You don't need end/extended protection more than about 2-3 inches, it isn't stopping large caliber guns anyways and is enough to stop splinters
Drop secondary protection
Guns below about 5in are worthless for anti surface work, better to have a uniform 6in secondary battery until you need 3in heavy AA guns
>Guns below about 5in are worthless for anti surface work,
Not always, depending on target size they get accuracy penalties and even 5in can get them against small DDs.
so build
KE for Subs
cheap CL for TP and FS
CA /B for main fleet?
I mainly use cheap KE for minesweeping and most of the TP requirement, older DDs sometimes serve in that duty too.
CLs are mostly scouts, screens and some FS. They can be quite nice to keep enemy DDs at CAs are mainly my anchor for CL formations and in large colonial regions they serve in that role too
armor is for pussies, if you have more range and speed than the opponent you will literally never get hit
>t. united 'hidden flaw' kingdom
KEs are pretty cheap for their displacement so you can also use them for foreign station
Light cruisers can also join your main cruiser line if you build them to be able to bully enemy CLs
Bs are your main line, CAs are your fast wing, but CAs will be completely replaced by BCs once you get them
>As will be completely replaced by BCs once you get them
And BCs later by 27 knot BBs.
I'm pretty sure a speed of at least 27 knots is required for BBs to get the fast battleship trait, at least that was the case in RtW2. The battle generator treats all fast battleships like battlecruisers.
>proceeds to fit as many 18 inch main guns on a lightly armored 70k ton hull as possible >mounts as many 17 inch secondaries on it as possible >ignores AA-defences >use the spare rooms for range finders >forgoe torpedo defences, because frick that shit eating tonnage >make it 30 knots fast
KEs are pretty cheap for their displacement so you can also use them for foreign station
Light cruisers can also join your main cruiser line if you build them to be able to bully enemy CLs
Bs are your main line, CAs are your fast wing, but CAs will be completely replaced by BCs once you get them
I really, really like making 6000 ton (pre 1920, 8000 ton post-1920) big boy fleet CLs. I'll build some colonial CLs if I absolutely need to but I prefer using obsolete fleet CLs for that. I very rarely use surface raiders.
This, 5500-6500 Ton CLs can be used for 20+Years early on. These are 12 years old, and some of the proceeding class were launched in 1891, 17 years old and still serving as the fleet screen, with a re-build. After this war, they'll be colonial ships till they literally fall apart at the dock. The division editor really helps here, you can make sure the brand new 28kn CLs are on scout with the BCs, while the older 23 and 25kn CLs can poke along with the BBs and Bs. I will say, the extra tones for 6in guns is typically worth it, but I got 5in 0 early on, and have decided to stick with it for the moment.
Nope, in RtW2 2x2 8" guns was valid as a protected cruiser
1 year ago
Anonymous
In game terms. Does it really matter much what a thing is classified as?
I understood the difference of light vs armoured/heavy cruiser being largely gun size and armor thickness. >though the most common size was 6 inch, the maximum size allowed by the London Naval Treaty for a ship to be considered a light cruiser.
1 year ago
Anonymous
Mostly relevant for the battle generator and AI.
There are some aspects with tech usage, blockade points etc. which also are affected by ship class but those are less relevant.
Nope, in RtW2 2x2 8" guns was valid as a protected cruiser
[...]
just saw these posts, you can still make protected cruisers with 9'' guns but you can't make them 2x2 - two cannons on front and up to 6'' for secondary guns
9'' guns are sufficient to spook anything the AI is willing to make as speed CLs, and you can still keep your 21 month build time so long as you hold onto 9k displacement or less... the main downside to me seems to be that you could just make CAs for a bit more dosh and get access to even bigger guns, more guns, and ~9'' armor, which at least has a chance of stopping something lobbed at it, unlike the CLs 4'' cap
a sneaky advantage of protected cruisers is that they get access to some of the small boat tech benefits, i.e. lower machinery weight, so they have a slightly easier time hitting massive (DD chasing) speeds as time goes on, and CA and CL diverge in their roles
have there been any improvements to airships? IRL they served a lot of roles other than surface vessel spotting, but I think they were supposed to suck a bit in RtW2
for aesthetic reasons I want to be able to spam them and spit on the HTAgays like the cowards they are, but it's not fun if they don't even help spot subs or incoming missiles, and I just can't tell if they're doing the trick
1 year ago
Anonymous
I haven't done a 1890 start but I often used 6000 ton Olympias as the CL compliment to large battleship sized CAs. The way I'm reading this though, you can still do two 8" guns forward? Might be funny to make a torpedo ram CL called Thunder Child
1 year ago
Anonymous
>The way I'm reading this though, you can still do two 8" guns forward?
You can do two 8'' or 9'' guns anywhere, it just has to be two primary gun barrels total across the boat if they are that size. 1x1 or wings should work too once you have appropriate tech for the wing mounts, but I've never tried. Strafing with broadside 9''s would really spook the AI on convoy missions.
>taiho sunk from one torpedo >akagi was rendered completely dead from one bomb >princeton couldn't contain a fire from a single bomb and exploded >meanwhile in-game carriers can take 2 torpedo hits and multiple bombs and limp into port with "medium damage"
Damage depends on a ton of factors like ship and plane design. That's ignoring the poor Japanese DC measures.
As a counter example, the USS Enterrise took 3 penetrating bomb hits during the battle of the eastern solomons. One bomb exploded below the waterline leading to flooding, the second ignited the propellant of a 5 inch gun, the third hit an elevator and started a fire. A fourth bomb was a close enough miss to deform the hull and flight deck.
After an hour the ship resumed air operations, even if primarily landing its returning craft.
And then there's the USS Franklin which constantly took a beating.
Have any of you tried out some properly stupid ships yet with 3?
Like one of the classics was going all in on casemate heavy secondaries forming the bulk of the armament rather than centreline turrets. the downsides are fairly obvious in the complete crap use of tonnage and good luck if you have to fight anywhere with bad weather. But maybe on the upside that's gonna be a lot of deck space to fit anti-air armament.
what should be the ratio of main guns to secondary guns? Is it worth sacrificing secondary weapons to squeeze 1 or 2 extra main weapons, what about calibers, if my main is 12" should i aim for 6" or 8" as my secondary guns?
Pre dreds as a general rule only have 4 main guns (this is why all big guns is one of the defining traits of dreadnought)
Personally I'd recommend 4-6 main guns and as many 6 inches as you can cram on it
Airbase maintenance is cheap, it's totally viable to build airbases everywhere and only move planes into them when it's relevant (ie, keep bases in the Mediterranean, but don't actually put planes there until you're almost at war with Italy). If you try to build airbases everywhere and keep them stocked with squadrons at all times you're gonna be spending a fortune on naval aviation.
>what's the best type of plane for them
For a basic 20 size airbase I put down 8 fighters and 12 maritime patrol bombers, bigger airbases get more fighters and either medium bombers or torpedo bombers for strike >fighters provide CAP both to the airfield itself and nearby naval squadrons you request land based CAP over >maritime patrol aircraft provide ASW and long range search >torpedo bombers dominate early (pre-1940s) strike roles, medium bombers are the first platform that can carry two torpedoes or guided bombs / missiles
You can't tell the ships where to go on the strategic map. How is this best boat game if you can't even tell where your ships go. It's just a random battle generator.
You can though? Arguably declining battles costs too much but it's a button that exists if you don't want to get caught out in the Eastern Med while only having bases in Tunisia or w/e
You can though? Arguably declining battles costs too much but it's a button that exists if you don't want to get caught out in the Eastern Med while only having bases in Tunisia or w/e
I think hes saying that you cant order division x to sail to coordinates x,y on the strategic map which is "true"
It would be good if you could set a role for your fleets to hunt enemy fleets or draw them into battle, akin to what the High Seas Fleet wanted to do in WW1, draw the british into a decisive engagement and defeat them. I hate having these little battles in detail where i am outnumbered and outgunned each occasion, where if i could have drawn the enemy battle fleet out to face mine, i might have stood a chance
>launch a desperate airstrike that ended up having the pilots land at dusk/night >it actually worked and ended up finding one of the italian's crippled carriers while searching at night
It's a shame we can't capture ships.
Does the game have a good "career" mode or something with RPGish with progression?
It's pretty expensive for a 3rd worldpoorgay and I want to know if it really fits my vibe.
It's not RPG progression
Basically you are constantly getting new tech and designing and building new ships, balancing that against the other great powers and fighting wars to get new colonies and territories
It's like Paradox grand strategies or the Total War series except it's focused just on boats and the strategic layer is pretty shallow and only exists for you to have an excuse to get into boat fights
pirate and test it, main focus of the game is naval combat simulation and designing ships, rest is afterthought to create situations to use your fleet.
>Night battle against DDs >Night battle against DDs >Night battle against DDs >Night fleet battle, but the enemy also has tons of DDs
Frick me man. I wish it would at least tell me which time of day the engagement is happening. I don't want to lose more big ships to torpedoes
Honestly the problem only really arose when I declared "not ww2" against Britain. Neither France, Hungary or Russia had anywhere near as many destroyers. And I fricking swear we didn't get half night battles in an war in the 1890-1935 period either.
It's been absurd because Britain has a frickload of destroyers. Me being allied with German (as Italy) doesn't seem to help all that much.
My fleet in general is very skewed towards cruisers. In night battles it's just fricked either way
When changing a squadron's role in air groups one of the possible roles is "Special"
Does anyone know what this is? I can't find anything about it in the manual.
>make massive BB after being broke most of the game >bless the Kaiser von Fungary >tear shit up for a few battles, my guns are quality 0, 4in bigger than anything else on the waves in current year, and I'm still going 5+ knots over enemy BBs >wait... I haven't lost any ships to flash fire yet and it's 1910s, better move back >turret explosion, BB detonates instantly and vanishes
the moral of the story is don't play with minors, it's a bad time
I have a few questions for people who have fricked around in RtW2 and games like this for a while:
>China
Is there any solution to the "poor education" debuff, and is there any way to unlock a domestic plane industry? I've been able to soften corruption by spamming social programs & cashiering at every opportunity, but not solve the other debuffs. Meanwhile, "Chi" tagged planes pop up randomly in the lists starting 1914 or so, but I can't actually charter my own.
Even with the mandatory "you must do this or you're fricked" goal of getting an early win on Japan, stealing SK/nK+Hokkaido and enough victory points for economy, China seems to fall hopelessly behind in industry.
>Austria-Hungary
Even when I get a critical mass of submarines, they don't seem to be particularly useful. The Mediterranean being a big toilet bowl is great for concentrating resources, but I'm seemingly unable to harvest the rewards of dragging everyone into my submarine+mine-infested waters due to ASW & uncharitable rolls, losing 3+ subs a turn for zero reward. Do I have to use unrestricted, or is there a trick to it? Are subs just shit until the 1940s or something?
>Rule the Waves in general
Are there any other games like this? Distant Worlds/Aurora are fun but they are too simple and too expansive respectively, I like how easily you can change history in HoIV, but it's really way too easy to do, and the designers suck. I've played Shadow Empire, I'm really thinking less autism empire builder and more military focus/deep unit design & customization.
>The Mediterranean being a big toilet bowl is great for concentrating resources, but I'm seemingly unable to harvest the rewards of dragging everyone into my submarine+mine-infested waters due to ASW & uncharitable rolls, losing 3+ subs a turn for zero reward.
you are missing one important advantage of medmaxxing: you can build ships with short range and low freeboard and it won't frick you in the ass
I wouldn't have been able to make my frickhuge BB if I wasn't on low/short, but even with these measures it's still hard to manage a war if I piss off France/Germany and their big ass economies 3x mine. Though I have 1v1'd France in earlier years, it's mostly as time marches on and their economy diverges from mine. Same deal with China really.
>China
China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing. It's a pretty easy fix to just add them, I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
In the previous game you couldn't loose poor education but now it might be possible poor education can be lost too, worst case you have to edit your game.
>Austria-Hungary
Unrestricted submarine warfare should help but it's worth noting that your subs aren't as effective if they aren't in the enemies home area, so not too much use in the Mediterranean against britain. Aside from that, coastal subs tended to be more efficient against trade and medium subs against ships in the previous game that might still be the case.
>noting that your subs aren't as effective if they aren't in the enemies home area
Mostly I want to be able to melt Italy with very few real ship battles, so I can farm war wins to boost my economy without risking losing parts of my fleets and therefore stand-off ability with larger powers. >coastal subs tended to be more efficient against trade and medium subs against ships
I was spamming coastal since everything's staying in the Med, with only a few medium subs, so I think that helps explains why it wasn't translating well to free ship kills. Would there be any benefit to going SSL/SSM instead?
>Would there be any benefit to going SSL/SSM instead?
I doubt it, SSL should be better in areas where you have no bases bu are more vulnerable and SSM were anemic.
