on all techs it's good to know i might be able to pry some missing tech from another country
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Post by JagdFlanker on Jul 9, 2022 5:07:10 GMT -6
Ship purchase: Buying ships from technologically advanced nations generates bonus RPs and can even grant technologies outright. i'v never known about this or tried it - anybody actually experience this?
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Post by JagdFlanker on Jul 1, 2022 4:03:05 GMT -6
if it helps, as far as ammo goes i'v always kept it simple:
=>8" 100% AP
<8" 100% HE
i'v been doing this since RtW1 and i'v never experienced any issues with it
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Post by JagdFlanker on Jun 29, 2022 5:27:17 GMT -6
i'm confused as to how "doesn't mean you can't try and relentlessly harass William and Fredrick until they finally give in" is toxic, when i tried to write it in a way that encourages you do what you want - sometimes doing that does work lol
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Post by JagdFlanker on Jun 28, 2022 9:50:09 GMT -6
it has been mentioned many times there will be no nuclear power in RtW
doesn't mean you can't try and relentlessly harass William and Fredrick until they finally give in, but since there is no real fuel management in the game, there's only 1 programmer, and there's tons of other cool game details that could be fleshed out more, i personally think nuclear power wouldn't add anything to gameplay except a headache for Fredrick
even if they decided to add nuclear weapons (which would change gameplay drastically once they are researched), adding nuclear power at the same time would still add nothing to gameplay
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Post by JagdFlanker on Jun 24, 2022 5:45:28 GMT -6
i believe the answer is:
a carrier could carry as much armor as it could carry if a carrier should carry armor
lol
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Post by JagdFlanker on Jun 13, 2022 4:05:50 GMT -6
...Thinking of the Steam release (apart from the very annoying land borders already mentioned. Why are they there in the first place anyway?)... i believe the map is a 3rd party release and the developer built RtW over it - i assume it's un-modifiable, it is what it is, but does the job perfectly fine
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Post by JagdFlanker on Jun 12, 2022 7:18:58 GMT -6
quick primer on my style of play to explain why i don't armour my carriers - note i never convert warships to carriers, i either convert a floatplane carrier that was built specifically be to converted immediately into a carrier, or i build purpose-built carriers
i play with 60 max airbase size to let carriers shine - that still leaves a massive amount of land airpower in some battles though
the minute i get the ability to build carriers i start making my fleet highly carrier-centric no matter what nation i play - playing super-large fleets i build up to and maintain 8 CVs and ditch all but 3-4 BB/BCs as soon as i have 4 or 5 carriers (usually CVLs early on) just to be my TF leaders (i play admiral, plus the battle generator doesn't give you many large battles unless you have BB/BCs)
because i often play a smaller nation (i almost never play as UK or USA) i usually have to stop building any BB/BCs for 20+ years once i research carriers since all my shipbuilding goes towards building better CVs (plus escorts/utility ships) and constantly replacing the oldest CV in my fleet. so i'm often stuck with 1915-1920 BBs up until the late 40s when i finally max out my CVs and start having gaps in my ship building - i try to make sure i get a few 27kt to 30kt+ BBs in service by 1920 so they can keep up with the carriers
keep your CVs on AF between wars and NEVER put CV airgroups in reserve - preserve that experience, if you beat up the enemy air power early in the war you have a chance of keeping air superiority until the end of it. this is VERY expensive so i disband all land based airpower between wars, and also this is why i keep so few BBs. put your BBs and escort DDs in fleet reserve, and everything else in mothballs to save cash
once i have aircraft/carriers in service my BBs stay away from surface combat and i let the aircraft do all the work - if my BBs do start a battle relatively close to the enemy i might rush towards them just to get my DDs closer, call a flotilla attack, then run away to let my DDs do their thing, but otherwise i keep my BBs away from surface combat. once this phase of the game starts BBs don't need a lot of big guns so if i do design and BBs after i get carriers they might get 4-6 "ceremonial" 16" to 20" guns, and otherwise they are designed to be fast oversized AA platforms
the key to success with all carrier battles is at the start of battle you make sure ALL task forces are 'core' with each other so they bunch up and share CAP; keep your carriers at about 2/3 range of your strike aircraft from the enemy; and if your carriers start wandering away to launch planes keep your BBs (always your lead TF on admiral) close to maximize CAP - don't need armour if the enemy gets swarmed before they reach your ships
if you start a battle with your own land-based air close by make sure to turn off search on your carrier airgroups and let land-based handle search to keep your carrier airgoups maximized. there will be many battles where you may not get off any airstrikes due to failure to spot the enemy and/or "circumstances", but not every battle is the Battle of Midway
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Post by JagdFlanker on Jun 11, 2022 5:01:34 GMT -6
initially no armour, 30+kts, 70-80 fighters and 20-30 torpedo bombers
speed + CAP > armour
or alternately:
prevention > cure
for the 1st CV of course you have to have armour to mount the 8" guns, but i only build a single batch of 1-3 of these, and retire them as soon as i can for CVs with more aircraft instead of armour (once i hit 8 CVs total on super-large fleets)
later game when i have lots of tonnage to spare i'l start adding armour to new CVs, but only because i can
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Post by JagdFlanker on Jun 11, 2022 4:47:18 GMT -6
not sure if this was talked about in the past, but in view of a steam-release I want to point at the MAP: please chance the map to somehing even remotly accurate (or at least without state-borders at all) instead of the 199x map in a 1900 game... knowing steam, there will be 75% negative reviews because of the "fantasy map" (a Map with 199x european borders = 1900 fantasy map) alone. I know that it will not be possible to add a dynamic map but at least delete the "state borders" so that only the coastlines are there (and if possible exclude the map from the exe-file to make it mod-able) the RTW 1/2 map will only get you a review-bombing at steam I am afraid, preferences/sound and video/map colours
click the 'no borders' checkbox
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Post by JagdFlanker on Jun 9, 2022 6:26:23 GMT -6
10 points max when you don't have 'harsh peace deals' checked, 20 points max when you do
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Post by JagdFlanker on Jun 4, 2022 8:59:24 GMT -6
manual: There is no set limit on CV aircraft capacity, but carriers with aircraft capacity larger than 100 aircraft will have reduced aircraft operations efficiency as well as slightly increased cost. This is to reflect historical operational issues discovered by the US navy with very large carriers.
i personally stick with 100 so i havn't experienced what 'reduced aircraft operations efficiency' means, but i assume it takes longer to launch/recover aircraft, which means you likely get slightly less aircraft range/endurance since it will take longer to assemble a coordinated airstrike
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Post by JagdFlanker on Jun 1, 2022 6:20:40 GMT -6
...So the game in future needs to be able to recognize that at a certain point it is ok to not have any battleships at all or capital vessels at say less then 10 or 0 depending on the nation in question. i'm almost positive there already is a point in the game where it doesn't care how many BBs you have anymore and you can retire how ever many you want
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Post by JagdFlanker on Jun 1, 2022 5:52:27 GMT -6
technically the game won't/can't be saved until you get to the first actual game turn - if you abandon the game at the game start during the build existing fleet phase or select ships under construction phase (the save game button will be greyed out during these 2 phases) none of the ships you designed and put into service will be saved, and the save slot will be erased and empty
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