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Post by Adseria on Feb 15, 2019 8:21:48 GMT -6
This is a very minor complaint, but...
In RTW1, British submarines are named numerically, with the first being E-1, the next E-2, and so on. However, if E-1 was then sunk, the next submarine would still be E-3, despite E-1 being available again. I've never played any nation other than Britain, but I assume that other nations with a numerical naming scheme have the same problem. It would be nice if submarines used the first available name in the system, even if that name was already used for a boat that has since been sunk.
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Post by bcoopactual on Feb 15, 2019 9:04:30 GMT -6
It does work like that if there is a list of names for the submarines. Then they work just like ships. Several of the nations though just use prefixes for their submarines like Germany. In this case there is a submarine counter in the gamesave# file that counts up from 1 for every submarine ordered. It always goes up and never repeats. You could however, go into the gamesave# file with a text editor and reset the counter to an earlier number if you wanted to. That's what Germany did in the 30's and 60's resetting their U-boat hull numbers to U-1.
To accomplish what you want would currently require you to actually go into the nation's shipname file and manually enter E-1, E-2, E-3....E-100, etc for the submarine names (you also have to change [SSPrefix] to [SS]). However, you are going to see some random variation in the hull numbers just like you would the names with any other class.
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Post by mycophobia on Feb 16, 2019 8:02:09 GMT -6
It may actually be confusing to reused numerical # for sunk ships in some cases. German resetted their sub names between wars because they are essentially restarting their sub fleet from scratch.
If you are situation where you are replacing subs losses in active service, reusing names could easily lead to confusion. (Most ship that will be numbered rather than named are likely ships that are produced in large number and likely will suffer large losses as well) Continuously increasing number also makes it easy to keep track of newer ships. (I believe German in ww2 did not reuse any numbers for their submarines or destoryers, even as they are lost.)
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Post by Adseria on Feb 16, 2019 8:10:44 GMT -6
It may actually be confusing to reused numerical # for sunk ships in some cases. German resetted their sub names between wars because they are essentially restarting their sub fleet from scratch. If you are situation where you are replacing subs losses in active service, reusing names could easily lead to confusion. (Most ship that will be numbered rather than named are likely ships that are produced in large number and likely will suffer large losses as well) Continuously increasing number also makes it easy to keep track of newer ships. (I believe German in ww2 did not reuse any numbers for their submarines or destoryers, even as they are lost.) Maybe so, but I'd still prefer it if we at least got the choice. The way it stands at the moment, you play like that or you don't play at all. It seems more logical to me to re-use numbers to make it easier to keep track of how many submarines you actually have (from a gameplay perspective, rather than a historical one).
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Post by bcoopactual on Feb 16, 2019 8:50:00 GMT -6
Hmmm, I'm not sure there is a great solution for what you want currently (other than using the bottom of the almanac which will tell you how many subs you have and are building but I'm assuming you don't want to open that window to accomplish that.)
If you are using prefixes then you can't just rename a sub to the earlier lost one. For example, if you have 25 subs and lose E-2, when you order the 26th sub (E-26) to replace it the counter in the game save file will turn over to 26. If you rename that sub E-2 and order a new one the counter will turn over to 27 and that sub will be listed as E-27 as it is the 27th sub you've ordered. E-26 will be skipped, you would always be off one from that point.
You would have to rename the sub (E-26 to E-2 in the above example) and then go into the save game file and manually reset the SS counter back to 25.
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Post by Adseria on Feb 16, 2019 9:41:54 GMT -6
Hmmm, I'm not sure there is a great solution for what you want currently (other than using the bottom of the almanac which will tell you how many subs you have and are building but I'm assuming you don't want to open that window to accomplish that.) If you are using prefixes then you can't just rename a sub to the earlier lost one. For example, if you have 25 subs and lose E-2, when you order the 26th sub (E-26) to replace it the counter in the game save file will turn over to 26. If you rename that sub E-2 and order a new one the counter will turn over to 27 and that sub will be listed as E-27 as it is the 27th sub you've ordered. E-26 will be skipped, you would always be off one from that point. You would have to rename the sub (E-26 to E-2 in the above example) and then go into the save game file and manually reset the SS counter back to 25. Yes, that was already mentioned.
