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Post by JagdFlanker on Dec 28, 2015 18:51:33 GMT -6
coastal defenses i never build (not to say it's a bad idea, i just never got in the habit of it), but ports can be important for some countries. if you click on any seazone you can see how many ship points and how much base capacity you have. playing UK in a game i was messing around in for fun here is the northern europe seazone:
Force requirement: 0 Force in area (adjusted): 237,000
Great Britain ships: 21 B, 8 CA (152) Germany ships: 6 B, 2 CA, 7 CL, 29 DD (108) France ships: 5 B, 1 CA, 6 CL, 25 DD (88) Russia ships: 9 B, 5 CA, 8 CL, 18 DD (137) USA ships: 1 CA (5)
Great Britain base capacity: 1060 Germany base capacity: 1060 France base capacity: 1010 Russia base capacity: 1160 USA base capacity: 10 Japan base capacity: 10 Italy base capacity: 10
so the UK has 152 points worth of ships, and has a base capacity of 1060 ship points. i don't think in any country you play you will ever have to build more base capacity in their home seazone
now say as UK you went to war with Japan and you wanted to blockade them - in order to blockade them you need to have more ships points in the seazone than the enemy. here is the northeast asia seazone:
Force requirement: 7,000 Force in area (adjusted): 0
Germany ships: 1 B, 1 CA, 1 CL (16) Japan ships: 6 B, 1 CA, 4 CL, 15 DD (80)
Great Britain base capacity: 60 Germany base capacity: 40 France base capacity: 10 Russia base capacity: 1140 USA base capacity: 10 Japan base capacity: 1110 Italy base capacity: 10
so Japan has 80 points worth of ships there, i could blockade them easily with say 100 ship points. however, i only have 60 base capacity there in the single base i have in that seazone so i am not going to be able to support that size of fleet and if and when i get into battles my fleet will not be able to fight to their maximum ability (to simplify)
so in the case of if you were playing UK, it would be well worth your while to build up the bases in north american east coast and northeast asia early in the game so if you do go to war with Japan or USA you will be ready to station your fleet off their coast with no penalty
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Post by JagdFlanker on Dec 27, 2015 19:49:35 GMT -6
i would keep in mind this is more of a fun historical period/subject game than any kind historically accurate simulation
if you enjoy the subject, just have fun playing with floaty bang-bang boats!
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Post by JagdFlanker on Dec 27, 2015 16:30:57 GMT -6
when i seize a ship being built in my shipyards i should be able to immediately rebuild it for a construction time penalty, perhaps adding 50% of the time it would have taken for the ship to get rebuilt after it was in service
i just seized a Japanese ship with 15 turns left, it has only 90 ammo which is well below my minimum, and it doesn't make sense that i have to wait the 15 turns, then rebuild it for another 4 or 8 turns at likely a high cost just to add more ammo or however else i want to modify it to fit in with the rest of my fleet
maybe there are certain extra things you can change when the ships has 50% or more of it's construction time left with a minor penalty, such as engine as well as the usual turret and secondary armour, etc
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Post by JagdFlanker on Dec 27, 2015 16:05:21 GMT -6
very minor, and maybe you intended it this way, but the same turn i got 600t DDs i was not able to design them. the next turn i was able to design them ok
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Post by JagdFlanker on Dec 26, 2015 18:11:42 GMT -6
i got these from a forum post so not really authoritative, but it's the only info i could find with google
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Post by JagdFlanker on Dec 26, 2015 14:49:59 GMT -6
Convoys were used for protecting merchants from surface raiders already in the age of sail, long before there were submarines. In the period of RTW, an example of a non-sub related convoy is the ANZAC troop convoy from whose escort the Sydney was detached to hunt down the Emden, and that was in 1914, well before the institution of the ASW convoy system. In the case of Japan, the type of missions that pop up are related to where you are and what the opposing nations have there. Defending convoy missions tend to be related to the home area but I think there are some convoy defense missions connected to the French colonies in Asia as well. I'm probably more just griping about the missions - they are not very fun ones to me. It's likely due to the geography of Japan and when going to war with France, Germany or Russia - they have bases situated right near the home Islands. Due to the way the missions are structured, I can't attack the base directly. I get to step on ants, but can't get at the ant hill! The defend against coastal raids is the main no-fun mission. I have Pusan, and two bases on Japan not far from each other. I know enemy ships are around, but only find them about a third of the time (or less) but do get to hear gunfire noise as they make trouble. Maybe I need new tactics - split my forces up and send a few ships to each area? I have gotten to the point (playing Japan at least) that I skip them and just eat the points. I can see the frustration England had trying to deal with German ships bombarding the east coast in WW1. I must try some different tactics... i always skip the coastal raid missions (and all defense missions), and only accept the missions i like (any kind of ship vs ship skirmish/battle). the VP penalty is nothing so pick and choose your fun! my fav mission? ironically it's the convoy attack missions because when they'r well defended they'r a fun nut to crack. love doing the old end-round behind the defending escorts and feasting on the creamy merchant middle. mmmmmmm....