Do note that I'm going by how subs worked in RtW2, I haven't focused on them yet in 3. In the second game they were generally more powerful if not OP which isnko longer the case. I suspect if you can get over 140 subs or mine layers, on very large, you might have enough to do serious damage although I suspect you need more especially to cover losses.
In one war I fought uk, france and russia which together had over 180 subs and a ton of mines which felt painful to deal with.
>China
China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing. It's a pretty easy fix to just add them, I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
In the previous game you couldn't loose poor education but now it might be possible poor education can be lost too, worst case you have to edit your game.
>Austria-Hungary
Unrestricted submarine warfare should help but it's worth noting that your subs aren't as effective if they aren't in the enemies home area, so not too much use in the Mediterranean against britain. Aside from that, coastal subs tended to be more efficient against trade and medium subs against ships in the previous game that might still be the case.
The justification for not including files for chinese planes is because chinese according to devs were incapable fo developing thier own planes in the era. Yet somehow they were perfectly capable fo developing their own battleships.
the AI is kinda useless at anything that isn't either clean battleship lines in open oceans or a carrier fight in the open ocean (and even then you can panic it with DDs pretty easily)
>fight war with britain >this is after a treaty so our fleets were on rough parity >lose some battleships, but it's okay we still are doing pretty well >check fleets after I win the war >I have destroyed their entire capital fleet
huh, no wonder the game kept on giving me point blank night cruiser actions
>Italy builds lead ship of their new class of shiny new battlecruiser >I steal it >They build another, bigger one with the same name >I steal that too
Not even going to rename it this time, just to rub it in.
I don't think stealing ships is a thing
did you get it as reparations or something? is that a thing?
he probably means reparations, but if you are teched enough for AIs to use your docks + fighting a third party, you can steal ships currently under construction at a cost of reputation
this may or may not require spying on the target country, I've had it fire a few times while playing catchup on tech
>you can steal ships currently under construction at a cost of reputation >this may or may not require spying o
I can't be sure if it is connected but thatbkught lead to alliances.
I fought a war against france once and repeatedly got events to claim spanish ships that were being build into yards. I repeatedly declined and at one point I suddenly had an alliance with spain and them joining me in the war.
>It's yet another restructuring all divisions following a war
I don't have many gripes with the UI. Not letting me expand subordinates without "go to" first is one of the biggest offenders so far.
I am convinced that my destroyer forces secretly work for my enemies, which is why I use them as suicidality as I can when they actually decide to do stuff
I don't know if this is a bug, but, while you can't upgrade -2 quality guns, I think this is due to a lot of the rule breaking designs being tied to -2 guns, you can upgrade them ton higher quality of a different caliber. IE, I upgraded a semi-dreadnaught with -2 12in guns to quality 0 11in guns with no issue.
>IE, I upgraded a semi-dreadnaught with -2 12in guns to quality 0 11in guns with no issue.
That sort of makes sense from a weight standpoint I guess? But wouldn't that allow a 3x2x11" ship way earlier than it should be allowed?
Now I want to keep a hull in service from 1890 to 1990 regardless of utility or common sense
Might be a good choice for a US playthrough, I always use the US for fricking around meme campaigns (like that time I went semidread battlecruisers only)
>USS Constitution >~2000 ton Coal/VTE @ 13 knots with 30 casemate tertiary broadside 6''s, two 7''s chasers on the bow >refitted with bulge+deck armor, a few dozen AA guns, top-mounted torpedoes, missiles, and mines
There's a limit to top speed based on hull form, you can't get a 13 knot ship up to 28 knots with engine upgrades. So starting with a large, fast cruiser to get a more useful maximum speed might make sense.
>China
China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing. It's a pretty easy fix to just add them, I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
In the previous game you couldn't loose poor education but now it might be possible poor education can be lost too, worst case you have to edit your game.
>Austria-Hungary
Unrestricted submarine warfare should help but it's worth noting that your subs aren't as effective if they aren't in the enemies home area, so not too much use in the Mediterranean against britain. Aside from that, coastal subs tended to be more efficient against trade and medium subs against ships in the previous game that might still be the case.
>China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing. >I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
Update on meditoilet bowl submarine abuse, spamming SS instead of SSC definitely improved the cruiser kill rate.
If it's just names in one of the dat files stopping them, and you wanted the names of ships to be Chinese still, just open up one of the other Dats, I'd recommend the US or Russia, and copy the names out of that and into the China file. If you want to go all out, you could use both or a selection of everything and have a domestic industry of forgien companies, top roleplay
lol i got both events for free training right before a major war with the bongs, its even better for japan since they have discounts on training costs. the poor lads stationed at hong kong never saw what hit them.
playing as japan, 1896, a treaty just came in and cucked my fleet and the budget I was using to keep it afloat, and the constant government cut doesn't help either, so how do I get tech and abuse treaties?
Not new, the event was in RTW2.
It's also very fricky. The ship is effectively sent to a shadow dimension where it exists as part of your fleet but there's no way to actually interact with it. You can't view its history or even reuse its name, and honestly I wouldn't be surprised if it can still show up in battles.
Interesting, I've never seen it in RTW2, but I'm not surprised with the odd way events seem to be chosen. It does suck you can't read it's history but makes sense you can't reuse the name.
this fight turned into a clusterfrick
I wiped out this force but then their second force jumped me in the night
I got out of it but I lost a BC doing it
battles this far north in feburary are fricky
are my planes going to make it home before night hits? just barely
are my radar equipped fast battleships and battlecruisers going to rape the enemy fleet? I will try
>japan >1893 >a fleet of scrappy CA, CL >only capital ship is a shitter 3300t ironclad-tier ship >negotiated a 12k max disp/90k fleet/10 in/ 20y treaty >kneecapped 16 different battleship being built by other powers >happy with my 11.9k 10in B >play catch up with CA and CL building >negotiate another 5 years just for shit and giggles
Got into a little scrap with Austria (1931) but my BXs got nailed with torps. Still managed to get rid of all of their BX's. At that point Japan and Russia wanted to join the fun. Now my fleet is slowly being melted away. Any way of recovering this or should I just start over?
Still positive on VP, 62K vs 39K but Il Dulce doesn't like peace.
You could experiment with going all-in on submarines, light forces and coastal airbases. You're ideally set up for it as Italy and it would be a good test of the submarine nerfs.
Upping SS and DD helped. It countered their subs, and my subs dinged their economy a little. I stil had a 10x16inch BB coming up on the pipeline and that helped defend against the russian B's and BB's that where quite old. They got absolutely blasted from afar. My airbases did the rest for the CA/CL engagements where my ships where a lot shittier than theirs. Came to a peace without any changes.
I need to always be building destroyers and cruisers, because night engagements are clusterfricks and even though I win I still take losses
Of course there's no reason to not give my DDs oxytorps, since they die instantly anyways
I feel like the game would be better if it actually implemented the other branches of the armed forces, you won't have control over them but I have a couple of ideas on how they could make the game more interesting.
What if there's a balance of power dynamics between the army, navy, and (eventually) the air force where you compete against them to get more funding from the minister, and if you try to underhand them too much it'd cause animosity/tension that could turn into a IJA/IJN situation while a good relationship between the armed forces could have the army sending you some cash or some other bonus
I'd imagine continental European countries would have a larger priority for the army because of the neighboring countries, therefore you could have a stat like army importance vs navy importance which would affect VP gain/lose from army offensives.
Eventually, the minister would ask the army and the navy if they should form an air force branch and you could support or vote against it, this could have some effects like losing control over all airfields except for naval air stations and having to compete with the air force for airplane contracts but the air force will be the one that needs to maintain those airfields and airplanes or you could get air tech faster, free elite pilot training, and such.
>Light cruiser action >But the enemy gets three carriers
Frick, I was not prepared for the 1950's. Britain alone has like ten times as many carriers as me. Not only that, they have jets too.
Side note, do rockets count as "missile hits"? Because I am genuinely unsure if I have missiles myself, and I scored some last battle on a BB.
unfortunately not, it's too high VP even with harsh peace deals
I think the only way i'm taking it is to force britain to collapse into a revolution and then take literally only that.
If I go to war with britain again i'm going to try to clear out eastern canada and the caribbean
>decide to try ordering a battle line turn away to match my course with a passing enemy >ELAN! ELAN! ELAN! Vive la République!
I dunno what I was expecting
6 in autoloaded DP guns are hilarious
6 in guns will kill a DD in a couple of shots, which is good
is it worth making a squad of dedicated DD hunters?
max torpedo protection, max speed, a big fat belt, and 1x 7'' and 20+ 6''/5'', no deck and nothing else of value to offer (other than maybe some backup tubes)
Not really because well balanced mid-late game light cruisers already shred DDs. My current CLs are 8kt, 12x6" and 12x4" DP and do fine against DDs. They could be a bit fatter to have torpedo protection, I suppose
In terms of belt thickness for fighting DDs I'd go with 3" belt and 2" deck for splinter protection and good protection from 5" AP shells, but no more.
Max out percentage (12%), and personally I try to use a balanced number of low/high priorities but it's not a big deal. It just changes how it's distributed, if everything is on high it's the same as nothing being on high.
Also, steal tech as often as you can. Spy at max on anyone ahead of you in tech. If you're really fricked over for tech (say, Italy or Russia) you can build ships in foreign yards and occasionally steal tech that way.
Subs are the least important, the rest is typically how you want to build your fleet putting priority on torpedos and light forces is normally a good idea
>he fell for the heavier-than-air flying machine charlatanry
ngmi
1 year ago
Anonymous
Blimpsisters... The planechuds are laughing at us again...
I actually get one or two blimp bombs hitting my ships per campaign, usually in the 20s, and parasite fighters are fricking funny. >THIS IS WHAT THEY TOOK FROM YOU
I like damage control and fire control >hit your enemy >don't die
but it depends on your own doctrine choices, if you're going heavy on light forces you'll want torpedo warfare tech.
>playing as Japan >In a alliance with Spain >War breaks out with Germany >Spain doesn't want to join >don't really care, the war is a few small skirmishes around Hainan >few turns pass >Spain joins >Following turns get popups every turn about how Germany is having unrest from the Spanish blockade
the frick?
>Be allied with Spain for around 2 decades >They didn't join a single war >Always got pissy when I tried to force the issue and still didn't join
Frick the spanish
the fact the AI switches in the 20s and 30s to building increasingly large heavy cruisers (the Austrian one sunk was 12x10" on 18,500 tons) seems kinda odd, since BCs still shrek them
I mean, yeah
just because "battleship manages to slip through and engage the carriers in a surface action" didn't happen IRL doesn't mean it wasn't a possibility
There are entire classes of ship that were design explicitly to stop enemy vessels from raping the carriers in a gun fight
hell, if Lee was more aggressive, the american battleships could have gone for a night surface engagement against the japanese carrier fleet at the philippine sea, which would have seen 2 Iowas 2 North Carolines 3 South Dakotas face off against both Yamatos and the 2 suviving kongos plus various light forces engage in a night battle and depending on if the americans win that they would have a straight shot with their fast battleships to engage the japanese carriers
From my understanding Yamato was designed to fight large numbers of Standard type battleships, which had (up to, with the Colorados) similar armor and armament to Iowa but were 10+ knots slower
No, the Yamatos and the North Carolinas were laid down in the same year, so their developments were made off of the previous generation of warships. Yamato was designed to counter the US's Standard-types, which all went 21 knots and had mainly 14-inch guns (with some 16s from the Colorados).
>planning my next and possibly final BB class, mostly iterating on my existing Richelieu style fast BBs >as I'm freeing budget the shipyards repeatedly offer discounted carriers >end up building 6 96 plane CVs at a time instead for a total fleet of 12 CVs
Will probably only count as BB if you increase the belt, 16Q0 would be better if you keep them for a long time but I usually don't care that much about big gun quality by that time.
You might want to consider using a bit more light AA, 40-50.
I dunno, I just had my first battle using early AShMs in 1946 and it went alright, my main complaint is my carriers not packing enough reloads for them. But two of them nearly killed a 15,000 ton super-CA, going straight through 5" belt.
I've considered making a flat deck on top battleship with extremely thick belt extended and upper belt (for late game AShM protection) but the weight is prohibitive. 5" of armor isn't enough to stop medium air launched missiles.
>not using sloped deck for maximum armour on everything except CLs
Ngmi
I've considered making a flat deck on top battleship with extremely thick belt extended and upper belt (for late game AShM protection) but the weight is prohibitive. 5" of armor isn't enough to stop medium air launched missiles.
So how do you play the US in 1890? You have jack shit for both docks and fleet. Just reduce tensions until you catch up even slightly?
My fleet is barely seaworthy and it's already 1898. I've lost two wars so far and can't really figure out how to handle this.
