|
Post by generalvikus on Dec 28, 2019 2:00:06 GMT -6
Sure thing. I'm currently starting a game for an AAR in which I intend to RP as the Royal Navy and preserve the treaties for as long as possible; I think it'll be the first AAR with this excellent mod, so I hope you'll like it.
Another minor note on the added ships: as far as I can find out, the Iron Duke class should be equipped with 12 6 inch secondaries in casemates instead of the current 16 4 inch guns. As they were initially designed with 2.5 inches of deck armour and then given some ad - hoc upgrades around the magazines after Jutland, it may be better to start them off with 2.5 inches and the 'additional deck armour' refit if that's possible, though I don't know what exactly that does - but if not the current setup is probably about accurate.
|
|
|
Post by seawolf on Jan 7, 2020 15:06:17 GMT -6
So when I do the next round of polish the ships will have pictures
|
|
|
Post by dorn on Jan 7, 2020 15:19:46 GMT -6
So when I do the next round of polish the ships will have pictures How do you create these pictures?
|
|
|
Post by seawolf on Jan 7, 2020 16:43:48 GMT -6
So when I do the next round of polish the ships will have pictures How do you create these pictures? They're from Navypedia
|
|
|
Post by generalvikus on Jan 10, 2020 2:43:01 GMT -6
So when I do the next round of polish the ships will have pictures I note that this version of Nelson has increased to what I presume is the displacement at which you could construct it in - game. How extensive are the changes to be expected in the next round of polish? I'd like to know whether to start working on my AAR game or start fresh with the next update.
|
|
|
Post by seawolf on Jan 10, 2020 10:25:18 GMT -6
So when I do the next round of polish the ships will have pictures I note that this version of Nelson has increased to what I presume is the displacement at which you could construct it in - game. How extensive are the changes to be expected in the next round of polish? I'd like to know whether to start working on my AAR game or start fresh with the next update. Pretty significant 1. Redoing of starting tech 2. Redoing of some ships and rosters (making them buildable and improving accuracy of rosters) 3. Ship pictures 4. Starting aircraft 5. Redoing budgets for no WNT 6. Changing armour to commission time accuracy However, I cannot guarantee this will be done soon. Instead of one big update I may roll it out over time
|
|
|
Post by sealord on Jan 11, 2020 8:06:28 GMT -6
Hi Seawolf.
I am playing the 1922 no WNT game with the Royal Navy and I have found that there is no 16" guns researched so I can't design other capital ships with these guns. Don't know if you are aware of this. Otherwise a great scenario.
|
|
|
Post by sealord on Jan 14, 2020 11:04:42 GMT -6
Here's an update to to the 1922 no WNT, no Versailles treaty by Seawolf. I have just declared war on Germany and my first action was with destroyers. Imagine my horror when the German destroyers all had 6" guns. Surely some mistake here I thought. Not only that but Germany is building an unbelievable amount of capital ships. Some 11 battlecruisers and 7 battleships among several light cruisers and corvettes. Now my budget is larger but there is no way I could afford to build that amount of ships. Is this a bug or is the A.I cheating? Has anybody else come across this. I think I'm going to stop this game and try your version with the 1922 WNT. Shame really as I was really looking forward to this what if scenario.
|
|
|
Post by seawolf on Jan 14, 2020 11:38:31 GMT -6
Here's an update to to the 1922 no WNT, no Versailles treaty by Seawolf. I have just declared war on Germany and my first action was with destroyers. Imagine my horror when the German destroyers all had 6" guns. Surely some mistake here I thought. Not only that but Germany is building an unbelievable amount of capital ships. Some 11 battlecruisers and 7 battleships among several light cruisers and corvettes. Now my budget is larger but there is no way I could afford to build that amount of ships. Is this a bug or is the A.I cheating? Has anybody else come across this. I think I'm going to stop this game and try your version with the 1922 WNT. Shame really as I was really looking forward to this what if scenario. 6 inch guns are accurate. They also have a strong tendency to flash fire making german destroyers pop off like british battlecruisers. Budgets are kind of messed up but its first on my list of things to fix. The AI is not cheating, my guess is Germany is just allocating their funding differently, BUT their budget is to high overall
|
|
|
Post by sealord on Jan 14, 2020 13:48:18 GMT -6
Ah .I think your referring to the 1936 German destroyer designs. The conflict in my game is taking place in 1926 so I was a little taken aback by these being around this early. Anyway is there any chance you could also fix the 16" gun being not available for the Royal Navy when you fix the budgets. Regards.
|
|
|
Post by seawolf on Jan 14, 2020 16:32:40 GMT -6
Ah .I think your referring to the 1936 German destroyer designs. The conflict in my game is taking place in 1926 so I was a little taken aback by these being around this early. Anyway is there any chance you could also fix the 16" gun being not available for the Royal Navy when you fix the budgets. Regards. Budgets, starting research, and starting guns are all being done together. Probably done this weekend
|
|
|
Post by generalvikus on Jan 14, 2020 22:23:39 GMT -6
seawolf If you're interested, I've recently dug up some historical data for budgets and national resources you could use for both 1900 and 1920.
|
|
|
Post by seawolf on Jan 14, 2020 23:28:01 GMT -6
seawolf If you're interested, I've recently dug up some historical data for budgets and national resources you could use for both 1900 and 1920. Thanks but the problem is that historical budgets do not equal historical balance. I try for close accuracy in most other parts of the mod but for budgets my focus is balance. Someone could, however, take that and make a mod that randomly creates historical fleets based on historical budgets
|
|
|
Post by generalvikus on Jan 15, 2020 2:11:53 GMT -6
seawolf If you're interested, I've recently dug up some historical data for budgets and national resources you could use for both 1900 and 1920. Thanks but the problem is that historical budgets do not equal historical balance. I try for close accuracy in most other parts of the mod but for budgets my focus is balance. Someone could, however, take that and make a mod that randomly creates historical fleets based on historical budgets By historical balance, what do you mean - capacity for historical construction over time? If so, how does that requirement differ from historical budgets, and what alternative do you use?
|
|
|
Post by wlbjork on Jan 15, 2020 2:51:23 GMT -6
From what I've seen, the cost of ships in game doesn't match up with real life costs, even by proportion. Difficult to be certain as RL costs are often given without armament. Pretty sure the monthly operating costs are even worse.
|
|