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Post by Sven on Jun 29, 2015 2:32:48 GMT -6
Regarding your legacy fleet. Since you design them with the normal design process, which technological level can you use? Will all of your ships be build using technology available in 1900 or will they be build at a lower tech level? (1890 was different than 1900 with regard to ship designs).
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Post by bshaftoe on Jun 29, 2015 2:54:52 GMT -6
Great news!!! Count with my support!
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Post by Sven on Jun 29, 2015 4:28:06 GMT -6
In the rtw manual it is said that the world is divided into 11 areas. Which areas would that be?
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Post by kasuga on Jun 29, 2015 5:01:33 GMT -6
Great news!!! Thanks for the info and the manuals, they are an interesting read. Ummm any clue about price??? i need see how is my "black account that my lord cant track" around SAI price??? Again thanks and good luck. PD: i read the manual and dont see nothing about sell old ships, only scrap them... and no options to transfer ships to another nation??? ala Goeben for example.
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swl295
Junior Member
Posts: 94
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Post by swl295 on Jun 29, 2015 6:01:13 GMT -6
I agree. This looks like it will be a well-rounded game, with lots of options depending upon nation played as well as the current events as they unfold in the game. It looks like there will be a lot of specific designs developed depending upon roles envisioned--and what is really exciting is, these roles could suddenly change to varying degrees with the acquisition of overseas possessions or other events (treaties, etc.).
I think this is going to be a tremendous gaming experience with tons of strategic options. I am sure I will get my hindquarters handed to me multiple times by the AI!
One question: The manual implies in one or two spots that the gameplay goes beyond 1920. Does it? Is there a hard-stop in 1920 (i.e., each game consists of 240 turns)? Or is the end date event driven?
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Post by ccip on Jun 29, 2015 10:11:03 GMT -6
Actually, if I may recommend one thing to add to the manual - would it be possible to include a list of nations, ships, operational areas, and facts like length of the campaign game or length/time limit for battles?
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swl295
Junior Member
Posts: 94
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Post by swl295 on Jun 29, 2015 12:48:56 GMT -6
I would hope battle time limits would be as long as the combatants remained in visual range plus some sort of established time limit (e.g., one hour) or maybe even a random factor.
Enjoyed the manual...only 11 days to go!
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Post by gornik on Jun 29, 2015 15:03:00 GMT -6
Manual cleared some things I was curious about, thank you! Now waiting for release...
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Post by randomizer on Jun 30, 2015 12:04:36 GMT -6
Actually, if I may recommend one thing to add to the manual - would it be possible to include a list of nations, ships, operational areas, and facts like length of the campaign game or length/time limit for battles? Actually, that's several things although I do not believe that the manual was ever intended to be used as a stand-alone reference but to be read in conjunction with the game running where most of that information is easily accessed. As for listing the "ships" since all are generated either by the computer or the Player when starting a new game, listing them in the manual is really impossible. During testing I do not ever recall a situation where the scenario time expired during the action and was insufficient although the exact length of time allotted escapes me at this time. Sorry for the delay in responding but adding additional copy to the manual at this stage is probably impractical. The campaign runs past 1920 but you can be dismissed for cause or choose to retire and so end it early. Thanks
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Post by ccip on Jun 30, 2015 12:31:43 GMT -6
That's fair enough I suppose! Although sometimes it can be helpful - in SAI for instance, it didn't occur to me at first that the turn length affected the operational time limit, and for RJW at first I didn't quite realize the sheer size of the theatre (which made my first efforts at cruiser operations or evacuation of Port Arthur a pretty head-scratching failure on the first try). I know the manual doesn't really need to cover that, though that kind of concrete data can be handy in learning the game and planning ahead.
Beyond some of my first-time problems in RJW I've never had problems with time limits either in SAI, so I'm certainly not worried about it in RTW!
One other thing that I was happy to read is the possibility of choosing to play with a realistically unbalanced budget for smaller nations. For some reason, SAI has always been a game where I've always turned on every realistic handicap that applied!
