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Post by JagdFlanker on Dec 24, 2015 18:22:34 GMT -6
i accidentally built an extra wrong ship in the initial ship build phase so i scrapped it hoping i'd get the funds back, but all i got was the scrap return. this forces me to restart the game and start everything from scratch again
it would be nice if in the initial ship build phase if you accidentally build a wrong ship you could delete it and recover the full funds, giving you a better ability to 'sculpt' your initial fleet before it gets locked in when you continue
it would be even better if in any turn you build a wrong ship you could immediately delete it with no penalty as long as you do it before you continue on to the next turn. sometime i press the wrong button and it'd be nice to be able to fix that mistake immediately
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Post by JagdFlanker on Dec 22, 2015 19:09:07 GMT -6
not sure about the 'battle turn away', but as far as 'crossing the T' your best bet is to build faster ships than the AI so you can maneuver your fleet into position to do it. i build 20/21kt B's at game start, and as soon as BCs become available i build 24+kt ships from there on out. i noticed it gives me a lot more opportunities to 'cross the T' in my games - don't know if it increases my results, but it's fun to do haha
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Post by JagdFlanker on Dec 17, 2015 5:12:27 GMT -6
1 torp per tube!
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Post by JagdFlanker on Dec 16, 2015 18:57:50 GMT -6
Hey guys. The other question I have: after some battles I am asked, if the fought ball shall be remembered as a memorial or decisive battle. What happens when I select yes, what when I select no? For what is it good in overall? Thanks so far. there are graphs at the end of your campaign that will show you any decisive battle you selected to remember. from what i have experienced, you can't look at the details of those battles, it just shows the battle name in the graphs. i'd say yes to the battles you won/enjoyed, finish a campaign, and you'l see what i mean
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Post by JagdFlanker on Dec 16, 2015 18:45:15 GMT -6
i'm not sure about the question, but outside of 'you build your ships with however many torp tubes you want within the build rules', all your ships are always fully loaded with torps that have the newest technology for all battles
that's what's great about this game - YOU decide what a typical torp loadout is for all your ships. i put some side torps on all my ships, but i like to stuff as many torp mounts on my DDs as they can handle since they have good speed to put themselves into a position to launch them
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Post by JagdFlanker on Dec 11, 2015 5:09:28 GMT -6
everybody has access to oil in 1920
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Post by JagdFlanker on Dec 9, 2015 20:02:01 GMT -6
a coal burning ship needs men to shovel the coal, so after a length of time at high speed they tire out and the ship starts slowing down
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Post by JagdFlanker on Dec 9, 2015 16:45:06 GMT -6
ah crap, i kept playing and the war is long over haha. next time it happens i'l post the save
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Post by JagdFlanker on Dec 9, 2015 12:29:02 GMT -6
as italy i'v been at war with france for 20 months, and twice including last turn i seized a french BB being built in my shipyards in the middle of the war
france must be trying to build ships in my shipyard when it shouldn't be since the last one had 29 months remaining in it's build
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Post by JagdFlanker on Dec 5, 2015 18:10:30 GMT -6
the download link just opens a new tab with this post for me
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Post by JagdFlanker on Dec 5, 2015 18:03:44 GMT -6
I ordered RtW Thanksgiving Day and, given the size of the operation, was very pleased to receive my key that night, so props on excellent service. Having now completed a couple of playthroughs, I have a few suggestions for things that would have made my life a bit easier. I don't claim to speak for everyone, of course. 1. In the Ship Design screen, I would really prefer to have armor thickness handled the same way as displacement, i.e. a number field into which I can type a value supplemented by increment/decrement arrow buttons, rather than the current dropdown list. This would be much easier to work with when making minor adjustments to fit within a given displacement. you can kinda sorta do this by clicking in the number field, selecting your initial armour thickness, then afterwards you can use the mouse scroll wheel to move up and down the list to make adjustments too funny - i'm the exact same way haha. and i also do that with torp tubes. but also if a super-imposed turret is (/was?) in front of the front turret on the list, the front turret would cut off the super-imposed turret's gun barrels even though they are supposed to be above the front turret that would be freaking amazing! in battle i'm forever slightly adjusting a ship's course just so i can get both turrets to fire at the most extreme angle possible to keep my ship's course as close to the enemy ship's course as possible