Bully the Spanish or something until you have a big enough fleet with enough development to trick the British into signing a favorable naval treaty that levels the playing field
That or wait for your development to ramp up over time
I'll restart and try bullying Spain instead of ending up into a war with Russia as my first endeavour.
Honestly, coming from Italy it was very different. My fleet of 4-5 cruisers were chasing theirs. After a whole 3 years at war. We only had one actual battle. In which I scored a hit, but got 0 damage in the victory screen. The russians fled and were faster than me.
I guess 8 cruisers looking for each other in the pacific isn't great odds for combat to happen. Compared to the mediterranean. Italy - Austro Hungarian wars had constant naval battles. Despite low numbers of ships.
So, i was wondering about gun quality mentioned in manual. It says that it can range from -3 to +2, but i've never seen it go higher than 1. Is it mistake in manual or can you get 2 by events?
Yeah, I've seen those, but typically it seems like they are -2 guns, like this big Pre-Dread. Is there a nation that starts with -3 guns? It'd be neat to see something like -3 17in guns for some old Italian designs.
Note, I didn't play 1 or 2. But from what I've seen in these threads.
Machinery now wears out and can be replaced during rebuilds. Otherwise you suffer speed penalties.
Better ship graphics. Just judging looking at the older games I agree. The ships do look nicer.
Longer timeline with the jets and missiles and stuff.
Probably a few more things I can't speak for. But that's what I remember seeing.
>extended timeline (don't bother with 1890 though imo) >ships can now be manually assigned divisions so your 21 knot BBs aren't stuck with your 28 knot BBs >various QoL tweaks >proper missile and jet implementation >ship designer rework, both visually and in terms of things like armor scheme and topside weight
I'm enjoying it but if you've played RtW2 it's more of a "definitive edition" than a new game
I'd buy it to support the devs since the team is small but because it's on Steam it's basically DRM free now so if you wanna pirate RtW3 nobody is stopping you
Also the biggest change being that other nations can end up being at war with each other through their own decisions now. No need to end up getting into wars due to your ally dragging you in, and even if it did happen you can just ignore them instead. Plus it's now 8 nations at play now rather than 6 from the previous games.
Lack of torpedo boats. Torpedo boat destroyers just pop out of the ether fully formed without their historical nemesis. Maybe it's my autism but I don't like that.
I'm bad at naval history. So I don't really understand what you mean. I'm reading a book on 18th century naval history right now. Which is quite a bit before any of this own power shit.
In the beginning, the British created battleships, and they saw that they were good. Then Robert Whitehead created a torpedo, and the Fr*nch created fast boats to carry them. These torpedo boats needed destroyed before they could launch at the battleships, so a type of escort was developed, the "torpedo boat destroyer". This is a DD. In game, DDs just sort of appear without torpedo boats to destroy, but rather acting as overgrown torpedo boats themselves.
1 year ago
Anonymous
Neat. Didn't know the real meaning of a destroyer. I've only really known them as the smallest modern ships. But no real idea why they were "destroyers."
1 year ago
Anonymous
In true modern times, they're actually often the largest type of warship in a navy, which makes the designation make even less sense. Cruisers and aircraft carriers are larger, but for nations that don't operate them, it's only destroyers and lower.
(My own country doesn't have any destroyers)
1 year ago
Anonymous
On the contrary, destroyers have evolved and grown along with the ships they're designed to protect and the threats they face. Ye Olde Torpedo Boat Destroyer was 500 tons and escorted a 10,000 ton battleship against small craft with torpedoes. Modern Destroyers (USN) are 8500t primary surface combatants in their own right, but their primary job is to protect the 100,000 ton supercarrier against submarines, cruise missiles, small suicide craft (manned or unmanned), swarms of drones, aircraft, and ballistic missiles.
1 year ago
Anonymous
I haven't reached the late game yet, does the game change the definition to accomodate larger destroyers?
Simulate by changing ship class/types in the save file but still paying everything to build? Otherwise, it doesn't seem like AMCs can have a flight deck
You could do it manually, stripping out the armament and adding a flight deck and aircraft, and redrawing the superstructure yourself. Or just press the button. It's on the superstructure graphics page, "auto convert to CV".
This battle was neat. MTBs got a hit in, my BBs fired torpedoes at carriers, and then got into blindfire radar guided gun duels while coastal batteries spotted the enemy fleet on radar. None of my missiles hit and I ended up doing night time glide bombing with TBs to decent effect.
Yeah but you can fire Sea Cat at Silkworms which is well within timeframe. You don't need modern, high fidelity, infinite target engagement systems with ESSM to take potshots at incoming missiles.
Sea Cat was an early point defense missile, equivalent to early light surface to air missile in game. Silkworm is an early surface to surface missile, equivalent to a heavy SSM in game.
I had enemy ships that were stationary and on fire count as heavily damaged in the afteraction report. Always give them some extra whack just to be sure if the situation allows.
>complete cowards
What?
Destroyers in my experience have a tendency to Leroy Jenkins charge into formations of light cruisers and get blown to pieces by their guns.
>finally take torpedoes off my battleships in the 1950s to make room for SSMs >now I can't see the torpedo range ring and I'm infinitely more paranoid about getting my BBs torpedoed
Honestly, how worth are huge battleships?
They cost so much and it hurts so bad when they go down. Especially if it's something stupid like a destroyer rush or planes.
I wouldn't go bigger than what I've got there and that's already pretty fat but I wanted armor and speed. My concern is mostly screening my carriers against enemy CAs, which the AI has decided to build in great numbers. But at least in my last war that ended in 1946 or 47, even with early jets on the field I was repeatedly coming into surface action. That was mostly in the Mediterranean though. I've skipped CAs entirely in favour of a fast battle line protecting the carriers and CLs / DDs as screens.
Honestly, how worth are huge battleships?
They cost so much and it hurts so bad when they go down. Especially if it's something stupid like a destroyer rush or planes.
Honestly, how worth are huge battleships?
They cost so much and it hurts so bad when they go down. Especially if it's something stupid like a destroyer rush or planes.
The battle generator selects numbers of ships, not tonnage, so you're better off with two super heavy battleships than four smaller ones if you're in surface combat. Obviously it hurts a lot when you lose them which is why in rtw2 I usually quit building super heavies by the forties because they just become loot pinatas.
Crews after a certain year get cranky if you don't have them. I'm not sure what the year is but I think it's 50s or 60s so I've started building for it.
1 year ago
Anonymous
In rtw2 there was an event around 1945 that just made crew accomodations take up more space, so you're saying in 3 you just have to use spacious instead?
1 year ago
Anonymous
That's my understanding, yeah. You can probably still use regular or even cramped accommodations, but at a crew penalty.
1 year ago
Anonymous
1 year ago
Anonymous
Fascist regimes should get around that as well
1 year ago
Anonymous
"Spacious" accommodation being more like cramming in 4 people in a phone booth sized space instead of 6 and letting them have a shoebox worth of personal storage instead of a cigarette case's worth.
It's still a 20th century naval vessel after all.
1 year ago
Anonymous
>congratulations, you're still triple bunked, but now you have a curtain and a footlocker!
1 year ago
Anonymous
How do sailors find a little privacy to jerk off?
1 year ago
Anonymous
it's the navy, probably gay sex
1 year ago
Anonymous
>Communist regimes don't need spacious accommodation >Fascist regimes do
what did the boomerdevs mean by this?
1 year ago
Anonymous
you need bigger footlockers to fit all the snazzy fash outfits, batons, kink gear, etc
1 year ago
Anonymous
/fa/scism strikes again
1 year ago
Anonymous
I think the bigger issue is Eastern regimes, why do they care?
/fa/scism strikes again
Checked and try
1 year ago
Anonymous
I have no idea, Soviet ships had plenty nice accommodations.
It's 1910 and I've spent the last 20 years trying to get into a war with China as Japan. I've fought three wars with Russia in that time. Is this just bad luck or is there something keeping us from getting into a war?
How the frick do I do carrier/missile combat?
Carriers I at least understand in theory, but missiles I have nothing on. What the frick do I do? I was trying to spam cheap destroyers with HSSM batteries but they got instantly smoked in a single battle.
>I was trying to spam cheap destroyers with HSSM batteries but they got instantly smoked in a single battle.
That's fine, that's why their cheap. Battles between missile destroyers are extraordinarily short and violent, with both sides sinking.
Maybe that wasn't my problem then. I was playing Russia against Germany around 1960. There was a treat in place and allotted tonnage.
I felt like Germany had 3x the fleet I did, including larger ships, and all concentrated in the Baltic. How do I take on something like that when I have to keep ships on station and trade protection and guard other regions as well?
Russia is probably one of the hardest starts, historically building missile submarines and missile corvettes in large numbers was the Soviet solution. Shore batteries and land based air are pretty good in the Baltic too. 1960s is probably too late for MTBs to do anything useful though.
I got a repeating CTD as italy around 1948 and tried restarting a game as russia in 1925 to finally see missiles and jets for a change. Then immediate blundered into a 30 year treat limit on tonnage and caliber and fleet size. Maybe I should try japan or germany instead.
Swarms of little red dots fly from your ships to theirs and vice versa at extremely high speed, followed by pop-ups of "Unidentified Ship HIT BY MISSILE" and your own ships catching fire and flooding
amusingly "heavy missile B* shell burst limited by coal bunker" is totally a thing if you're still using coal ships by then
I have like 22 heavy cruisers, some of which are 19,900 tons and go 28 knots, but they won't show up in battle for some reason, idk if it's because the UK doesn't have any
so battlecruisers were originally designed as "dreadnought armored cruisers"
really, between like 1905 and 1920 there should not be a difference between "light" and "heavy" cruisers, after the armored cruiser was replaced and before the treaties, "heavy cruisers" were not really a thing
The AI will build "CAs" up to 16000+ tons with 12+ 10" guns in the 40s but at that point IMO it's best to skip big CAs entirely and just build a 32 knot battlecruiser that can keep pace with and overmatch them
In the game BCs are just faster bigger CAs so build whatever makes sense and let the game call it whatever it wants.
The only time designation memes make sense is when you're building big fast CAs so that when the game goes you cruiser action you get to stomp a bunch of CLs with your battle fleet.
Well some graphical mods would be nice to make the UI less bland. But really I'd love to see some total conversions that totally change up the map, countries, and use out there ship ideas.
Some kind of interface/control overhaul would be pretty nice.
Maybe the ship illustrator is usable but I've never had the autism to try and figure it out.
Somebody made a career out of drawing bullshit weapon designs and bullshiting us about logistics meanwhile my last job was all about cultivating bacteria form potentially anthrax contaminated wastewater samples in smelly lab.
I have fond memories of participating in a play-by-post thread of- I think, don't remember any carriers- RTW 1 way back when, particularly the escapades of the pocket battleship Mussolini's Lamborghini. Are pocket ships/just-barely-not-BC CAs still a viable meme? I have something of a fixation. And on cruiser subs, which are now a thing since 2 I think?
The manga Taihou to Stamp by Hayami Rasenjin
>ruskie-english scanlation of Guns & Stamps halted at the start of Volume 6 years ago, never to resume
frick you for reminding me
In RTW1, 12500 ton 12in CAs were just about the most useful ship in the game. Weight armor and speed tables have been changed since then, but you can get a big ass CA to dominate the early game no problem.
12in CA
they also make good CVL conversions for your first carriers
how hard does it fall off making not-Graf Spees after 'the beginning?' They used to hold well as you say, though it was all too likely they'd get mauled by a '20s-'30s battlecruiser at least once in their careers. More than once if they survived.
Cruiser subs, though. I understand they have stupid high sortie range, minelaying, maybe they do better in offscreen ship-to-ship combat dice rolls, but are they worth the extra investment over medium subs? They seem like they'd be useful for mucking up the Atlantic as one of the European powers. Or as colonial raiders, like a reverse of coastal sub principles.
1 year ago
Anonymous
They fall off hard now, RTW1 ended in what 1925? You could deal with a 25-26 kn ship as a raider or support unit. After the early 20s, if you want a CA, that shot needs 30+ kn to stay alive. On the other hand, as
12in CA
they also make good CVL conversions for your first carriers
the carrier rebuild now could keep it in service till the 70s if your lucky
1 year ago
Anonymous
I think you got as far as 1935~ before it soft-ended, then hard-ended at 1950.
I don't think there's actually anything stopping you from shoving ship girl images in the side profile image slot, I haven't tried it myself but I'm pretty sure it just accepts any properly sized bitmap
That's shit, I would love to have the AI manage my carrier strikes because they ALWAYS find my fleet on the first try while it's 50/50 if I find them at all. Having the AI's magical scouting powers would make my 100-aircraft super carriers unstoppable.