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Post by Sven on Jul 1, 2015 3:28:07 GMT -6
How do you get AMCs in wartime? Do you design them or do you buy them in wartime?
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Post by Sven on Jul 1, 2015 3:46:17 GMT -6
Speculation on national characteristics Efficient shipbuilding: England, USA, Germany Undeveloped shipbuilding: Russia, Japan Global naval power: England Cautious: Italy, Austria Poor education: Russia, Italy Liberal democracy: France, USA Autocracy: Russia, Germany, Austria Surprise attack: Japan Inconsistent naval policy: France Attention to detail: Germany (USA?) Technology leader: England Hidden faults: England ( others?) My two cents
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Post by kasuga on Jul 1, 2015 5:16:12 GMT -6
Talking about manual... maybe out of manual you can add a "Naval engenier guide" to help using the designing tool... for example what are the class limits (when a DD jumps to CL level or a CA jump to BC...) and what represent every option for the ship.
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Post by randomizer on Jul 1, 2015 9:45:37 GMT -6
Talking about manual... maybe out of manual you can add a "Naval engenier guide" to help using the designing tool... for example what are the class limits (when a DD jumps to CL level or a CA jump to BC...) and what represent every option for the ship. That would spoil the fun! Seriously though, warship design is very much a trial and error evolution coloured with significant national baggage. The ship design program will advise you when a design is illegal or the designation that you have selected for the design is inappropriate. At least part of the issue is that the type distinctions used in the system (and necessary for the AI) evolve as technology advances. This ensures that the arbitrary limits are in effect moving targets. The design dialog should advise you when you have exceeded limits and what those excesses are. For example when RTW begins in 1900, there are no light cruisers ( CL) as such, rather there are armoured cruisers ( CA), which are characterized by having at least some vertical armour and protected cruisers that use the CL designation, which have only horizontal armour. If you try to build something like the huge, expensive RN white elephant HMS Powerful (1895), at 14000+ tons it is too big to be a CL and lacks the belt armour to be a CA. Should you build something similar in the game it will require at least some vertical armour as it is too large to be a protected cruiser, although the real ships had only an armoured deck for protection. The two Powerfuls provide a lesson in false starts and poor designs that the RTW player may repeat at will. These ships were built to directly counter the Russian Rurik and the French Dupey de Lome and where intended to hunt high seas commerce raiders on the high seas where they lived. However, despite their tremendous operating range and reasonable service speed, the ships were obsolete before completion and much too expensive too operate in times of peace. Both went to the breakers long before the ships they were intended to supplement. At some point in RTW you should have researched the light cruiser and this allows you to start building CL's of the the scout cruiser types typical of the Great War and the CA type may fade into obsolescence as it did historically. Or not, there is no intentional historical determinism built into RTW unless you count the national characteristics of the starting nations. Much later in the game you might choose to replicate designs like the British wartime construction programmes Glorious and Courageous Class, big, very fast heavily armed but lightly armoured cruisers. Although thee ships are virtually always listed as battle cruisers, they were in fact light cruisers (officially designated as "Large Light Cruisers") and their captains were paid at light cruiser captain's rates. Once you have developed the technology to build such vessels, RTW will always classify them as BC rather than CL. I submit that giving the game away in the manual somewhat defeats one of the core concepts behind the game, which can be gleaned from the Player Notes and Tips in the manual. You already have the benefit of perfect 20/20 hindsight and the Construction Choices section of the manual provides some important broad-bush design concepts. No comments on the national characteristics speculations above. Thanks.
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Post by Sven on Jul 1, 2015 10:33:59 GMT -6
Did not expect an answer to that. Speculated just to kill time.
Still I would be interested in some clarification regarding AMCs. What puzzles me is the mentioning of ocean liners. No one would construct ocean liners as AMCs in wartime . Maybe you get them via events?
Btw. Do you get little help with the different armor types? Does puzzle me a little too since I am no engineer.
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