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Post by joebob73 on May 26, 2016 22:03:10 GMT -6
Why were 30+ knot minesweepers made impossible? It was nice to have them because they could intercept AMCs or destroyers and allow your bigger ships to focus on more important targets.
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Post by joebob73 on May 4, 2016 13:26:55 GMT -6
Just like there's a "hold torpedo fire" button there should be a "hold main battery fire" button, for those annoying occasions your battleships expend all of their 14" shells shooting at destroyers or clearly sinking enemy ships right before the enemy reenforcements steam into range. That would be nice. The other thing is that when you tell ships to change target, sometimes they don't. Even when the current target isn't as easy to hit as the one you want them to shoot.
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Post by joebob73 on Apr 21, 2016 20:02:59 GMT -6
Still playing this most excellent game . Not sure if these have already been posted, apologies if so: - Have the names work all the way through the name list before starting to be used again. At the moment, it looks like it only takes from the top of the list, so lots of repeated names, and not taking advantage of the names further down the list. - Remove or at least tone down the "Hidden Flaws". Playing as the US, I massacred the British, and playing as the British is a bit unnecessarily frustrating because your ships go boom quite often, particularly later in the game, even with quality turret armour (I lost a whole class of three BBs with 15" turret armour in one battle to flash fire explosions a couple of days ago!). I've played for and against the Brits a few times now, and it just feels like a "we're going to randomly screw you over really badly" factor. Doesn't make a whole lot of sense, given that (with normal resources), the Brits are actually fairly challenging to play, despite their advantages. - A "design archive" where saved designs can be opened and played with? I'm thinking more from the perspective of saving the custom funnel and shape configurations, but could be useful for actual fitout as well. - Not sure if WAD, but you can only have 10 possessions for custom nations. Made modding in a Britain without the Hidden Flaws trickier than necessary (as you have to go into Mapdata and change who owns the various possessions, which would mess up playing vanilla 'my ships go boom' Britain) - Make the base nations easier to mod by giving them a similar setup to custom nations. Understand this is a bit trickier given the game needs a 'default' set of nations to fall back on. None of these are necessary of course, just ideas in case they help . You can mod the "hidden flaws" trait out if you edit your save file I think. Not sure if it's actually affected by the "HiddenFlaws" variable in there though. As I'm sure we've all noticed, flash fires also affect other nations - sometimes excessively so. A few games ago I fought a fleet battle against the Russians and they lost 5 of their battleships to flash fires in about ten minutes (not that I really minded at the time). I'm sure this is just the random generator hitting a bunch of deuces in a row, but wow. FYI: During WW1, ten ships were lost to flash fires. Italy lost two battleships; Japan one battleship plus one battlecruiser; Russia lost one battleship. These were all capital ships. All were at anchor. So it seems, that combat isn't a requirement to go boom in the night. The IJN lost Mutsu in Tokyo Bay during WW2 to a similar boom in the night. Just be grateful that our ships don't go boom in the night at anchor in the game. You can rarely have them go boom at anchor, with a RNGed event similar to the "junior officer has a plan to blow up enemy capital ship" one, except in reverse. Lost a couple CAs to that.
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Post by joebob73 on Apr 16, 2016 23:20:09 GMT -6
On the subject of minesweepers, I built a few with 5 5" guns, 3 centerline and 2 in wing turrets. They were basically 1300 ton destroyers with no torpedo tubes and 34 knot speed. High cost, but they ate through enemy DDs and AMCs. They were also fast enough to escape any light cruisers they encountered if necessary. Only one of the class was lost, to a magazine detonation caused by a 2" shell from an enemy DD that was itself sunk by the minesweeper's last salvo.
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Post by joebob73 on Apr 15, 2016 9:44:11 GMT -6
And most importantly, not having deck armor means you get wrecked by HE splinters. 2" minimum on any heavy combatant will keep that from happening.
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Post by joebob73 on Apr 14, 2016 15:27:33 GMT -6
Is it true that 5" and below secondaries have a much lower explosion chance? That would line up with what I'm seeing from my ships detonating enemy ships. IMO, it really depends on the propellant used and the filler. Here is a short good article from Navweaps on propellants - www.navweaps.com/index_tech/tech-100.htmI meant in the game, but thanks anyways.
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Post by joebob73 on Apr 14, 2016 12:31:15 GMT -6
In these aspects, turrets are no different from casemates in the game. Casemates add some slight protection to the hull compared to secondary turrets. The number of secondary guns do not affect flooding, but their magazines can explode. Is it true that 5" and below secondaries have a much lower explosion chance? That would line up with what I'm seeing from my ships detonating enemy ships.
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Post by joebob73 on Apr 13, 2016 18:34:03 GMT -6
Try reproducing that ship so it says AoN. It's impossible for me even with all tech. Although strange thing are happening in the ship designer ... adding some BE and then removing it again just saved a few hundred tons... Still slightly overweight for me. Here she is showing AoN layout. As a bonus, have my super-cruisers I was using alongside her. Anything she couldn't kill in one round of good solid hits she could easily outrun.
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Post by joebob73 on Apr 12, 2016 18:45:20 GMT -6
It doesn't have true AoN, which is why it it so light. You might have gotten a bit lucky with flotation damage there. The design as built does, the display bug is happening. If it wasn't AoN, she would have sunk instead of sailing along after eating 10 heavy hits to the belt extension.
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Post by joebob73 on Apr 12, 2016 17:04:22 GMT -6
This ship was designed and built in 1915 after my spies stole certain critical technologies, such as All or Nothing armor, from Britain and France. Taking advantage of the year-based restrictions on BC/BB classification, I was able to put 14.5" belt armor, and still reach a speed of 29 knots. There may have been a bug involved, because I don't think TDS level IV is supposed to be possible to get this early, but it happened. Once she was launched, I was greeted with the message "Ship is easily exceeding design speed." So I ended up with a 30 knot BC that had more armor and firepower than most BBs of the time period. She and her 3 sister ships ate the entire German capital fleet in a few quick engagements, often taking upwards of 50 heavy gun hits and not even getting to medium damage once jammed turrets were repaired. The free weight is from opening the design in 1925 after getting many weight-saving technologies. Unfortunately, she would be classed as a BB if built now, and be unable to participate in cruiser actions. However, this class was still a main-line combatant even when I had my docks up to 52k tons, because 14.5" belt on a BC is all kinds of fun.
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Post by joebob73 on Apr 11, 2016 23:58:35 GMT -6
Joebob73, the requirements are pretty specific for AoN even after you get the tech. And there is a minor bug that sometimes prevents the AoN tag from appearing. You might want to take a look at the topic thread titled "AoN Layout". Oh, I know about that. I actually don't have it researched yet. Every auto-build ship I try has belt and deck extension armor.
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Post by joebob73 on Apr 11, 2016 16:24:23 GMT -6
Which research category does All or Nothing armor come from again? Because it's 1924 and I still don't have it.
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Post by joebob73 on Apr 4, 2016 23:30:20 GMT -6
I'm having an issue with the ship information windows. Half of them appears to be cut off and cannot be scrolled, so I can't see any information on which type of fire control a ship has fitted or anything similar unless I open the design window.
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