That's shit, I would love to have the AI manage my carrier strikes because they ALWAYS find my fleet on the first try while it's 50/50 if I find them at all. Having the AI's magical scouting powers would make my 100-aircraft super carriers unstoppable.
the main reason I asked was to try fricking around with spamming Japanese-style mini carriers (Hosho-size, 12-15 aircrafts, 25+ knots) but why bother when I have to micro them all individually?
shame
You'll have a lot of CAP though, and could focus strike craft on the big boys. Either way, I feel like sometimes a carrier will launch a strike back. In a surprise battle I played recently, I was able to drive my CAs onto a French CVL that was launching planes at me. I didn't know where it was, but it kept getting attacked by some torpedo bombers and getting marked on the map. Possible it was land based medium bombers, but I leave my CVLs on AI control to follow the CVs. I would have sworn it was the CVLs launching planes
In the early starts it's not so bad, just have to pick your wars and your battles. Spain vs the US in 1890 or 90 is hard, but a couple big CA at 22 Kns and some CLs to back them up will allow you to pick battles. The only hard ones are invasion battles, as, with only Cruisers, you need to get into the transports to win. They'll have they're whole fleet there though, and ice noticed they're better about not getting kitted away. As the smaller nations, Bs are not your friend, unless you can push them to 20 kn or so. At least that's my strategy with the smaller countries
How do you guys get so many treaties? I've never seen a treaty unless I select the prestige-reducing options which I've never done except as an experiment to figure out how to get treaties. Do I really have to trade my prestige away to see the treaty mechanic?
yes
actually in invasion missions it may be necessary, I once had a 4 in field piece pick off a few of my transports in the night before I could suppress it
You can but it takes fricking forever, you will probably run out of ammunition or daylight or engagement time before you kill one in 1890. It makes invasion battles a huge pain because the field batteries attacking the invasion fleet are extremely difficult to kill, I have "lost" invasion battles because the invasion fleet sails away from the destination while I sit there at 0 speed for 10 hours shelling the defensive battery.
You can but it takes fricking forever, you will probably run out of ammunition or daylight or engagement time before you kill one in 1890. It makes invasion battles a huge pain because the field batteries attacking the invasion fleet are extremely difficult to kill, I have "lost" invasion battles because the invasion fleet sails away from the destination while I sit there at 0 speed for 10 hours shelling the defensive battery.
I assume this is a Gallipoli reference but they landed at Gallipoli. In-game they fleet sees a single 4-inch battery which could probably sink one transport every six hours so they head for the open ocean. And never turn around.
>can shore bases be destroyed
Yes, and not only yes, but so can airfields if they're in gun range >in the 1890s
enjoy emptying your entire magazine for 2 hits
German ship names generate errors when they go in for refit, I assume due to the special characters because they just show up in the error message as "Bl*er" etc. It was the same in RTW2 as well. How do I get the special characters to show up correctly so they don't generate errors? I guess my alternative is to just go replace the ship names so they're just "blucher" etc.
>Heavy missile hit on BBGN Kirovitis B*, shell enters reactor space >Your crew is dieing of radiation poisoning and cannot contain flooding! >Your crew is dieing of radiation poisoning and cannot fight the fires!
It's a bit more complicated than that. And it's not the poisoning that will get you, but the crew will be pressure cooked alive by steam, while the reactor itself overheats and turns into slag that melts through the hull.
Of course. We have avoided a military conflict during the Cold War (barely). So we only have Chernobyl as reference for guesswork of how this shit would go down, but it would definitely not be a good time for the crew or the environment.
1 year ago
Anonymous
And if you're ignoring all that and it's just Turbines+1 then we got Gas Turbines for that I suppose.
1 year ago
Anonymous
Well, that and the fact that nuclear fuel lasts decades, allowing a ship to operate at sea indefinitely. The refit lasts two years, but you only to do the one.
unironically nothing, it'd sink to the deep ocean and create a few hundred meter radioactive death zone around it but water is really efficient at stopping radiation and the ocean has effectively infinite cooling capacity
Now considert that ship reactor could very well be a molten salt desing. Superheated salts melt though hull then quickly cool dissolve in seawater and billions of fish die of ARS as a result.
If you pay attention there's always a speed for any given hull and tech level where you go from paying only a tiny amount of tonnage to gain one more knot, to paying a huge amount of tonnage (2-5x more than the previous). This "elbow" represents the speed at which you should probably build your ships unless you're doing something special with them. Mid 30s seems to be the speed at which the boomers decided the "elbow" should come to rest at max tech.
Because I don't think the speed calculations have been changed that much since the first game. A 32 knot soft cap makes sense for larger ships when the end date is 1920, not so much when it's 1950 or especially 1970. It's actually the main bottleneck I've come across when trying to recreate historical designs. Everything else fits in roughly the historical tonnage, but as soon as I start cranking up the speed beyond 30 the number turns red and enters the quadruple digits.
Except fast ships have been much easier to build in RtW2, destroyers could reach 40kn rather easily (as they did IRL) not to mention there wasn't a hard speed cap on capitals. Feels as if speed just got nerfed hard.
I looked a bit into it and the speed table between 2 and 3 is still the same.
I first tried creating a new one table up to 46 knots but turns out he game has a hard limit of 40 knots, anything above that can't even be selected.
But because the speed table wasn't changed between games the old mods to it should still work. https://files.catbox.moe/dk5qx8.dat for example has lower HP requirements than vanilla.
I was told at one point that if you had for instance 12 inch and 11 inch guns on the same ship, they suffered a penalty when shooting at the same target because you couldn't tell which hits were which, and it made correcting fire harder. It might even be the same ship; multiple ships firing at the same target could generate the effect. Not sure. I think I recall shell dyes mitigating it, but I still never knew the details of the debuff.
Wish there was a way to look at the map while deciding what to take. It's 1905, the great war between Japan/UK/Spain and France/Russia/USA/China just concluded with a Russia disintegration. Already took Kamchatka and Russian treaty port in China, what should I snag from everyone else?
Tempted to do Alaska just for the lulz.
I'm not sure that is actually caliber dependent. I think it was just a general secondary battery interference, at least that's how this doc file for gunnery modifiers lists it. Pic related.
docs.google.com/spreadsheets/d/1EdyGkqAqKEHUgOlTW6QTei-o9gscgQ-Zq-lGnJPAgLE
Shell Dyes actually only make a difference for accuracy penalties from multiple ships shooting at the same target.
>first fleet battle of the missile age in 1959, two carrier groups and two surface action groups against the entire german fleet >Strong Gale
very funny game
Well that was a little underwhelming. After passing battle lines as close as 7000 yards in 1959, the only actual loss was a CL sunk after battle by a submarine. Battleship bros, are we vindicated? One change I'm immediately making going forward is no SSM reloads for BBs, need to empty those tubes before they start burning.
I was wondering if I was leaving too many old ships in service without major rebuilding and then the Anglos hit me with this in 1945 still chugging along with -1 quality main guns
Yeah it did generate one in the usual spot, it just didn't have the red objective circle like normal.
Meanwhile the floating point error here is that the vessel won't be floating for long.
The DB was a bored level 100 player up-tiering themselves for a laugh, where as the HJF player was a noob who bought a premium jet and hadn't even bound the keys needed for locking a missile on target before going into a game.
What's the closest to life starting options for 1900? I want to hit the irl Japanese fleet oob for 1940 by 1940(10BBs/10CVs/38Cs). Is the game budget a requirement for this? I'm a fan of the historical limit. Also, Is the biggest fleet size also a requirement to reach those numbers?
Biggest factor will probably be having maximum fleet size, 1 size lower might work too. With those I had no issue affording to build 6 40000 ton CVs at once.
Personally I dont like such huge settings. Despite my pc I get noticeable performance issues with large fleet actions involving over 16BBs and who knows how many escorts.
>oh no I've lost line of sight to my escorts I guess I can't give them orders anymore >anon sitting in a CIC watching a plot of his escorts fricking off with a radio beside him, unused
real larpers decrease the difficulty as communications tech advances
Ordering from foreign yards is beneficial, but is ordering multiple ships (of the same class or different) from the same foreign yards at the same time worthwhile? Or can it not stack?
I play exclusively on small fleet size. Having multiple pages of destroyers which I NEED for mandated TP plus actual fleet actions ruins the game for me.
I tangled with them for a bit, massacred their TRs, then retreated to a port. I tried to exit and it warned me that enemy objectives worth 60,000 were still outstanding, but I assumed that because the TRs were lying on the sea floor there wasn't much fear of them reaching the objective with 4 of them.
They didn't. I'm fricking livid. I smashed them apart in the sea miles from shore with just my Bs, and then retreated to port and they apparently went and got more transports and finished the fricking mission because I didn't want to watch time advance for another minute or two with nothing at sea. It's bullshit.
That's a valid reason to kill the process for me tbh. When some really crazy broken shit happens I see no reason not to just quit and restart the game.
and the modernization of my battleships past sensible historical limits continues, as the Anjou class becomes our first BBG to carry both long and short range missiles, as well as medium AA and traditional autoloaded 5" DP guns. I experimented with 3" guns on my BBGs as secondaries but there was too much short range surface gunfire in the last war to compromise like that again. >it's 1961 and I still have Q0 16" guns
Nta but is there really any special approach required? All I can think of is:
No dedicated mediterranean fleet because it isn't budget efficient.
As a consequence never short range so you can focus your flery.
Always tension juggle so can exclusively fight in the atlantic or mediterranean.
From the moment planes get decent focus on airbases to control the mediterranean..
The rest would probably be like with any other nation.
>Q0 16” guns
At least its not as bad as my japan run. Got Q2 16inchers in the late 1920s just before i designed a new batch of fast bbs, practically creamed my pants right there. Ships went into service, everything seemed fine. Just before war with the frogs, however, I suddenly got an event telling me that the guns have dispersion problems and there’s no way to fix it. You can imagine my pain seeing the flat -10 accuracy malus. Suddenly I got event telling me an officer purge is coming, I decided to allow it to happen on the off chance whoever designed that gun got disappeared.
>Britain is in an uproar over our recent intelligence activities. They have canceled our alliance! >click through two more popups
literally the same turn.
Japan has gone apeshit in the Pacific and is invading Vietnam, and they're winning because Italy has started blitzkrieging surrounding territories and is about to declare war on me so my fleet is stuck at home. I hope America can do their job and win the Pacific war.
I was told at one point that if you had for instance 12 inch and 11 inch guns on the same ship, they suffered a penalty when shooting at the same target because you couldn't tell which hits were which, and it made correcting fire harder. It might even be the same ship; multiple ships firing at the same target could generate the effect. Not sure. I think I recall shell dyes mitigating it, but I still never knew the details of the debuff.
Wish there was a way to look at the map while deciding what to take. It's 1905, the great war between Japan/UK/Spain and France/Russia/USA/China just concluded with a Russia disintegration. Already took Kamchatka and Russian treaty port in China, what should I snag from everyone else?
The newest patch has a "center map on possession" button but I don't know where to get it if you're a pirate. The best option is to take nothing and enjoy the economic benefit.
I was told at one point that if you had for instance 12 inch and 11 inch guns on the same ship, they suffered a penalty when shooting at the same target because you couldn't tell which hits were which, and it made correcting fire harder. It might even be the same ship; multiple ships firing at the same target could generate the effect. Not sure. I think I recall shell dyes mitigating it, but I still never knew the details of the debuff.
Wish there was a way to look at the map while deciding what to take. It's 1905, the great war between Japan/UK/Spain and France/Russia/USA/China just concluded with a Russia disintegration. Already took Kamchatka and Russian treaty port in China, what should I snag from everyone else?
Tempted to do Alaska just for the lulz.
As Japan I'd take everything you can in South East Asia and basically turn it into a seperate home region and Japanese lake. As France I've actually taken very few possessions, choosing to use the points for the reparations economy boost.
Should I build this or just hold out for oil firing? Goal is to have something fast and lots of comparatively large guns so I can leap into a pack of destroyers and shred them.
I wouldn't put colonial service on an 8500 ton ship, tonnage becomes less efficient for foreign stations above 6000 tons. I'd use that displacement for more main gun ammo and if you can find the weight, the extra half inch of deck for full splinter protection. I'd also consider using 1/2 position mounts for an aggressive early game CL so you can fire more guns forward. Other than that I kinda like it, 29 knots on coal will mean a lot of freed up weight when you rebuild the engines to oil in ten years.
I wouldn't say it's no purpose, going fast early keeps your hulls viable longer. It's a fat, expensive CL, but it's going to bully the shit out of AI CLs and run them down.
>hulls viable
Adding excess speed just to consume tonnage is expensive... and the refits will also be expensive. Better off in the long run just making appropriate-speed 6k ton CLs and scrapping them when the hull meets its limit.
I want to start a new game in 1890 and make an armored cruiser with 3*2x11" centerline turrets at around 9000 tons. I seem to be able to get around 21 knots with 4 inches of belt and 2 inches of deck if I cut tertiaries to zero and secondaries to 4*6".
