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Post by blarglol on May 15, 2023 18:11:13 GMT -6
Has this been...tweaked? It's a bit finicky in RTW2, and oftentimes I have to "detach," a ship, only to take manual control (one of the reasons I usually play Captain mode even though I don't really want to, the other being torpedo usage) and get it safely clear of the battlespace.
Sometimes it seems the AI just has trouble routing clear of danger and often ends up steaming in some very odd directions - such as directly at an enemy coastline, into minefields, where subs are likely, near a pack of undamaged enemy DDs ready to pounce, etc. It would be nice to know that this order is a little better and easier to use in RTW3. Thanks!
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Post by newvet on May 15, 2023 23:06:26 GMT -6
There still seems no way to detach based on speed. Detach is available only upon receiving a set percentage damage. There should be an option to detach when maximum speed drops below xx% of normal. This seems realistic and simple enough to implement. If a ship in a convoy lost power, it was usually left behind and sent home, no?
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Post by seawolf on May 15, 2023 23:12:32 GMT -6
There still seems no way to detach based on speed. Detach is available only upon receiving a set percentage damage. There should be an option to detach when maximum speed drops below xx% of normal. This seems realistic and simple enough to implement. If a ship in a convoy lost power, it was usually left behind and sent home, no? Maybe just 4 knots difference or so to simplify matters?. I’d like to see that.
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Post by arminpfano on May 16, 2023 9:38:32 GMT -6
I see no reason why (at least at Captain´s mode) we shouldn´t be allowed to detach at will. There are plenty of reasons to send one or some ships of a squadron on a special route or mission.
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Post by williammiller on May 16, 2023 11:18:53 GMT -6
This is something we may well revisit after game launch...the main issue for us (the devs) is making sure the AI can *intelligently* make use of the same mechanism as the player considering all the possible combinations/permutations of possible reasons/thresholds for detachment that may exist.
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Post by blarglol on May 16, 2023 18:42:33 GMT -6
This is something we may well revisit after game launch...the main issue for us (the devs) is making sure the AI can *intelligently* make use of the same mechanism as the player considering all the possible combinations/permutations of possible reasons/thresholds for detachment that may exist. Thanks for the info. That makes sense, and I guess the issue is creating some kind of gradient where the AI needs to think "OK, how much more valuable is this damaged ship to me in combat right now, versus how much will it hurt my longer-term war effort if it is lost?"
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Post by dorn on May 16, 2023 23:44:28 GMT -6
This is really difficult as player can make very different choices and can see the right decision instantaneously but having set a limit of conditions for AI is sometimes almost impossible.
I remember playing as Germany with 1920 start having 4 old pre-dreadnoughts. There were under attack from enemy force preventing to get close to my 2 heavily damaged (similar to famous Seydlitz case) modern battleships and my battlecruiser force was still far to intervene immediately. For me it was easy decision to sacrifice these old 4 pre-dreadnoughts to save these 2 most modern battleships in the world. So they stay in the formation as long was possible. For AI such decision is practically impossible and would require AI on level of chess engine.
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Post by newvet on May 17, 2023 0:34:36 GMT -6
I would think that losing 20% of your speed, e.g., going from max 20 knots to 16 knots in Dreadnaught era or 30 knots to 24 later on, could be considered by the AI on par with losing 20% or so of a ship's damage hit points. Just like with damage, there's not an automatic decision to detach, e.g., if in the middle of a battle and the extra firepower is needed.
The AI and the player would need to consider if there is a good chance that the power will be restored soon. But, as with damage, there's still the possibility of bringing a ship back into the fight after detaching it.
Right now, it's very frustrating if a single ship in a division loses significant speed due to an engine hit or mechanical failure but doesn't lose take any significant damage. The ship needs to drag behind until it eventually triggers a detachment warning due to speed difference. But, that can take some time and usually lets a slow ship stay in battle longer than it should.
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Post by markaren on May 19, 2023 20:23:24 GMT -6
It looks like detach works the same as it did in RTW 2 - that is, it sends a ship out of battle for an hour or two before the ship turns around and tries to rejoin the battleline.
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Post by blarglol on May 19, 2023 22:11:49 GMT -6
It looks like detach works the same as it did in RTW 2 - that is, it sends a ship out of battle for an hour or two before the ship turns around and tries to rejoin the battleline. Yeah I noticed....and then they ship water in rough seas, hit mines, get swarmed by prowling enemies, bombed by planes....*sigh*
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Post by alomoes on May 20, 2023 21:21:27 GMT -6
To detatch, you need to go into the division manager, and right click on the ship. I've used it to decent effect, and the ships do go somewhere, but yeah I noticed the AI is a problem. We were right outside NYC, and my ships decided to go more or less in a curve, ending up near the coast. They were fine, but uh.
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Post by brygun on May 22, 2023 6:30:53 GMT -6
Still broken
In a coastal bombardment where I had CA and the enemy CL I sent my tiny slow wooden minesweeper to go home. It left. It came back. NOOOOOoooooo
>>>
AT the very #@#@#( least just give us a squadron order for "RETURN TO BASE" to stop the ridiculous returns and over riding the player
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Post by brygun on May 22, 2023 6:32:30 GMT -6
It looks like detach works the same as it did in RTW 2 - that is, it sends a ship out of battle for an hour or two before the ship turns around and tries to rejoin the battleline. confirmed and annoyed One thing hold me off from buying RTW3 which I now have was whether this crap was still there. Love the game. This >fixable< problem has been around for years. Just let us STOP the return. No it doesn't make sense for the crippled, flooding, flaming or tiny ships to circle back to a huge battle.
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sb
New Member
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Post by sb on May 25, 2023 11:42:21 GMT -6
I just ran into this problem. Fighting a big battle in stormy seas, I tried to detach a couple of BBs that got torpedo damage. They kind of just wandered around aimlessly, shipping water until they foundered. Didn't try to get to port.
What's the best workaround in that situation? Keep manual control of the ships and put them on a course toward a friendly port? Other than "don't run into torpedoes in high seas" which is a lesson I've now absorbed.
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Post by cormallen on May 25, 2023 12:06:04 GMT -6
I just ran into this problem. Fighting a big battle in stormy seas, I tried to detach a couple of BBs that got torpedo damage. They kind of just wandered around aimlessly, shipping water until they foundered. Didn't try to get to port. What's the best workaround in that situation? Keep manual control of the ships and put them on a course toward a friendly port? Other than "don't run into torpedoes in high seas" which is a lesson I've now absorbed. It's not great... I generally prefer playing on "Rear Admiral" mode (as a compromise between raw reality and sensible behaviour by sub units commanded by at least hopefully sensible subordinates) but have taken to playing on Captain simply to allow management of cripples...
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