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Post by JagdFlanker on Dec 2, 2015 16:17:32 GMT -6
all your ships will become (o)bsolete 10 years after they are built, so what i do right after a war is rebuild any ship that is 7 years into their life so that they are ready for the next war
i very rarely replace machinery since it's expensive, but if i do it i save it for older cruisers at about midgame if you have access to oil and oil-firing engines. these cruisers are great for colony guarding and chasing down raiders, and i don't build anymore cruisers after the first couple years of the game so it's just easier and cheaper for me to rebuild the older ones
B/BB/BC i only upgrade their gun quality and fire control between wars since old capital ships are only good for colony guarding or loading up ship points in a seazone with enemy colonies to bump up your chance of invading it. i don't retire my first B's until almost 1920 when i have enough newer Bx's to compete with the newer enemy ships
DD i never upgrade anything on them, i just do a blank rebuild (open up the ship design for rebuild and saving without changing anything) so they don't become obsolete in the middle of the next war i get dragged into. DDs are cheap to build and their tech is the fastest to advance so i'm never afraid to build a pile of new bigger and better DDs and throw the old ones out in the trash
MS i build 40 at the very beginning of the game and i keep the same ones until the end of the game. i do a blank rebuild on them between every war so they never go obsolete, and they are dirt cheap to rebuild. since i use them all for coastal patrol and you will never use them in battle what's important is the amount that you have, not their capability so just build the cheapest 200t MS you can
and lastly, it's not possible to see the design rules in the game, you need to look at the RtW manual to get them. i figured out the rules by guessing and eventually catching on, i wish the design screen was a little more intuitive in that regard
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Post by JagdFlanker on Nov 29, 2015 17:02:20 GMT -6
hard to say since it's hard to hit anything until you get director fire, but i'd rather throw on a poor higher caliber gun that can be upgraded at the same time i upgrade my fire control over a better lower caliber gun that becomes obsolete faster. so playing any country at game start it's going to be a no-brainer for me to build my first ships in the UK shipyards so my initial B's will be maxed out in tonnage and guns. as long as i 'tiptoe' and don't start any trouble until the ships are all done building (usually within a year so pretty easy to do) i'm going to always get a decent starting fleet this is another one of my 'gamers' - a colony guarding CA with a single dual 13" turret that (mostly) kills anything up to it's size and kills every raider on auto-resolve with ease up to past 1920. at about 1912-ish when i get oil-firing i upgrade it to 30kts and it lasts to end game. i used to make a CA with 2 dual 10" turrets but i found that in most colony/raider battles the enemy runs away from me and i end up chasing it so why bother having a rear turret? so i just threw on the biggest gun on just a front turret and it kills every raider with auto-resolve up until the early 20's when raiders start getting enough speed to escape it (on auto-resolve)
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Post by JagdFlanker on Nov 29, 2015 15:52:46 GMT -6
sounds ok with me - just making sure since that effectively allows every country to start with 13" guns
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Post by JagdFlanker on Nov 29, 2015 14:13:10 GMT -6
a couple things:
i can do a 'blank rebuild' on all my capital ships (open design for rebuild, then immediately save w/o changing anything on the ship) and the cost of rebuilding the ships is SIGNIFICANTLY cheaper than their active service maintenance. i can then put the reconstructions on hold and i can save a LOT of cash for building more ships (between wars), then when tensions get high i can re-commence the rebuilds so the ships come back before hostilities commence. consider making the minimum rebuild cost the same as the ship's active service maintenance - even if the reconstruction is on hold - to prevent gamey-ness
also, if i research better fire control while these ships are on hold the game will allow me to add the new fire control when i recommence the builds, or even better if i already have the new fire control researched i still do the 'blank rebuild' and let the game add the new fire control for the cheap price of 1 month's reconstruction. consider only allowing to add new fire control on newly built ships, and/or having it add more than 1 month's construction, and/or pay an extra cash premium on the extra build time to add new fire control
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