Is this genius or moronic. Can an all big gun armored cruiser succeed in 1890?
Part of the reason the Dreadnought was the first all-big-gun battleship was that it had the first fire control system able to take advantage of the large caliber guns at range. I don't know how well that's modeled in the game, you could just try it out
I got a mission to destroy a bombardment target but no target was visible.
On a hunch (hoping it was a bug) I wandered into the cost and began exploring and eventually discovered an unmarked small bombardment target and got it, that satisfied the mission.
Is that normal? I thought it fricking told you where a target was?
afaik turrets allow you longer ranges, multiple guns per turret, and so on, but only later on. Early on casements are kinda no-reason-not-to unless you plan on modernizing later. Limited elevation, inefficient mass per tube, and impracticality for DP are the downsides, but you can't do any of that to begin with.
Early on, it's a toss up, dual turrets get ROF penalties, and they constantly break down in battle, casements have other problems, 7in+ casement secondaries can easily explode your boat, they can get flooded out in high seas I believe, but I'd say are generally more reliable. Later on, as secondary turret tech advances, there's no reason to keep guns in casements really
yes, they announced a pvevp looter shooter extraction mode and will be entirely dedicating themselves to live service support of it. please look forward to rare loot like the asm-n-2 bat and elite named officers!
The other 2 had a reasonable amount of support and updates, but I don't recall ever seeing a roadmap or anything, they were all several months apart though
they are uniform by class
which would help in making sprites per class
i.e. give them the same rigging but have a bunch of hair combinations or something
ship designer would have to come up with the lead ship, rigging, and uniform
Foreign station vessels apply their total tonnage against the global requirement, even if they're not in the right place. If you have a 10k requirement and a 6k requirement, and one AF 6k ship in the 10k spot, your total global requirement is 10k and two 5k ships on FS will meet the requirement even if they're in your home region on the turn you set them to FS. FS will make them automatically move around the the correct regions, also.
I am a flagbawd and one of the mods I would like is some stock paradox style fascist/communist/whatever flags for all the playable countries if they have revolutions.
Ideally change their name tables too like Russia gets.
I'm doing pretty okay for a change so I'm now facing the possibility of doing something I haven't done before.
How do you go about making a long-range battlegroup? I'm thinking a carrier and some escorting CAs or CLs all with long range (isn't diesel supposed to be better than oil at Long or Extreme? It's not doing it at Long.) to be a mobile force.
Is there more to it than just building the ships? Do I have to group them as a division or something? I haven't messed around with the division editor ever.
Are long-range destroyers even possible?
Separately, do you always tend to make destroyers as big as possible? Is making some cheapo 700t destroyers to put on trade protection duty so my 1500t ones can protect the fleet abuse of mechanics or valid?
>Are destroyer escorts (DEs, your small destroyers, later missile frigates) valid
They're historically authentic and there's no reason not to build them. Sometimes just using obsolete destroyers with extra depth charges is fine but there's a hard cut off at 1955ish where that stops working for a generation (requiring bow sonars which can't be retrofitted on to be fully effective against subs)
I haven't actually built a West Coast raiding fleet as Japan so I can't comment there, keep in mind in sea zones where you have no possessions damaged ships are liable to scuttle
>do you always tend to make destroyers as big as possible?
Generally yes although there are points in the tech tree where I find that I don't have anything to put in the final 100 tons or so and I decrease the size a little. >Is making some cheapo 700t destroyers to put on trade protection duty so my 1500t ones can protect the fleet abuse of mechanics or valid?
It's fine but I usually just keep my old ones around instead. As in, never scrap a destroyer. Just add ASW gear (pull torpedoes if necessary) and try to keep them on TP in safe waters so they never get into combat.
Naval Patrol Aircraft is like a PBY catalina; it's a large flying boat, it goes a long ways, it can drop depth charges and is good at ASW/scouting. Only important stat is range, essentially.
Medium Bomber is a B-17. It's big, it goes a long way, it can carry a lot of bombs or torpedoes.
The former is used for spotting/ASW. You might have a bundle at an air station and they launch immediately to fly search patterns and fly ASW patrol otherwise.
Medium Bombers are what land-based airbases can use to hit fleets; they have more range than a divebomber or whatever and they can carry bombs or torpedoes as needed.
The naval patrol aircraft can have bombs just the same as the medium bombers. Are the medium bombers better at glide bombing because they're faster or something?
I looked it up, patrol can carry torpedoes and can only conduct "level" bombing attacks while mediums can't carry torpedoes but can conduct the presumably more accurate "skip" bombing technique.
Land based aircraft are uncontrollable so I'm not sure how relevant they are.
On that topic, what's the difference between dive bombers and torpedo bombers?
Are torpedo bombers supposed to be better against larger ships? Or dive bombers better against smaller ones?
Dive bombers are more likely to hit but bombs have kinda busted low AP values in this patch so the meta until missiles is torpedo bombers, also torpedo bombers can be night equipped and dive bombers can't for some reason
Dive bombers tend to be faster and better at air combat, though
Yes and no. If you look at the ship's detail screen you can check the main guns penetration values. This doesn't work on enemy ships and you can only infer a rough overview of the ships immunity zone.
No, because there's no way to compare your ship's armor to the enemy's guns. Pointless anyway because the immunity zone is only (nominally) immune to citadel hits and you can still get burned down or slowed down by non penetrating hits until they just kill you with torpedoes.
the average german post-1920 experience >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BC is avoiding torpedoes! >BC is avoiding torpedoes! >BC is hit by a torpedo! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BB is hit by a torpedo! >BB is hit by a torpedo! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >DD is avoiding torpedoes! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BC is hit by a torpedo! >BB is hit by a torpedo! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BB is avoiding torpedoes! >BB is hit by a torpedo! >DD is hit by a torpedo!
>literally cannot make an iowa despite it being 1944
look anons nine sixteen inch guns is my fetish I cannot help myself
is it worth building a frontline in 1944, on the cusp of missile tech? I'm thinking my CVs need escorts and I'm wondering whether q0 8in guns are enough for a very big heavy cruiser escort.
Diesel/long range
16 x 8 in
6 inch belt
24x 5in dp
34 knots
20,000 tons?
>I'm thinking my CVs need escorts and I'm wondering whether q0 8in guns are enough for a very big heavy cruiser escort.
You really just need some way to efficiently kill DD/CL as your own DD/CL can then flotilla attack the remaining capital ships that are attacking your carriers.
On that subject what gun is the quickest for killing DD? 2-6" don't get the penalty for firing on DD but what's the sweet spot between damage and RoF?
>what's the sweet spot between damage and RoF?
5" is probably still king.
3 and 4" are pretty good early in the game but can't compete with 5" which is way too good, 50% better damage than 4" for only a RoF decrease of 1.
5" vs 6" are closer in capability, 5" might still be better against DDs, for DP and on <2500 DDs. Unless you can afford a full secondary battery of 6" you should get better performance with 5" if you just slap more of them on.
As for 2", no just no.
>minor concessions
The longest war ever with the most tonnage ever sunk and the 1st and 2nd most VPs ever accumlated, just as the invasion of Hong Kong was beginning... minor concessions.
is there a mod that removes aircraft from the game entirely? i want an alt history world where naval airpower doesn't take off and we have fleets of battleships spamming ASM at eachother. yes i am the salty german player
I think it's possible to remove all stats from the aircraft so none can't be designed but the AI doesn't know it and keep building CVs.
Just embrace the planes, get some fighters in the air and slap AA on your ships. I never had issues with it as germany.
What types/ratio of planes should you put on your airbases?
Dunno if there are any hard rules for that. But it's not like you can't just delete and create new squads as needed.
Unless it is a very crowded short-range are, think baltics, I don't put any fighters on them until late in the game, their range is just too abysmal.
I don't use floatplane scouts because naval patrol aircraft can do the same job and ASW while having longer range. Similar case with torpedo and dive bombers compared to medium bombers. I might use torpedo bombers if I don't have mediums yet but that's the exception.
The first thing I always do is slap a squadron of 20 naval patrol aircraft on a base for scouting. Following that, 2 squads of 20 medium bombers. After that it's either another squad of mediums or naval patrol, usually depends on how many subs I faced and/or if there is a lot of ocean to scout.
After that I consider throwing fighters on the bases.
It's really easy to just delete the relevant techs. I don't know how well the AI handles the change but in rtw2 when I deleted all the aircraft carrier techs besides floatplanes and AVs the AI didn't have any trouble making fleets without carriers.
Don't delete the aircraft data files, just the techs that unlock aircraft. Actually don't delete those either, just set the unlock date to 2000 or something. My personal RTW2 "mod" has all the submarine and aircraft/carrier techs except for floatplanes and AVs set to 1970.
1 year ago
Anonymous
where do i find the tech files, i need some handholding
so taking no colonies in exchange for reparations ultimately results in more money for the budget right? do you get more for declining a potential 10 value of colonies compared to declining like 5 value worth of colonies?
>make 7k ton light cruiser with long range for following my carriers around >8x 5in DP turrets for shredding destroyers and performing skywatch >18 torpedoes because I have problems >all is well
>war with UK >Patrolling the indian ocean while invading Burma >convoy raid >at night >radar contacts detecting big ol' battle lines and swarming destroyers >my force: one single 7kton destroy
Do you ever have the RNG just give you battles that you designed the ship for? I was spooped by the battle lines but it was just the trader columns and I got to wade in, on CL vs 10+ DDs, throwing torpedoes at anything moving that wasn't me. Truly, there is a god, and he loves me.
I didn't change the files at all, just persevered with my battleship meta. Planes still exist and are still a serious threat, but I kept building battlecruisers anyways and so did the AI. Ironically my biggest challenge right now is the Italians who built a Spaghetti Yamato to counter my BCs.
I'd say have said no but now that 18" spaghetti yamato exists and can push my belt in a couple thousand yards further than I can return the favor, I'm not sure. I guess it depends how far the AI goes in the caliber race. I will say my #1 advice for BBGs is to never carry missile reloads. They're too explodey. Eight single use cans is plenty.
(Reloads for SSMs, obviously, don't just take a single missile on a Talos launcher, that would be silly. Light SAMs are essential the moment you unlock them.)
I don't really see the value because the AI is really happy to close to 1900-tier ranges even when gun ranges have advanced to 5x that in the 1940s. I can either close and blap down all the escorts then order flotilla attack, or just run away. By the time 16"+ guns are unlocked I think they're obsolete compared to 4x tube torpedo launchers on all ships. I might try removing all the torpedo damage techs some time time to see what a game looks like when closing for torpedoes isn't the optimal strategy.
Makes torps perform worse.
If you start a game with substantial variable research the save can have a wukrk which will affect performance of various things. It's in the rtwgame file in the corresponding save.
Should work too of you alter it in the save but I never tried.
Oh that's just a zero-zero bug, stuff like that happens sometimes. Thankfully nothing bad happens when you spawn inland or in the wrong ocean. You could try reporting it but the boomers probably already know.
I actually wound up quitting out with a cascade of weird bugs, not loading image assets etc, later on. Willing to believe it wasn't related to that since that did always load into fights near ceylon.
Is it worthwhile to conduct intelligence against everybody if you're playing an economic leader like US or UK? You should also be ahead in tech so one of the primary reasons to spend on intelligence activities is irrelevant. Or is it like MoO/MoO2 where you can fill out the parts of the tech tree that your scientists struggle with?
I would always spy at least medium on everyone as a major, it's not like it's a lot of money and besides the occasional tech (if your scientists try to research a tech early you can end up behind on earlier tech, and stealing fills this out) you also get more information on enemy ships which can be useful for planning your own designs
Keeping it on high can increase tension at an unfortunate time though
Do you break up your carriers into different divisions so you can "provide CAP to" your scout force and your fleet flag?
Or should I just build a CVL that I set as support to the scout force and another that I set as support to the fleet flag so they can get CAP automatically?
>be busy mopping up Soviet fleet and suddenly get a message that an enemy light carrier exploded >mfw the seaplane carrier I forgot about and left running at 20 knots in a straight line found a Soviet CVL by accident and murderburgled it with 5 inch HE shells.
I wish the game was a little more flexible with aircraft techs such that jet floatplanes could exist so that floatplanes could stay relevant forever.
t. floatplane anon
There is a case to be made for them since it was dabbled in the early cold war. Ekranoplans would be cool, you might even use them as a sort of replacement for MTBs.
when is someone gonna come out with a Rule the Skies full airship conversion model. i demand having 50k displacement miyazaki-esque flying battleships duking it out in the skies, there would be lots of room for imaginary tech.
Feel like oil is insufficiently represented in the game. EG, you can't have Japan desperate to fight a war because of oil access in the 40s- it's just assumed everyone has infinite oil by then.