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Post by bcoopactual on Feb 16, 2019 16:59:47 GMT -6
Alright then, best of luck.
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Post by aeson on Feb 16, 2019 19:07:11 GMT -6
I don't see any particular benefit to having the game reissue hull numbers for submarines or other ships with serial designations rather than proper names. If I want an accurate idea of the number of ships of a given type that I have in service, I'll either check the Almanac or make use of shift-select and control-select to have the game count the ships up for me. Knowing the highest and lowest hull numbers currently in use just doesn't tell you enough about the completeness of the sequence to give you anything better than an upper limit on the number of vessels of the type you currently have in service, and having the game issue old hull numbers to new construction can only be assumed to correct that after relatively long peaceful periods during which you're building up the fleet and are not taking older vessels out of service. Beyond that, it is arguably the case that allowing the game to reissue disused hull numbers would make things worse - under the current system, I know that the most recently suggested hull number is also the highest number yet issued. Assuming this to be the case when disused hull numbers can be reissued to new construction is unjustified.
Personally, I'd rather see each type of submarine given numbers from a different sequence and counted separately in the Almanac than have disused hull numbers reissued to new construction.
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Post by konstantinua00 on Feb 23, 2019 9:50:33 GMT -6
I have the opposite problem
If I (or sometimes the AI) build too many ships of the same class, I run out of names... I wish the game automatically switched to numbering instead of asking each time for a new name...
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Post by williammiller on Feb 23, 2019 10:23:38 GMT -6
I have the opposite problem If I (or sometimes the AI) build too many ships of the same class, I run out of names... I wish the game automatically switched to numbering instead of asking each time for a new name... In RTW2 there is an 'overflow list' that helps to avoid this situation of too few names.
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Post by Adseria on Feb 23, 2019 11:42:38 GMT -6
I have the opposite problem If I (or sometimes the AI) build too many ships of the same class, I run out of names... I wish the game automatically switched to numbering instead of asking each time for a new name... In RTW2 there is an 'overflow list' that helps to avoid this situation of too few names. How is having an "overflow list" any different from just having a bigger normal list?
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Post by aeson on Feb 23, 2019 13:11:47 GMT -6
How is having an "overflow list" any different from just having a bigger normal list? Presumably, unlike the 'standard' name list, it's not class-specific.
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Post by bcoopactual on Feb 23, 2019 16:50:57 GMT -6
I have the opposite problem If I (or sometimes the AI) build too many ships of the same class, I run out of names... I wish the game automatically switched to numbering instead of asking each time for a new name... What class of ships do you most frequently have that happen?
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Post by rob06waves2018 on Feb 23, 2019 17:44:35 GMT -6
I have the opposite problem If I (or sometimes the AI) build too many ships of the same class, I run out of names... I wish the game automatically switched to numbering instead of asking each time for a new name... What class of ships do you most frequently have that happen? It normally doesn't happen to my fleet but I often get requests for names for MS and AMC from AI nations. The US seems particularly prone to this.
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Post by bcoopactual on Feb 23, 2019 18:08:57 GMT -6
What class of ships do you most frequently have that happen? It normally doesn't happen to my fleet but I often get requests for names for MS and AMC from AI nations. The US seems particularly prone to this. I don't build AMCs but I build a lot of MS so I went and added some names to the AMC list for the USA. One file is the names of the 40 largest US rivers not sharing names with states or major cities and the other is the bird-based names historically used for US minesweepers starting with Lapwing. The two lists add a little over 100 names. If you want, copy and paste them into the USAShipNames file somewhere under the [AMC]. Just don't leave an open space between names. The program treats open spaces like the end of the list. AmericanLargeNonStateNamedRivers.txt (395 B) AmericanMinesweepers.txt (566 B) I know that's not the overall fix they are planning for RTW2 but it might help in RTW1 if the US is the nation you see the problem with most often. Neither group of names is inappropriate for an armed merchant cruiser either in my opinion.
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