|
Post by exltcmts on Apr 1, 2021 3:57:59 GMT -6
How can you edit the starting positions to reflect actual historical facts, events and data?
|
|
|
Post by director on Apr 1, 2021 5:22:54 GMT -6
I am not sure what you mean. The starting fleets are generated at game start, either by the game using historical templates or according to your designs. Technological progress and performance of aircraft, guns, munitions and equipment is closely modeled on historical performance.
Battles (missions) are generated using templates of historical actions or just using locations where an action might take place. Your ships (and the ships of the AI) in the seazone are matched up in roughly equal fashion so that you can test your ship designs in combat.
Since the fleets are different in every game you start, there is no true 'historical' start. RtW is actually a ship-design and naval management game with a tactical game tacked on so that you can test your designs and theories of fleet composition in combat. It does not and cannot exactly parallel historical facts, events and data.
|
|
|
Post by palpatine on Apr 1, 2021 6:12:07 GMT -6
He may speak about the possessiins as there are a few non historical things in the 1900 start (Italy's holdings)
I guess this choice was made due to gameplay limitation, i.e. the poor relevance of having in AI spot used by some hat minor adversary.
I for one hope the future expansion has something in store for this but I doubt it.
|
|
|
Post by oldpop2000 on Apr 1, 2021 7:39:42 GMT -6
I am not sure what you mean. The starting fleets are generated at game start, either by the game using historical templates or according to your designs. Technological progress and performance of aircraft, guns, munitions and equipment is closely modeled on historical performance. Battles (missions) are generated using templates of historical actions or just using locations where an action might take place. Your ships (and the ships of the AI) in the seazone are matched up in roughly equal fashion so that you can test your ship designs in combat. Since the fleets are different in every game you start, there is no true 'historical' start. RtW is actually a ship-design and naval management game with a tactical game tacked on so that you can test your designs and theories of fleet composition in combat. It does not and cannot exactly parallel historical facts, events and data. I concur with your statements. This is as you have said, a ship-design and naval management game with the tactical and strategical aspects of the game included to allow a player to test his designs and operational use of the designs. I wish we could include Springsharp in the game to really get deep into ship design but alas that isn't possible. The tactical and strategical side is a virtual side, which is why I don't approve of having kamikaze in the game. But again, I don't have control. As an admiral, you have the same starting layout as any admiral taking control of a fleet. The fleet is already built, some ships are in construction and now you are in control. It has happened this way since the Mycenean and Egyptian Navies. So, now you have to make YOUR decisions as to whether the direction of the fleet ship design and uses is the correct one. You cannot change geography, states are where they are and so are the seas, oceans etc. You have to work with what geology has given you.
|
|
|
Post by seawolf on Apr 2, 2021 0:21:32 GMT -6
How can you edit the starting positions to reflect actual historical facts, events and data? Campaign or Battle? I've modded both to be historical Events, on the other hand, can't be changed
|
|
|
Post by vonfriedman on Apr 2, 2021 1:14:29 GMT -6
seawolf MOD historical battles are a great thing and I hope he will add more. But I would be willing to pay something for an user friendly "scenario editor" that would allow me to simulate the many "what if" I ask myself about almost all the naval battles of WW2.
|
|