Separate question; if a plane is tagged as 'can carry HASM' or whatever, what is the load of HASM? Torpedoes would at least tell you what kind of loadout a torpedo was for them, are HASM always Heavy?
>Feel like oil is insufficiently represented in the game.
You actually do not have infinite oil, unless you own a region with oil. During longer wars there is an increasing chance to suffer from fuel shortages, being under a blockade greatly increases that risk.
If you suffer from fuel shortages every turn there is a chance for strategic moves to be canceled and for ships to be unable to partake in battles, the chance increases with ships size. Obviously coal ships aren't affected by that.
I think they are treated the same, maybe a difference in modifier for battle participation but I don't know . Never used diesel in RtW2 and gas is new so I have no experience yet.
>You actually do not have infinite oil, unless you own a region with oil.
You can still get oil shortages if you lose enough commerce due to enemy raiders/submarines, which doesn't really make sense when you have oil in your continental holdings (not just oil in some colony).
From the tooltip and how M/HASM are assigned to aircraft it looks like bigger aircraft (medium bomber and patrol aircraft for example) carry heavy ASM and smaller single engine craft carry medium ASM. Based on that I would expect that ASMs always go in the Heavy slot.
I just got a new play with 2x HASM in the field, but it still doesn't tell me if that's a heavy load or not.
Speaking which, wtf is this for torpedoes? M I understand, M/H is explained, but -/M seems weird. Is that to suggest two torpedoes is a medium load?
1 year ago
Anonymous
Yes.
1 year ago
Anonymous
I guess that's consistent and... I GUESS intelligibly communicated, but it still seems weird. Why can't they carry 3 at H? Whatever.
How the frick do you fit enough topside equipment on any small ship in the missile era? Radars, vital antiair, depth charges/torpedoes/SAM/SSM/turrets???
1 year ago
Anonymous
Depth charges and launchers eventually stop proving extra ASW points so you can take them off. Less gun mounts, cutting secondary gun mounts, maybe a single main gun director and a single AA director instead of 2 and 4. Aluminum superstructure if you're a clinically insane pyromaniac. Also, upping radar level increases weight but also increases total topside space...somehow. More masts and platforms, I guess.
1 year ago
Anonymous
Radar actually improves your topside availability because they build up the superstructure or something which allows more room for AAA equipment.
1 year ago
Anonymous
Torpedoes are much bigger than bombs, just the bulk will take up the space. The B-25, for instance, could carry much more bombs than the weight of the one torpedo it could fit
1 year ago
Anonymous
thank
Am I correct in interpreting that the best way to do ASW is to either put a helicopter on every destroyer, or make a light helicopter carrier CL? Does any beyond 1 affect ASW? should it just be one on everything?
1 year ago
Anonymous
>-/M
I knew it was two torps but couldn't find anything in the manual. It was a mouseover tooltip.
1 year ago
Anonymous
yeah that's what I was going off of
- for the first value... makes sense... I guess, it just seems weird af
Feel like oil is insufficiently represented in the game. EG, you can't have Japan desperate to fight a war because of oil access in the 40s- it's just assumed everyone has infinite oil by then.
Separate question; if a plane is tagged as 'can carry HASM' or whatever, what is the load of HASM? Torpedoes would at least tell you what kind of loadout a torpedo was for them, are HASM always Heavy?
Do aircraft with air to surface missiles make their attack from a standoff distance, and if so will CAP move to intercept radar-detected incoming strike aircraft before they can reach the appropriate standoff distance?
I believe so, there's certain techs (like radar fighter direction and air to air missiles) that increase CAP engagement range and change their behavior
I only abandon them once I've rebuilt or scrapped all my non-jet aircraft carriers because torpedo and dive bombers get to carry MASM so 30 of them are still attacking more efficiently than the 20 LJF (using ~1000 lb glide bomb attack) I could put on the same carrier.
>Last war with the US ended in victory after nearly 4 years in late 1914 >Pretty much cleaned the seas of US Capital ships except some brand new BCs >No big deal >Take Panama and my allies Germany and Russia take Pacific Islands >Feeling good >Germany and Russia don't renew alliances >Brits fed-up with my shit talking in the Caribbean >The US shoves a war down my throat in 1919
I think I'm about to get fricking wrecked, all over Nicaragua.
I always hate to give up TBs that carry 2 torps, even for a bigger one. I don't know if it matters, but it makes me feel like they'll get more hits.
First war since the 30s. The missile age is crazy. Not a single enemy aircraft scored a hit on my fleet due to excessive CAP. And all my JFH got shot down, even with escort, on their first atttack. If my flag fleet hadn't found theirs and sunk their BB (via radar-guided missile attack) the entire battle would have been inconclusive at best.
My CVL intended to provide CAP to the flag fleet didn't work because they wound up in their own fleet doing nothing. I think I need more JFH or JA and less JFL if I intend to actually kill any carriers.
You probably won't have the topside space to do a lot on the same hull so the answer is probably achieving redundancy and variety through different hulls.
I'm putting LSAM on everything I can once it's unlocked, HSAM vs MSAM seems to be more how much weight you can spare and how focused you want the ship to be on area air defense (ie protect the carrier)
MSAM will still protect other ships close by but nowhere near the range of HSAM
They might have a difference in how well they protect against certain attacks. With AAA some guns can kill an aircraft before it makes an attack depending on its ordinance.
>have enemy carrier force dead to rights >their escorts shit out a several dozen missiles and frick up my surface heavies
man, battles in the missile age sure are different
>tfw there are options besides fire at wil
Are there? I've found unspent missile tubes are my #1 fire and explosion risk so I've taken to a "launch them all and let God sort it out" policy.
In completely unrelated news, apparently if you try to overfly your own ships with friendly AShMs bad things can happen
It drives me crazy that such a huge % of aircraft start the tactical battle in a damaged state, but are easily repaired by the time 1900 minutes have passed. What the frick were the maintenance crews doing for the other 29 days out of the month? I accept that some % of the aircraft you ready don't actually ready/launch because they're found to be broken during spotting or launch, but the idea that 30% of the force is just broken on any given day but can be easily fixed by the end of the day is fricking insane.
>6in hit
Impressive, very nice
more like the HMS Indefatigable
any guides how to design good ships ?
You don't need end/extended protection more than about 2-3 inches, it isn't stopping large caliber guns anyways and is enough to stop splinters
Drop secondary protection
Guns below about 5in are worthless for anti surface work, better to have a uniform 6in secondary battery until you need 3in heavy AA guns
>Guns below about 5in are worthless for anti surface work,
Not always, depending on target size they get accuracy penalties and even 5in can get them against small DDs.
I mainly use cheap KE for minesweeping and most of the TP requirement, older DDs sometimes serve in that duty too.
CLs are mostly scouts, screens and some FS. They can be quite nice to keep enemy DDs at CAs are mainly my anchor for CL formations and in large colonial regions they serve in that role too
>t. united 'hidden flaw' kingdom
>As will be completely replaced by BCs once you get them
And BCs later by 27 knot BBs.
27 knot bbs don't get dragged into cruiser actions
I'm pretty sure a speed of at least 27 knots is required for BBs to get the fast battleship trait, at least that was the case in RtW2. The battle generator treats all fast battleships like battlecruisers.
Oh also, try to keep a uniform speed battleline if possible
armor is for pussies, if you have more range and speed than the opponent you will literally never get hit
>*Hires you to design all his ships*
>proceeds to fit as many 18 inch main guns on a lightly armored 70k ton hull as possible
>mounts as many 17 inch secondaries on it as possible
>ignores AA-defences
>use the spare rooms for range finders
>forgoe torpedo defences, because frick that shit eating tonnage
>make it 30 knots fast
Yeah dude oh shit wait a minute the British have access to oil and my triple expansion steam engines won't let me be a speed demon
so build
KE for Subs
cheap CL for TP and FS
CA /B for main fleet?
KEs are pretty cheap for their displacement so you can also use them for foreign station
Light cruisers can also join your main cruiser line if you build them to be able to bully enemy CLs
Bs are your main line, CAs are your fast wing, but CAs will be completely replaced by BCs once you get them
I really, really like making 6000 ton (pre 1920, 8000 ton post-1920) big boy fleet CLs. I'll build some colonial CLs if I absolutely need to but I prefer using obsolete fleet CLs for that. I very rarely use surface raiders.
This, 5500-6500 Ton CLs can be used for 20+Years early on. These are 12 years old, and some of the proceeding class were launched in 1891, 17 years old and still serving as the fleet screen, with a re-build. After this war, they'll be colonial ships till they literally fall apart at the dock. The division editor really helps here, you can make sure the brand new 28kn CLs are on scout with the BCs, while the older 23 and 25kn CLs can poke along with the BBs and Bs. I will say, the extra tones for 6in guns is typically worth it, but I got 5in 0 early on, and have decided to stick with it for the moment.
RIP the Olympia designs from RtW 2, I loved those little frickers like you wouldn't believe
>1900
>22 knots
>2x2 8"
>8x casemare 4"
You can get pretty close, but if you want it to be a CL you need 7in guns. I thought that was the same in RTW2?
Nope, in RtW2 2x2 8" guns was valid as a protected cruiser
In game terms. Does it really matter much what a thing is classified as?
I understood the difference of light vs armoured/heavy cruiser being largely gun size and armor thickness.
>though the most common size was 6 inch, the maximum size allowed by the London Naval Treaty for a ship to be considered a light cruiser.
Mostly relevant for the battle generator and AI.
There are some aspects with tech usage, blockade points etc. which also are affected by ship class but those are less relevant.
I like to let the AI autodesign my ships and then unfrick them so it generates superstructure for me
I can and do design my own superstructures and I've gotten pretty decent at it, I just didn't bother for a quick gun layout example
Designing a battleship from nothing is a little intimidating but very satisfying
whats the point of 22kn in 1893? nothing catches up to you, do you get shell dodge bonus with that speed?
You catch up to everything else? You can't clear the seas of French CLs and CAs if they can just run away
Sad, they added so much sucks to see things go away
just saw these posts, you can still make protected cruisers with 9'' guns but you can't make them 2x2 - two cannons on front and up to 6'' for secondary guns
9'' guns are sufficient to spook anything the AI is willing to make as speed CLs, and you can still keep your 21 month build time so long as you hold onto 9k displacement or less... the main downside to me seems to be that you could just make CAs for a bit more dosh and get access to even bigger guns, more guns, and ~9'' armor, which at least has a chance of stopping something lobbed at it, unlike the CLs 4'' cap
a sneaky advantage of protected cruisers is that they get access to some of the small boat tech benefits, i.e. lower machinery weight, so they have a slightly easier time hitting massive (DD chasing) speeds as time goes on, and CA and CL diverge in their roles
have there been any improvements to airships? IRL they served a lot of roles other than surface vessel spotting, but I think they were supposed to suck a bit in RtW2
for aesthetic reasons I want to be able to spam them and spit on the HTAgays like the cowards they are, but it's not fun if they don't even help spot subs or incoming missiles, and I just can't tell if they're doing the trick
I haven't done a 1890 start but I often used 6000 ton Olympias as the CL compliment to large battleship sized CAs. The way I'm reading this though, you can still do two 8" guns forward? Might be funny to make a torpedo ram CL called Thunder Child
>The way I'm reading this though, you can still do two 8" guns forward?
You can do two 8'' or 9'' guns anywhere, it just has to be two primary gun barrels total across the boat if they are that size. 1x1 or wings should work too once you have appropriate tech for the wing mounts, but I've never tried. Strafing with broadside 9''s would really spook the AI on convoy missions.
>taiho sunk from one torpedo
>akagi was rendered completely dead from one bomb
>princeton couldn't contain a fire from a single bomb and exploded
>meanwhile in-game carriers can take 2 torpedo hits and multiple bombs and limp into port with "medium damage"
Damage depends on a ton of factors like ship and plane design. That's ignoring the poor Japanese DC measures.
As a counter example, the USS Enterrise took 3 penetrating bomb hits during the battle of the eastern solomons. One bomb exploded below the waterline leading to flooding, the second ignited the propellant of a 5 inch gun, the third hit an elevator and started a fire. A fourth bomb was a close enough miss to deform the hull and flight deck.
After an hour the ship resumed air operations, even if primarily landing its returning craft.
And then there's the USS Franklin which constantly took a beating.
>19 year treaty with tonnage limits, max of 9 inch guns
fugg
Frick having a 100k tonnage total limit as US. Pretty much crippled my shit for a good while there.
Yeah the tonnage limit can frick you over really quickly, were it not for that I would always push for treaties.
Wars always kill treaties. They can be unanimously cancelled without war but I don't know the trigger for it.
Does war breaking out still cancel ongoing treaties? If so, you might want to provoke a smaller power just to get it off your back.
