|
Post by merkavaiv on May 27, 2019 13:24:30 GMT -6
Yet another hold over from RTW that needs addressing. Shore bombardment missions that cannot be accomplished with the ships used. Current example: Medium Battle in support of ground forces Invading New Brunswick My order of Battle: 1 Protected Cruiser 4 Destroyers Ships in the Area : 2 BB, 2 B, 6 CA, 12 CL, 37 DD, 4 KE Enemy Order of Battle: ? Enemy Ships in the Area: 1 BB, 2 BC, 1 CA, 3 CL, 8 DD My bombardment target is 13,000+ yards inside the protected edge of the mine field at Saint John, my maximum gun range (on the Protected Cruiser which only has Central firing and thus HORRIBLE long range accuracy) is 12,000 yards. The mission is literally impossible with the ships in question (honestly with the tech level I have currently, I would need one of my newest director equipped BB's to be able to finish this mission currently). Somewhat related to this, I would love to be able to built a post 1900's Royal Navy style Monitor (think Marshall Ney or Erebus class) but the ship designer won't let me. They would be perfect for this mission, and easy to set the code for, just need a check box that lights up for CAs that limits belt/deck armor to no more than 4 inches and speeds to no more than 12 knots and a displacement of no more than 8000 tons (with torpedo bulges though it would be 8500, have you seen the bulges on those ships?!?), but allows a single turret of guns up to 15" or so, and a modest secondary/AA armament.
|
|
|
Post by oldpop2000 on May 27, 2019 13:39:08 GMT -6
I would like to see transistorized electronic equipment and small scale integrated circuits available by 1945 if possible. This will allow us to build better and small radars for land, air and sea.
|
|
|
Post by epsilon19 on May 27, 2019 20:04:02 GMT -6
-Quintuple and maybe sextuple turrets, because making Tillman clones sounds fun. -Up to 10" Autoloader guns -More holdings in South America -Building of land-based Radar and AA installations -The option to change a country's government type after beating them hard enough in exchange for not getting as much in the way of war prizes or holdings -The ability to launch air strikes on currently spotted ships, rather than just reported targets. -The ability to build dedicated floatplane bombers and fighters (a la M6A Seiran, N-3PB Nomad and A6M2-N "Rufe", F4F-3S Wildcatfish, Various Supermarine Spitfire Floatplane variants, N1K1 Kyoufu "Rex"), rather than just recon floatplanes -Super-superfiring turrets, similar to the centerline turrets on the Atlanta-class. -Superfiring wing turrets -The ability to build SSVs
|
|
|
Post by aetreus on May 27, 2019 20:21:18 GMT -6
I would like to see transistorized electronic equipment and small scale integrated circuits available by 1945 if possible. This will allow us to build better and small radars for land, air and sea. Too new for military use. Transistorization didn't begin to arrive in military systems until the late 50's. Making useful transistors was possible by the early 50's but at that point all existing missile and radar systems(Talos/Terrier, Ajax, Sidewinder, Falcon) were still vacuum tube or electromechanical systems and it took several years to develop transistorized improvements to them.
|
|
|
Post by secondcomingofzeno on May 27, 2019 22:41:33 GMT -6
Suggestion, can we bypass the DRM menu once we activate the game? I'd like to just click the icon and 'continue', not have to look at the damned DRM thing every time.
|
|
|
Post by Adseria on May 28, 2019 2:26:45 GMT -6
-Building of land-based Radar and AA installations Not a lot of point in land-based AA, considering that it's only used when something in range comes under attack. I like the idea of land-based radar, though.
|
|
tc27
Junior Member
Posts: 68
|
Post by tc27 on May 28, 2019 9:23:02 GMT -6
Can we have a CL-AA class (or attribute that can be assigned) unlocked once DP guns become common?
Same as CL in every respect but far more likely to be assigned to support or screen capital ships.
|
|
|
Post by oldpop2000 on May 28, 2019 9:30:06 GMT -6
I would like to see transistorized electronic equipment and small scale integrated circuits available by 1945 if possible. This will allow us to build better and small radars for land, air and sea. Too new for military use. Transistorization didn't begin to arrive in military systems until the late 50's. Making useful transistors was possible by the early 50's but at that point all existing missile and radar systems(Talos/Terrier, Ajax, Sidewinder, Falcon) were still vacuum tube or electromechanical systems and it took several years to develop transistorized improvements to them. The first work document for the field-effect transistor was in 1925. In 1934, there was a patent for it. The first mixer diodes for radars were developed during WW2, there is no reason in this game that the same timeline could not be duplicated and military grade electronics such as amplifiers, mixers for receivers could not be accomplished.