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Post by JagdFlanker on Dec 26, 2015 14:38:45 GMT -6
You are right, there is bug! When you open a design using the load button in the design screen, the ship design parameters for the building nation are not set correctly. That is what causes the erroneous weight calculation. Actually, when I want to modify an existing design I always right click on a ship of the class and select "Open design", which I think is more convenient, that's why I have never detected this. Good find, very observant! too funny - since the ship list is all rammed together in small text which makes me have to sit up and squint when i want to find something, i find it easier to do everything through the design ship button since it's always in the same place and easy to see haha
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Post by JagdFlanker on Dec 26, 2015 9:05:21 GMT -6
so i tried to rebuild my CL Scout class, replacing the machinery and switching coal with oil, and from 7000t it reduced the ship tonnage down to 6204t which allowed me to increase the speed up to 29kts with tonnage left over
thinking if i tried to build a brand new CL Scout II class i might be able to include all my new tech and give me even more leftover tonnage so i exit the rebuild, click on design ship, load the CL Scout, switch that design to oil and....it only reduces my tonnage to 6681t
am i missing something? save attached
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Post by JagdFlanker on Dec 26, 2015 2:03:21 GMT -6
was going to put this in suggestions, but this idea would apply to this thread
since a lot of or even most of the fun of this game is fiddling with designing ships and creating fleets, how about making another start game option - in addition to 'Manual Build of Legacy Fleet' you could have the option of 'Manual Build of All Legacy Fleets' where the player can actually create the start fleets (and maybe even the initial build program for ships in the process of being built at game start) for as many or as few of the other countries as they want. whatever countries the player doesn't want to design ships or create the fleet for, or if they only manually build part of the fleet the ai will do/finish that duty normally as it does now
there could be a new directory in the save folder called Legacy with sub folders containing the names of all the countries included in RtW which would contain player created designs for all the countries in the game. the player at game start could either build new ships which would be permanently saved in that directory, or take ships already in that directory and assemble the initial starting fleet for whichever countries they want. of course all these fleets must be built within each individual country's budget limitations
there also could be an option for the ai to create every country's initial fleet as RTW does currently, but only using user created ship designs in the Legacy folder when possible
and finally there could be an option to load a pre-saved legacy fleet(s) at game start so if a player wants to use pre-existing starting legacy fleets they designed previously or a legacy fleet another player created and shared on the forums they can
of course, once the game starts the player will have no more access to the fleets of any other country except their own
not only would this option would allow players to lovingly craft and implement historically accurate fleets (or as close as RtW lets them), it would also allow them to create interesting 'what if' start game fleets which would enhance replayability and/or increase/decrease the start game difficulty. the ai would eventually re-balance any unbalanced start game fleets so by 1910 the game should be flowing as it does now
interesting possibilities include giving a country an all DD starting fleet - yeah that might gimp them for the first few years, but maybe by 1910 that gives them a better fleet than normal just because that freed up a lot of budget to build more newer tech ships after game start
in any case, just threw this out there for fun!
