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Post by marauder on Jan 4, 2018 14:43:00 GMT -6
AP shell hits to the superstructure and even near misses can cause splinter damage to the hull, gun crews and machinery. At least 2 inches of deck armour/belt armour completely prevents this from happening as far as I know.
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Post by marauder on Dec 5, 2017 11:38:00 GMT -6
Strange, I can't and I have the beta patch. From my experiences, 7" and 8" guns on protected cruisers are restricted to the A and Y turret position and only up to double turrets. 9" and over, up to 13", are restricted to a single gun in either the A or Y position. Regarding the French; normally the AI is allowed to cheat the design system a bit during legacy fleet creation to allow for the construction of historical oddballs that would be illegal designs otherwise. The French AI is probably trying to create a new class based on one of their 7" legacy cruiser designs, which is not legal anymore, but the AI has no way of knowing that and just keeps trying. Maybe RtW2 could have special ship design files that are disabled after the legacy fleets have been created to stop this from happening? Somewhat related, I just started up a game as France with an AI legacy fleet and noticed that both 7" cruiser designs I started with don't have any fire control positions.
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Post by marauder on Oct 9, 2017 11:27:33 GMT -6
the last few games i started using AMCs a lot and it looks like there's definitely some issue with how raider battles are generated basically 50% of the battles generated have both the ships spawning right beside each other and one or both ships starting at 0kts I believe this is a feature unique to AMCs. AMC lets the enemy approach to inspect what they believe to be a normal, unarmed merchant when it suddenly reveals guns and starts firing. The non-AMC ship is "surprised" for a few turns and gets a few debuffs I think.
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Post by marauder on Sept 8, 2017 15:23:14 GMT -6
I found a way to make coastal forts have larger guns just now, works like a charm. Apparently the game is hardcoded to only use the coastal battery design files that came with the installation. So, adding custom batteries does not work at all. If you remove an existing battery from the IDes folder, the related fort stays present in the Build Fort menu but throws an error when you actually try to select it.
Solution ; you have to edit an existing design file, and you can edit the file in any way you like, but only as long as you don't change the filename. For example, I just turned my "14 in coastal battery in turrets" into an 18" battery by simply changing the gun caliber to 18. The Build Fort menu still shows it as 14 in coastal battery in turrets, as does the Coastal Fortifications tab, but double-clicking on the battery shows that it's actually armed with 18" guns.
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Post by marauder on Jun 26, 2017 15:10:24 GMT -6
I'd like some more variety in the minefields present in the game, since at the moment all we have those little circles a few hundred yards in diameter. I think it would be nice if the shape was randomized a bit. Maybe not randomly generated, but having the RNG choose from a few available patterns like rectangles or long lines could spice things up a bit, especially if only a small portion of the field is revealed when one of your ships strikes a mine.
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Post by marauder on Jun 25, 2017 14:52:57 GMT -6
Questions...questions What decides about the speed (in turns) of completing ships in yards? Playing CSA I can enlarge my dock but apparently USA and UK still build ships faster (my own designs have shorter building times in their yards and also in USA cheaper.) Several nations have modifiers that affect the speed of ships being built. The CSA, for example, has the "Undeveloped Shipbuilding Industry" trait that increases the building time for every ship and also makes negative events like ships being overweight or too slow when commisioned more likely. The USA have no modifier and so they have the standard time for building ships, and Great Britain has the "Efficient Shipbuilding Industry" trait, which reduces building time and makes positive events more likely I believe. The "Poor Education" trait also affects building speeds and worsens overall crew quality. After several years, a nation will eventually lose the "Undeveloped Shipbuilding Industry" trait. No idea how many years it takes or if building all your ships yourself speeds the process up or not.
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Post by marauder on Jun 23, 2017 9:53:06 GMT -6
Judging from the "Time elapsed" counter at the bottom of the screen this happened just as the scenario ended, right? I think that kind of event doesn't actually need a submarine in the area, just like the "strikes a mine while returning to port" event doesn't need a minefield nearby. I could also be completely wrong, of course.
