|
Post by cleveland on Jul 14, 2015 11:04:11 GMT -6
Declining major fleet engagements might also entail loss of prestige and/or unrest (mutinous sailors bored at port)
|
|
|
Post by Fredrik W on Jul 15, 2015 9:22:34 GMT -6
Quoting someone else from another forum talking about RTW: "Battleship engagement: the French fleet hides in shame! +50 VP for Britain Battleship engagement: the French fleet hides in shame! +50 VP for Britain Battleship engagement: the French fleet hides in shame! +50 VP for Britain A British destroyer on a one-ship mission to blow up a 12" coastal battery in the middle of the night, during a storm, while being chased by the entire French fleet gets torpedoed on the way home! +1350 VP for France I really think the penalty for declining fleet engagements repeatedly should be higher and there should a check to see if coastal bombardment missions are even possible." A few others also reported getting impossible bombardment missions, e.g.: i.imgur.com/GSOfUr7.pngFinally, there was some talk about ships only ever firing 1 torpedo mount per attack run. E.g. if you have a DD with 2 single port torpedo tubes it will run in, fire a single torpedo and run off - possibly to repeat this, rather than popping off both torpedoes. About torpedo firing. The game is made to simulate torpedo firing in this time period, and spreads and salvo firing wasn't as far developed then. Most mounts were single mounts and were fired individually, with little coordination. You will notice that when you have developed multiple mounts, there will be a tendency for torpedo salvoes to be larger.
|
|
jma286
Junior Member
Posts: 97
|
Post by jma286 on Jul 15, 2015 9:51:30 GMT -6
The only bug I've noticed is that ships which become crippled sometimes have their design speeds reduced to 3 knots. This has zero impact on the battle(since the ships are sinking and can't move anyway), but it cuts down the number of points you get from sinking them(for example, from 80,000 to 60,000 in the case of a BC with a design speed of 26 knots).
|
|
|
Post by darkrenown on Jul 15, 2015 10:12:06 GMT -6
About torpedo firing. The game is made to simulate torpedo firing in this time period, and spreads and salvo firing wasn't as far developed then. Most mounts were single mounts and were fired individually, with little coordination. You will notice that when you have developed multiple mounts, there will be a tendency for torpedo salvoes to be larger. I see. Does coordination between mounts increase with tech, or does the salvo size increase only because individual mounts fire more fish?
|
|
|
Post by eisenengel on Jul 15, 2015 11:36:54 GMT -6
1) Under certain circumstances it is possible to get around paying the design fee for a new class. I'm not entirely sure (only did it accidentally), but I think it has to do with agreeing to pay the fee but then canceling out when it tells you that you don't have enough money. Ship still gets build, no design fee.
2) Formations that start under AI control and out of sight in a scenario (so for example during a coastal raid) that are taken under player control later in the game don't get movement arrows. Makes coordination a little difficult when I comandee-, er, politely request their assistance.
|
|
|
Post by Fredrik W on Jul 15, 2015 11:55:36 GMT -6
About torpedo firing. The game is made to simulate torpedo firing in this time period, and spreads and salvo firing wasn't as far developed then. Most mounts were single mounts and were fired individually, with little coordination. You will notice that when you have developed multiple mounts, there will be a tendency for torpedo salvoes to be larger. I see. Does coordination between mounts increase with tech, or does the salvo size increase only because individual mounts fire more fish? It gets better with multiple tubes, but torpedo training helps too.
|
|
|
Post by darkrenown on Jul 15, 2015 17:20:03 GMT -6
I set Austrian decks to be white in prefs, and while Austrian decks are indeed white so too are the decks of all foreign ships when looking at their designs.