|
|
|
Post by rimbecano on May 28, 2019 15:40:52 GMT -6
I have not been able to find any way to check what version of RTW2 I'm running (1.00 vs. 1.01). Could this be added (or could somebody tell me where it is of I've missed it)?
|
|
dang
New Member
Posts: 27
|
Post by dang on May 28, 2019 15:40:52 GMT -6
In airbase duels, the target priority should be changed to de-prioritize airship bases. I've noticed that if you want to win airbase fights, just build airship bases in the area and the AI will pointlessly bomb the airship base along with the airbase that is a real threat.
|
|
|
Post by brygun on May 29, 2019 17:58:45 GMT -6
Suggestion in support of dismounting big ship guns into coastal defenses. Likely implementation could see the big guns (say 10 inch and up) as being reduced in number to offer a popup window "Do you want to use the X of Y inches in a coastal battery?"
Alternatively you could track such dismounted guns in quantity. In the coastal defence build popup a * or marker or (#) beside the choice of the guns could indicate the presence of dismounted guns in the national inventory. If such an inventory presence it would reduce the cost per month to build the emplacement. For simplicity the months to build can be the same as there is still going to need a lot of time on the construction to site to build the barracks, earthworks and so on while the the barrels and breaches were being built in the factories.
As I write the second version is likely easier to code as it uses more of the existing code to determine where the guns are placed.
This is more relevant in RTW2 as we have carrier conversions which can lead to a stock of legacy big guns
|
|
|
Post by cplrumrunner on May 30, 2019 4:40:45 GMT -6
Japan starting funds (Chinese Indemnity) So, I started (and have now restarted) a game as Japan with historical funding and the build legacy fleet option. As such I've now spent several hours researching the turn of the century Japanese navy, IE, the one that would eventually fight in the Russo-Japanese war. Historically, this fleet was almost completely funded by the the £30,000,000 indemnity paid by China after losing the First Sino-Japanese War in 1895. Using the in-game historical budget mechanic, it's basically impossible to accurately recreate the fleet Japan historically had in 1900-1905, because you are stuck with only the money Japan itself has as part of its own economy. I think there should be a mechanic for Japan, whether player or AI controlled, to start with these funds when building its 1900 legacy fleet, and also to hang onto more than the normal amount of funds to spend later in the early game. Personally, I just went into my save file and added what I thought was a fair amount to my funds, but it would be nice if there was a in-game 'balanced' way of simulating this. It seems like it would be a fairly easy thing to add, and then you'd just have a note in the start game screen that one of the bonuses Japan gets is starting with the extra money from the Chinese indemnity. I need to do more research on how this indemnity was actually paid. I'm sure it wasn't a lump sum, but payments, so Japan should start with a big chunk of $$ as well as an enhanced income for the first few years of the game, and then this tapers off as the indemnity is paid, forcing the Japanese player to either expand to get more funding or severely cut back spending.
|
|
|
Post by JagdFlanker on May 30, 2019 6:26:31 GMT -6
I have not been able to find any way to check what version of RTW2 I'm running (1.00 vs. 1.01). Could this be added (or could somebody tell me where it is of I've missed it)? window title bar, top left (opposite side of minimize/maximize/close window buttons)
|
|
|
Post by kmsxkuse on May 30, 2019 14:27:48 GMT -6
I dont know if this has already been suggested but there needs to be a way to recombine air squadrons in the middle of a battle. By the end of a standard battle with my 100 ac carriers, I've got half a dozen tiny 1 or 2 plane squadrons that I would love to recombine with the strike forces.
Also, I wish there was a way to redirect a strike force. The planes should have radios and my CLs acting as armed scouts should be able to radio in the flight groups overhead and redirect them to the 40000 ton BC closing in. I cant count how many times my poor CLs got pummeled into dust by superBCs while 400 planes overhead flew right on by.
|
|
|
Post by rob06waves2018 on May 30, 2019 16:56:44 GMT -6
I dont know if this has already been suggested but there needs to be a way to recombine air squadrons in the middle of a battle. By the end of a standard battle with my 100 ac carriers, I've got half a dozen tiny 1 or 2 plane squadrons that I would love to recombine with the strike forces. Also, I wish there was a way to redirect a strike force. The planes should have radios and my CLs acting as armed scouts should be able to radio in the flight groups overhead and redirect them to the 40000 ton BC closing in. I cant count how many times my poor CLs got pummeled into dust by superBCs while 400 planes overhead flew right on by. This is a good idea in the later game when air radios have been invented. Perhaps it could require a ship (CL and up) to be fitted out as an aircraft controller, separate from a carrier group and with the main force. This would be expensive and the CL a bit rubbish in a gun duel but I think it'd be worth it in the long run.
|
|