Yes it does.
>TFW just finished cucking my navy and the tensions rise almost instantly to war level
>winning a war as japan
>throw the british and french out of asia
>russia has no navy
>revolution
>forced to accept humiliating terms
Dolschtosslegende
Have any of you tried out some properly stupid ships yet with 3?
Like one of the classics was going all in on casemate heavy secondaries forming the bulk of the armament rather than centreline turrets. the downsides are fairly obvious in the complete crap use of tonnage and good luck if you have to fight anywhere with bad weather. But maybe on the upside that's gonna be a lot of deck space to fit anti-air armament.
Or trying to make the MegaTorpedo Boat work.
what should be the ratio of main guns to secondary guns? Is it worth sacrificing secondary weapons to squeeze 1 or 2 extra main weapons, what about calibers, if my main is 12" should i aim for 6" or 8" as my secondary guns?
for dreadnoughts? wouldn't bother going over 5-6 inches since they get dual purpose for AA and higher calibers get a penalty to hitting destroyers.
pre-dreadnought for now, started at 1890
Pre dreds as a general rule only have 4 main guns (this is why all big guns is one of the defining traits of dreadnought)
Personally I'd recommend 4-6 main guns and as many 6 inches as you can cram on it
12 or even 13 inch main guns, 10-14 6 inch guns, some 3 inch guns, 4 torp tubes, 18 knots. You should be able to build this right at the start in UK.
Should I build airbases in every province? What's the best type of plane for them?
Airbase maintenance is cheap, it's totally viable to build airbases everywhere and only move planes into them when it's relevant (ie, keep bases in the Mediterranean, but don't actually put planes there until you're almost at war with Italy). If you try to build airbases everywhere and keep them stocked with squadrons at all times you're gonna be spending a fortune on naval aviation.
>what's the best type of plane for them
For a basic 20 size airbase I put down 8 fighters and 12 maritime patrol bombers, bigger airbases get more fighters and either medium bombers or torpedo bombers for strike
>fighters provide CAP both to the airfield itself and nearby naval squadrons you request land based CAP over
>maritime patrol aircraft provide ASW and long range search
>torpedo bombers dominate early (pre-1940s) strike roles, medium bombers are the first platform that can carry two torpedoes or guided bombs / missiles
>go to war with Japan intending to take Formosa
>Bully them in a war for a while
>I get Hokkaido in the pace as well
Lol owned
You can't tell the ships where to go on the strategic map. How is this best boat game if you can't even tell where your ships go. It's just a random battle generator.
You can though? Arguably declining battles costs too much but it's a button that exists if you don't want to get caught out in the Eastern Med while only having bases in Tunisia or w/e
I think hes saying that you cant order division x to sail to coordinates x,y on the strategic map which is "true"
It would be good if you could set a role for your fleets to hunt enemy fleets or draw them into battle, akin to what the High Seas Fleet wanted to do in WW1, draw the british into a decisive engagement and defeat them. I hate having these little battles in detail where i am outnumbered and outgunned each occasion, where if i could have drawn the enemy battle fleet out to face mine, i might have stood a chance
Is there any way to change screen resolution? It won't fricking fit in mine, and i use a literal fricking TV as a display.
Please?
It keeps cutting off the botton of the goddamn screen. I can't even see the save button.
you didn't configure for overscan moron
I have no idea how you do that
>launch a desperate airstrike that ended up having the pilots land at dusk/night
>it actually worked and ended up finding one of the italian's crippled carriers while searching at night
It's a shame we can't capture ships.
Night strikes are arguably still too effective with non-night equipped squadrons, I've had some hits after dark as early as the 1920s
maybe its because the ships are burning or firing?
>kaiser signs some gay ass treaty
>tanks my prestige
>sacks me
moron willy
Ok
>get foreigners to build your fleet for you
>use it to take their colonies
>He doesn't know about the secret radio controlled self destruct switches the Brits install in ships they build for foreigners
Ngmi
Does the game have a good "career" mode or something with RPGish with progression?
It's pretty expensive for a 3rd worldpoorgay and I want to know if it really fits my vibe.
It's basically just tabs for boats. you make a few boats for a scenario then play a series of skirmishes from there, sucks ass
Not even remotely correct
no trust me I'm an expert
It's not RPG progression
Basically you are constantly getting new tech and designing and building new ships, balancing that against the other great powers and fighting wars to get new colonies and territories
It's like Paradox grand strategies or the Total War series except it's focused just on boats and the strategic layer is pretty shallow and only exists for you to have an excuse to get into boat fights
pirate and test it, main focus of the game is naval combat simulation and designing ships, rest is afterthought to create situations to use your fleet.
Really simplistic strategy layer. It's not like highfleet where you can actually tell where your ships actually go directly.
>Night battle against DDs
>Night battle against DDs
>Night battle against DDs
>Night fleet battle, but the enemy also has tons of DDs
Frick me man. I wish it would at least tell me which time of day the engagement is happening. I don't want to lose more big ships to torpedoes
build more screens
build light cruiers that can blap destroyers and be aggressive with your flotillas
Honestly the problem only really arose when I declared "not ww2" against Britain. Neither France, Hungary or Russia had anywhere near as many destroyers. And I fricking swear we didn't get half night battles in an war in the 1890-1935 period either.
It's been absurd because Britain has a frickload of destroyers. Me being allied with German (as Italy) doesn't seem to help all that much.
My fleet in general is very skewed towards cruisers. In night battles it's just fricked either way
yep, that's me
british warships.jpg
>Convoy PQ 17
https://en.wikipedia.org/wiki/Convoy_PQ_17
When changing a squadron's role in air groups one of the possible roles is "Special"
Does anyone know what this is? I can't find anything about it in the manual.
Combination of ASW patrol planes, AWACS, electronic warfare, search and rescue, etc
specialized carrier aviation roles
I wish I could specify my fighters be turret fighters
>make massive BB after being broke most of the game
>bless the Kaiser von Fungary
>tear shit up for a few battles, my guns are quality 0, 4in bigger than anything else on the waves in current year, and I'm still going 5+ knots over enemy BBs
>wait... I haven't lost any ships to flash fire yet and it's 1910s, better move back
>turret explosion, BB detonates instantly and vanishes
the moral of the story is don't play with minors, it's a bad time
I have a few questions for people who have fricked around in RtW2 and games like this for a while:
>China
Is there any solution to the "poor education" debuff, and is there any way to unlock a domestic plane industry? I've been able to soften corruption by spamming social programs & cashiering at every opportunity, but not solve the other debuffs. Meanwhile, "Chi" tagged planes pop up randomly in the lists starting 1914 or so, but I can't actually charter my own.
Even with the mandatory "you must do this or you're fricked" goal of getting an early win on Japan, stealing SK/nK+Hokkaido and enough victory points for economy, China seems to fall hopelessly behind in industry.
>Austria-Hungary
Even when I get a critical mass of submarines, they don't seem to be particularly useful. The Mediterranean being a big toilet bowl is great for concentrating resources, but I'm seemingly unable to harvest the rewards of dragging everyone into my submarine+mine-infested waters due to ASW & uncharitable rolls, losing 3+ subs a turn for zero reward. Do I have to use unrestricted, or is there a trick to it? Are subs just shit until the 1940s or something?
>Rule the Waves in general
Are there any other games like this? Distant Worlds/Aurora are fun but they are too simple and too expansive respectively, I like how easily you can change history in HoIV, but it's really way too easy to do, and the designers suck. I've played Shadow Empire, I'm really thinking less autism empire builder and more military focus/deep unit design & customization.
>The Mediterranean being a big toilet bowl is great for concentrating resources, but I'm seemingly unable to harvest the rewards of dragging everyone into my submarine+mine-infested waters due to ASW & uncharitable rolls, losing 3+ subs a turn for zero reward.
you are missing one important advantage of medmaxxing: you can build ships with short range and low freeboard and it won't frick you in the ass
I wouldn't have been able to make my frickhuge BB if I wasn't on low/short, but even with these measures it's still hard to manage a war if I piss off France/Germany and their big ass economies 3x mine. Though I have 1v1'd France in earlier years, it's mostly as time marches on and their economy diverges from mine. Same deal with China really.
>noting that your subs aren't as effective if they aren't in the enemies home area
Mostly I want to be able to melt Italy with very few real ship battles, so I can farm war wins to boost my economy without risking losing parts of my fleets and therefore stand-off ability with larger powers.
>coastal subs tended to be more efficient against trade and medium subs against ships
I was spamming coastal since everything's staying in the Med, with only a few medium subs, so I think that helps explains why it wasn't translating well to free ship kills. Would there be any benefit to going SSL/SSM instead?
read the different cases laid out here
http://www.navweaps.com/index_tech/tech-076.php
>Would there be any benefit to going SSL/SSM instead?
I doubt it, SSL should be better in areas where you have no bases bu are more vulnerable and SSM were anemic.
Do note that I'm going by how subs worked in RtW2, I haven't focused on them yet in 3. In the second game they were generally more powerful if not OP which isnko longer the case. I suspect if you can get over 140 subs or mine layers, on very large, you might have enough to do serious damage although I suspect you need more especially to cover losses.
In one war I fought uk, france and russia which together had over 180 subs and a ton of mines which felt painful to deal with.
>China
China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing. It's a pretty easy fix to just add them, I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
In the previous game you couldn't loose poor education but now it might be possible poor education can be lost too, worst case you have to edit your game.
>Austria-Hungary
Unrestricted submarine warfare should help but it's worth noting that your subs aren't as effective if they aren't in the enemies home area, so not too much use in the Mediterranean against britain. Aside from that, coastal subs tended to be more efficient against trade and medium subs against ships in the previous game that might still be the case.
The justification for not including files for chinese planes is because chinese according to devs were incapable fo developing thier own planes in the era. Yet somehow they were perfectly capable fo developing their own battleships.
lol for some reason ivans ran their ships into this choke point between their siberian ports and basically gave me the war for free. 10/10 navigation
the AI is kinda useless at anything that isn't either clean battleship lines in open oceans or a carrier fight in the open ocean (and even then you can panic it with DDs pretty easily)
very realistic russian naval tactics
>fight war with britain
>this is after a treaty so our fleets were on rough parity
>lose some battleships, but it's okay we still are doing pretty well
>check fleets after I win the war
>I have destroyed their entire capital fleet
huh, no wonder the game kept on giving me point blank night cruiser actions
>Italy builds lead ship of their new class of shiny new battlecruiser
>I steal it
>They build another, bigger one with the same name
>I steal that too
Not even going to rename it this time, just to rub it in.
You can steal ships?
he probably means reparations, but if you are teched enough for AIs to use your docks + fighting a third party, you can steal ships currently under construction at a cost of reputation
this may or may not require spying on the target country, I've had it fire a few times while playing catchup on tech
>you can steal ships currently under construction at a cost of reputation
>this may or may not require spying o
I can't be sure if it is connected but thatbkught lead to alliances.
I fought a war against france once and repeatedly got events to claim spanish ships that were being build into yards. I repeatedly declined and at one point I suddenly had an alliance with spain and them joining me in the war.
I got them as reps. If you win hard enough you get to choose one enemy ship to add to your fleet.
really? I've had multiple people i've fought collapse into revolution and never got to steal a ship from them
I don't think stealing ships is a thing
did you get it as reparations or something? is that a thing?
Can you get rid of poor education? I know you can get rid of ineffective shipbuilding industry.
to the autist who keeps using Ganker lingo and quotes in official RTW discord you are fricking cringe.
why is it always discord?
hahahahaahah
>It's yet another restructuring all divisions following a war
I don't have many gripes with the UI. Not letting me expand subordinates without "go to" first is one of the biggest offenders so far.
>no new art assets
>still no background music
>still Dad's First VisualBasic App-tier ui
>Not new art assets
But there are. The ships look better
It's still the best naval simulation game so it can be forgiven
>>no new art assets
are you serious?
no background music
autism prog and the Victoria II OST are all you need
this is so sad
the captain was an aviator too
>lose 2 ships to mines in battle
Why don't the enemy ever run into these things, even when I deliberately lead them into a minefield?
f
I am convinced that my destroyer forces secretly work for my enemies, which is why I use them as suicidality as I can when they actually decide to do stuff
How do I delete airships
I don't know if this is a bug, but, while you can't upgrade -2 quality guns, I think this is due to a lot of the rule breaking designs being tied to -2 guns, you can upgrade them ton higher quality of a different caliber. IE, I upgraded a semi-dreadnaught with -2 12in guns to quality 0 11in guns with no issue.
>IE, I upgraded a semi-dreadnaught with -2 12in guns to quality 0 11in guns with no issue.
That sort of makes sense from a weight standpoint I guess? But wouldn't that allow a 3x2x11" ship way earlier than it should be allowed?