Also: Got a Destroyer action as Austria vs France with a Bombard target objective. The battle was in the Med, but the Bombardment target was Shanghai.
|
|
|
Post by ussdefiant on Jul 15, 2015 21:55:54 GMT -6
i've got three problems with this Russia game i'm doing right now: 1) The autogenned legacy fleet + the autodesigner near the start of the game have a tendency to make a CL thats' 5200 tons, 8 6-inchers, and 24 3-inchers. Trying to actually save a design of that type gets me a message that the number of 3-inchers is absolutely too much. 2)I'm unable to rebuild my pre-dreads when i've got a treaty going on, since they're all above the 12k-ton and 10-inch gun limit and the designer says No to me saving a rebuild design, whether i'm redoing the engines to crank them up a knot or just replacing the fire control. I thought rebuilding your above-limit stuff was always allowed? 3)When i get into a war with France, mission generation gets all weird and i tend to get treated to several error boxes saying: No war mission found for Home area battle. Enemy: France and then i sometimes get this wacky mission location: imgur.com/F3FPaYS .
|
|
|
Post by Fredrik W on Jul 16, 2015 8:50:30 GMT -6
i've got three problems with this Russia game i'm doing right now: 1) The autogenned legacy fleet + the autodesigner near the start of the game have a tendency to make a CL thats' 5200 tons, 8 6-inchers, and 24 3-inchers. Trying to actually save a design of that type gets me a message that the number of 3-inchers is absolutely too much. One or two of the legacy designs are not legal in the editor. The navy design board has changed its mind and won't allow those old fashioned designs anymore. 2)I'm unable to rebuild my pre-dreads when i've got a treaty going on, since they're all above the 12k-ton and 10-inch gun limit and the designer says No to me saving a rebuild design, whether i'm redoing the engines to crank them up a knot or just replacing the fire control. I thought rebuilding your above-limit stuff was always allowed? Yes, it's a bug, thanks!
|
|
|
Post by elouda on Jul 16, 2015 9:17:58 GMT -6
Displacements of 51,000-52,000 (the maximum allowed) tons generate some strange numbers for horsepower required, or alternatively just throw outright errors. For example, 51,500t and 25 knots gives an HP of 85,700, while 26 knots gives 47,600. This does not seem to happen at all below 51k, and after that the curves seem sensible.
|
|
|
Post by andrew on Jul 16, 2015 9:28:51 GMT -6
I think I found a bug as well. If I exit the tactical scenario by clicking end game on the SAI interface, even in the middle of a losing battle, it simply says that the battle was a draw and awards 0 VP for both sides.
|
|
|
Post by brucesim2003 on Jul 16, 2015 19:33:56 GMT -6
I've just had a raider interned even though I have bases in it's operating area. I was blockaded at the time. so don't know if that has anything to do with it.
|
|
saros
New Member
Posts: 13
|
Post by saros on Jul 17, 2015 2:07:47 GMT -6
I had a bug where fighting a battle off the British coast as the Germans Harwich was set to a German base. This caused a bunch of issues with damaged ships trying to withdraw there and getting fouled up in the minefield exclusion zone.
|
|
|
Post by brucesim2003 on Jul 17, 2015 2:37:50 GMT -6
Another apparent bug. Playing USA. Basing capacity 25 (I hold Sardinia). Total forces in the med 1 BC, 1CL, 6x DD, total value 18. Plus 1 CL raiding. Kept getting reports that my ships in the med exceed basing. And then raider scuttles due to lack of fuel.
1: Why is it saying the med squadron is too big? End if you count the raiding CL the fleet comes to a value of 21. 2: Why did the raider scuttle? There was a friendly base to go to. And even if there wasn't, it could have interned in France.
Cheers
Bruce
|
|
|
Post by darkrenown on Jul 17, 2015 2:46:38 GMT -6
I was designing a 40KT BB and wondered how far I could push up the speed before it got reclassed as a BC (as this threshold seems to change with time) I would push it up one knot, starting at 25 as that had been the cutoff the last time I tried this and hit check design and then repeat. When I pushed it to 32 knots I got an error message about engine weigh being invalid a bunch of times and then the speed reset to 0. I tried to repeat this, but ti didn't happen and instead the design was reclassed as a BC at 31 knots.
|
|