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Post by JagdFlanker on Dec 26, 2015 1:07:57 GMT -6
Wiki isn't the authority on any subject, but... en.wikipedia.org/wiki/ConvoyNaval convoys Age of sailNaval convoys have been in use for centuries, with examples of merchant ships traveling under naval protection dating to the 12th century. The use of organized naval convoys dates from when ships began to be separated into specialist classes and national navies were established. By the French Revolutionary Wars of the late 18th century, effective naval convoy tactics had been developed to ward off pirates and privateers. Some convoys contained several hundred merchant ships. The most enduring system of convoys were the Spanish treasure fleets, that sailed from the 1520s until 1790. When merchant ships sailed independently, a privateer could cruise a shipping lane and capture ships as they passed. Ships sailing in convoy presented a much smaller target: a convoy was as hard to find as a single ship. Even if the privateer found a convoy and the wind was favourable for an attack, it could hope to capture only a handful of ships before the rest managed to escape, and a small escort of warships could easily thwart it. As a result of the convoy system's effectiveness, wartime insurance premiums were consistently lower for ships that sailed in convoys. Many naval battles in the Age of Sail were fought around convoys, including: The Battle of Portland (1653) The Battle of Ushant (1781) The Battle of Dogger Bank (1781) The Glorious First of June (1794) The Battle of Pulo Aura (1804) By the end of the Napoleonic Wars the Royal Navy had in place a sophisticated convoy system to protect merchant ships. Losses of ships travelling out of convoy however were so high that no merchant ship was allowed to sail unescorted. World War IIn the early 20th century, the dreadnought changed the balance of power in convoy battles. Steaming faster than merchant ships and firing at long ranges, a single battleship could destroy many ships in a convoy before the others could scatter over the horizon. To protect a convoy against a capital ship required providing it with an escort of another capital ship, at very high opportunity cost (i.e. potentially tying down multiple capital ships to defend different convoys against one opponent ship). Battleships were the main reason that the British Admiralty did not adopt convoy tactics at the start of the first Battle of the Atlantic in World War I. But the German capital ships had been bottled up in the North Sea, and the main threat to shipping came from U-boats. From a tactical point of view, World War I–era submarines were similar to privateers in the age of sail: only a little faster than the merchant ships they were attacking, and capable of sinking only a small number of vessels in a convoy because of their limited supply of torpedoes and shells. The Admiralty took a long time to respond to this change in the tactical position, and in April 1917 convoy was trialed, before being officially introduced in the Atlantic in September 1917. Other arguments against convoy were raised. The primary issue was the loss of productivity, as merchant shipping in convoy has to travel at the speed of the slowest vessel in the convoy and spent a considerable amount of time in ports waiting for the next convoy to depart. Further, large convoys were thought to overload port resources. Actual analysis of shipping losses in World War I disproved all these arguments, at least so far as they applied to transatlantic and other long-distance traffic. Ships sailing in convoys were far less likely to be sunk, even when not provided with any escort at all. The loss of productivity due to convoy delays was small compared with the loss of productivity due to ships being sunk. Ports could deal more easily with convoys because they tended to arrive on schedule and so loading and unloading could be planned. In his book On the Psychology of Military Incompetence, Norman Dixon suggested that the hostility towards convoys in the naval establishment were in part caused by a (sub-conscious) perception of convoys as effeminating, due to warships having to care for civilian merchant ships. Convoy duty also exposes the escorting warships to the sometimes hazardous conditions of the North Atlantic, with only rare occurrences of visible achievement (i.e. fending off a submarine assault).
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Post by JagdFlanker on Dec 25, 2015 18:10:02 GMT -6
i edited it with the save
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Post by JagdFlanker on Dec 25, 2015 17:08:17 GMT -6
The values will be recalculated to your current tech level when you open the design. You might have better tech, and the time difference will also mean things have been invented in the mean time. Open one of your own designs from a couple of years back and you'll see the same thing. that is a rebuild screenshot - the machinery and armour are all greyed out in the pic i have a save game from a few years later and i still havn't done a rebuild on the ship yet - attached
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Post by JagdFlanker on Dec 25, 2015 10:14:39 GMT -6
just seized a russian B from that war and it has 2500t unused
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Post by JagdFlanker on Dec 25, 2015 9:57:48 GMT -6
sorry, that was the save before i ended the turn, accepted the fleet battle, and got the message. this is the save after i entered into battle
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Post by JagdFlanker on Dec 25, 2015 9:54:24 GMT -6
accepted a fleet battle with russia, got this message. save game attached
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