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Post by marauder on May 12, 2017 11:21:00 GMT -6
I really like that idea, I'd be all for it. Maybe you as the player could have a limited number of points that you could assign. For example, restricting battleships would cost 1 point, completely forbidding them would cost 3? Those points should obviously be very limited but guarantee, or at least increase the likelyhood of the selected choice being selected. And two other unrelated things that I just thought of; 1) At the moment, intel effort only provides data about the nation you're spying on, occasionally blueprints and rarely you steal some tech. I think that a nice way of expanding the intel feature would be to increase chances of raider interception and reports about where the enemy has their fleets/capital ships stationed. 2) Maybe there could be an option to build airfields in colonies later in the game once carriers are unlocked? They could increase the likelyhood of getting air support in area they're built in, increase chances of getting battles due to recon and maybe sink a few merchants here and there.
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Post by marauder on Apr 1, 2017 11:34:57 GMT -6
Once I was involved in a cruiser battle mission with Italy as Austria-Hungary in 1905. My 2 CLs spent the entire scenario steaming in circles because I couldn't find any hostile ships, not even report from merchants or patrols were coming in. When the timer reached maximum, I fully expected a Draw, but the operation was counted as Major Victory instead as I had apparently sunk a battleship. I checked the B's damage log and behold, it passed one of the two submarines I had in the area while it was steaming back to port and got nailed by two torps which caused heavy flooding and the poor thing sank in only 10 minutes. I have a bit more respect for SSCs after this, both my own and the enemy as I imagine this can go both ways.
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Post by marauder on Feb 22, 2017 22:43:30 GMT -6
So, Russia just collapsed in revolution and I was offered a ship as reparations. Took a shiny new BCs and was about to refit her with better fire control and oil-firing when the game dialogue pops up and tell me that long-ranged ships can't have cramped accomodations. The problem I'm having now is that I simply can't refit this thing due to the mentioned error. It would be nice if the players was able to modify the range when refitting in RtW2. Maybe not upwards, but at least down from Extreme or Long to Medium or Short. Guess I'll just have to scrap this thing now, oh well.
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Post by marauder on Dec 28, 2016 19:56:04 GMT -6
While taking a look around the Bnat file in the Data folder of the game a few minutes ago, I saw a tag that I either missed completely the last few times or that has just recently been added in an update. The tag in question is "Isolationist=0" listed for both Italy and Great Britain and set to 0 for both nations. Now my question is, does anyone know if the tag does anything or when it was added? Or maybe a leftover bit of code from a pre-release version of RtW or SaI?
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Post by marauder on Oct 1, 2016 15:06:27 GMT -6
Not sure if this has been suggested before, but here goes. I think it would be nice if there was a random event that allowed us to sell ships to minor navies instead of scrapping them. In exchange for a larger sum of money there could be a danger of leaking technology depending on how old the ship is/how recently it has been modernized. The chance of getting this event could also depend on how modern the ship is, because I doubt that even a minor navy would bother with buying a pre-dread in 1930.
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Post by marauder on Sept 15, 2016 16:50:38 GMT -6
I'm playing 1.33b3 with Varied Tech on. I've played 2 games that had the modifier which reduces gun penetration across the board, and both times the values reset to normal after researching the Stable Explosive Filler technology. I've reloaded the saves multiple times and every time the Stable Explosive Filler tech was the cause for the reset. I don't believe this is intended?
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Post by marauder on Sept 12, 2016 8:58:14 GMT -6
Today I resumed one of my saved games with the low penetration modifier that I mentioned earlier in this thread and noticed something strange. When I checked pen on the 15" gun BC I was about to order, I saw that the penetration had jumped back up to standard values you'd find in a non-varied tech game. It wasn't just the 15" guns, but every gun in the game. The 12" guns jumped from 6.1" to 10.5" at 5000 yards, for example. So I reloaded my save and kept an eye on the gun data after every tech advance. Turns out that researching the Stable Explosive Filler technology nullifies the low penetration modifier.
I don't know if this is intended or not(probably not), so I'll post it here instead of the bug report thread for now.
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Post by marauder on Sept 9, 2016 10:03:53 GMT -6
Something I've noticed while playing with Varied Technology is that sometimes when I start a new game, the penetration on all guns will be quite a bit lower than usual. For example, the usual 6.4" penetration on the -1 quality 12" gun is now 5.2"(or something similiar to that, I don't remember the exact number). Developements in AP shell technology didn't really "fix" it, the values always were a few inches below the standard values you'd get in a game without Varied Tech. This sure made early battles drag on, with most of them ending inconclusive, save for the odd torpedo kill or fire raging out of control here and there.
Now what interests me is if anyone here has noticed the same, or maybe even an increase in penetration right at the game start?
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