It's very expensive, so I'd only see it useful in a treaty situation, but it seems so
Now I want to keep a hull in service from 1890 to 1990 regardless of utility or common sense
Might be a good choice for a US playthrough, I always use the US for fricking around meme campaigns (like that time I went semidread battlecruisers only)
>USS Constitution
>~2000 ton Coal/VTE @ 13 knots with 30 casemate tertiary broadside 6''s, two 7''s chasers on the bow
>refitted with bulge+deck armor, a few dozen AA guns, top-mounted torpedoes, missiles, and mines
There's a limit to top speed based on hull form, you can't get a 13 knot ship up to 28 knots with engine upgrades. So starting with a large, fast cruiser to get a more useful maximum speed might make sense.
This is how you're supposed to manage a navy right?
blame the government
>War ends
>Lost 50% of your funding
>-15k per month
I fricking will blame the government. Cheapskates who think war is a one and done thing
How do you build up a domestic aircraft industry as China with a 1920 start or are you just stuck with foreign imports?
>China can't have any domestic plane industry because there aren't any files for it, both plane designers and aircraft names are missing.
>I think It was in chinashipsnames.dat, you could just copy the names of another country even if you don't mind the confusion.
Update on meditoilet bowl submarine abuse, spamming SS instead of SSC definitely improved the cruiser kill rate.
If it's just names in one of the dat files stopping them, and you wanted the names of ships to be Chinese still, just open up one of the other Dats, I'd recommend the US or Russia, and copy the names out of that and into the China file. If you want to go all out, you could use both or a selection of everything and have a domestic industry of forgien companies, top roleplay
Could also combine modern Chinese aviation company names and random city names plus "Aeronautical Company"
lol i got both events for free training right before a major war with the bongs, its even better for japan since they have discounts on training costs. the poor lads stationed at hong kong never saw what hit them.
playing as japan, 1896, a treaty just came in and cucked my fleet and the budget I was using to keep it afloat, and the constant government cut doesn't help either, so how do I get tech and abuse treaties?
Scrap everything short ranged now.
if I get a blind ass night battle ONE MORE TIME
>play Italy
>Spies in GB & Germany
>Research on 12%
>every turn get a popup telling me how my researchers are stumped and made no progress whatsoever
Just build in the US if it matters that much, why would you ever go to war with them anyway
This is my favorite new event
Not new, the event was in RTW2.
It's also very fricky. The ship is effectively sent to a shadow dimension where it exists as part of your fleet but there's no way to actually interact with it. You can't view its history or even reuse its name, and honestly I wouldn't be surprised if it can still show up in battles.
Interesting, I've never seen it in RTW2, but I'm not surprised with the odd way events seem to be chosen. It does suck you can't read it's history but makes sense you can't reuse the name.
gg
this fight turned into a clusterfrick
I wiped out this force but then their second force jumped me in the night
I got out of it but I lost a BC doing it
battles this far north in feburary are fricky
are my planes going to make it home before night hits? just barely
are my radar equipped fast battleships and battlecruisers going to rape the enemy fleet? I will try
found you
uhh
fancy meeting you here
(I was going to bomb their air fields since I couldn't find their ships)
>japan
>1893
>a fleet of scrappy CA, CL
>only capital ship is a shitter 3300t ironclad-tier ship
>negotiated a 12k max disp/90k fleet/10 in/ 20y treaty
>kneecapped 16 different battleship being built by other powers
>happy with my 11.9k 10in B
>play catch up with CA and CL building
>negotiate another 5 years just for shit and giggles
Are there any disadvantages of having ships built in foreign shipyards? (Except for start war = money stolen)
More expensive, chance to get stolen, of relations sour they will frick you
Upsides: you can absolutely steal tech from it
Historical
>japan 1890 start
>tiny ass fleet
>everyone else have double-digit ships, of every category, even china
what the frick?
bit funny seeing 1960s Austro-Hungarian jet aircraft carriers
It's sadder that they never existed however
I blame slavs!
Got into a little scrap with Austria (1931) but my BXs got nailed with torps. Still managed to get rid of all of their BX's. At that point Japan and Russia wanted to join the fun. Now my fleet is slowly being melted away. Any way of recovering this or should I just start over?
Still positive on VP, 62K vs 39K but Il Dulce doesn't like peace.
You could experiment with going all-in on submarines, light forces and coastal airbases. You're ideally set up for it as Italy and it would be a good test of the submarine nerfs.
Upping SS and DD helped. It countered their subs, and my subs dinged their economy a little. I stil had a 10x16inch BB coming up on the pipeline and that helped defend against the russian B's and BB's that where quite old. They got absolutely blasted from afar. My airbases did the rest for the CA/CL engagements where my ships where a lot shittier than theirs. Came to a peace without any changes.
>1 modern BB, 1 DD for 2 semi-modern BBs, 1 modern BC, 1 modern CV, 1 really old CA, 2 CL, 4 DD
Good exchange on paper but it was my favourite. I almost cried when she sunk.
I need to always be building destroyers and cruisers, because night engagements are clusterfricks and even though I win I still take losses
Of course there's no reason to not give my DDs oxytorps, since they die instantly anyways
>The latest army offensive has turned into a unmitigated disaster with massive casualties!
>Enemy gains 1000 VP
I feel like the game would be better if it actually implemented the other branches of the armed forces, you won't have control over them but I have a couple of ideas on how they could make the game more interesting.
What if there's a balance of power dynamics between the army, navy, and (eventually) the air force where you compete against them to get more funding from the minister, and if you try to underhand them too much it'd cause animosity/tension that could turn into a IJA/IJN situation while a good relationship between the armed forces could have the army sending you some cash or some other bonus
I'd imagine continental European countries would have a larger priority for the army because of the neighboring countries, therefore you could have a stat like army importance vs navy importance which would affect VP gain/lose from army offensives.
Eventually, the minister would ask the army and the navy if they should form an air force branch and you could support or vote against it, this could have some effects like losing control over all airfields except for naval air stations and having to compete with the air force for airplane contracts but the air force will be the one that needs to maintain those airfields and airplanes or you could get air tech faster, free elite pilot training, and such.
>Light cruiser action
>But the enemy gets three carriers
Frick, I was not prepared for the 1950's. Britain alone has like ten times as many carriers as me. Not only that, they have jets too.
Side note, do rockets count as "missile hits"? Because I am genuinely unsure if I have missiles myself, and I scored some last battle on a BB.
>putting a fixed stern firing torpedo tube on your 60s FFG
>Can rebuild destroyers into corvettes
Neat, now I have a reason to keep older smaller destroyers around.
I have effectively made the pacific into my pond
based and pax americana flavored, can you take BC for 54'40 memes?
unfortunately not, it's too high VP even with harsh peace deals
I think the only way i'm taking it is to force britain to collapse into a revolution and then take literally only that.
If I go to war with britain again i'm going to try to clear out eastern canada and the caribbean
>decide to try ordering a battle line turn away to match my course with a passing enemy
>ELAN! ELAN! ELAN! Vive la République!
I dunno what I was expecting
There's zero reason to ever use 6" DP guns, right? Right now I'm primarily using 4" DP as a secondary battery on CLs and 5" DP on everything else
6 in autoloaded DP guns are hilarious
6 in guns will kill a DD in a couple of shots, which is good
is it worth making a squad of dedicated DD hunters?
max torpedo protection, max speed, a big fat belt, and 1x 7'' and 20+ 6''/5'', no deck and nothing else of value to offer (other than maybe some backup tubes)
Not really because well balanced mid-late game light cruisers already shred DDs. My current CLs are 8kt, 12x6" and 12x4" DP and do fine against DDs. They could be a bit fatter to have torpedo protection, I suppose
In terms of belt thickness for fighting DDs I'd go with 3" belt and 2" deck for splinter protection and good protection from 5" AP shells, but no more.
How should you do research?
Max out percentage (12%), and personally I try to use a balanced number of low/high priorities but it's not a big deal. It just changes how it's distributed, if everything is on high it's the same as nothing being on high.
Also, steal tech as often as you can. Spy at max on anyone ahead of you in tech. If you're really fricked over for tech (say, Italy or Russia) you can build ships in foreign yards and occasionally steal tech that way.
Thanks, which categories are the most important?
Subs are the least important, the rest is typically how you want to build your fleet putting priority on torpedos and light forces is normally a good idea
>Subs are the least important
Correction: Naval aviation, lighter than air is the least important. :V
>he fell for the heavier-than-air flying machine charlatanry
ngmi
I actually get one or two blimp bombs hitting my ships per campaign, usually in the 20s, and parasite fighters are fricking funny.
>THIS IS WHAT THEY TOOK FROM YOU
Blimpsisters... The planechuds are laughing at us again...
>I forgot to decomm my airship stations and now the game periodically laughs at me
I like damage control and fire control
>hit your enemy
>don't die
but it depends on your own doctrine choices, if you're going heavy on light forces you'll want torpedo warfare tech.
>playing as Japan
>In a alliance with Spain
>War breaks out with Germany
>Spain doesn't want to join
>don't really care, the war is a few small skirmishes around Hainan
>few turns pass
>Spain joins
>Following turns get popups every turn about how Germany is having unrest from the Spanish blockade
the frick?
1890 start? Germany is weaker there an may have moved enough stuff far east to get hit by the Spanish blockade
>Be allied with Spain for around 2 decades
>They didn't join a single war
>Always got pissy when I tried to force the issue and still didn't join
Frick the spanish
I hate these Airplane c**ts, I didn't ask for more speed, and you can't trust them to improve models.
Speed is the only stat that matters
game why
>sorry cap'n I just woke up 50 miles off the Italian coast!
and somehow the italian positioning is even worse kek
surface action isn't dead, at least in 1939
the fact the AI switches in the 20s and 30s to building increasingly large heavy cruisers (the Austrian one sunk was 12x10" on 18,500 tons) seems kinda odd, since BCs still shrek them
I mean, yeah
just because "battleship manages to slip through and engage the carriers in a surface action" didn't happen IRL doesn't mean it wasn't a possibility
There are entire classes of ship that were design explicitly to stop enemy vessels from raping the carriers in a gun fight
hell, if Lee was more aggressive, the american battleships could have gone for a night surface engagement against the japanese carrier fleet at the philippine sea, which would have seen 2 Iowas 2 North Carolines 3 South Dakotas face off against both Yamatos and the 2 suviving kongos plus various light forces engage in a night battle and depending on if the americans win that they would have a straight shot with their fast battleships to engage the japanese carriers
>2 Iowas 2 North Carolines 3 South Dakotas
Weren’t the Yamatos build designed to counter that?
From my understanding Yamato was designed to fight large numbers of Standard type battleships, which had (up to, with the Colorados) similar armor and armament to Iowa but were 10+ knots slower
No, the Yamatos and the North Carolinas were laid down in the same year, so their developments were made off of the previous generation of warships. Yamato was designed to counter the US's Standard-types, which all went 21 knots and had mainly 14-inch guns (with some 16s from the Colorados).
this is a valid 4 month civilian trawler conversion, lmao, a minesweeper with a seaplane
God damn, this pisses me off. First it is too narrow for speed greater than 23knt. now it is too narrow for speeds greater than 18 knots!! WTF?!
3 over 2 is your friend
You're trying to do too.much for what tech you have
Look at nagato for what the Japanese were actually doing around that time
>planning my next and possibly final BB class, mostly iterating on my existing Richelieu style fast BBs
>as I'm freeing budget the shipyards repeatedly offer discounted carriers
>end up building 6 96 plane CVs at a time instead for a total fleet of 12 CVs
Finally actually building it and the game has decided they must be BCs because they're fleet speed in 1944, I guess Iowa is a BC
also slightly mad I'm stuck with a choice of 16" Q0 or 15" Q1 in 1944, but whatever, I haven't prioritized gun development.
Will probably only count as BB if you increase the belt, 16Q0 would be better if you keep them for a long time but I usually don't care that much about big gun quality by that time.
You might want to consider using a bit more light AA, 40-50.
I dunno, I just had my first battle using early AShMs in 1946 and it went alright, my main complaint is my carriers not packing enough reloads for them. But two of them nearly killed a 15,000 ton super-CA, going straight through 5" belt.
meant for
40-50 is my IQ apparently
>all or nothing armour
Momento Brittannico
It's the final research. Of course it's the best one
>not using sloped deck for maximum armour on everything except CLs
Ngmi
I've considered making a flat deck on top battleship with extremely thick belt extended and upper belt (for late game AShM protection) but the weight is prohibitive. 5" of armor isn't enough to stop medium air launched missiles.
When do missiles mature? Had war in 1954 and missiles seemed really underhwhelming.
hey, MTBs did something
A first time for everything I suppose
So how do you play the US in 1890? You have jack shit for both docks and fleet. Just reduce tensions until you catch up even slightly?
My fleet is barely seaworthy and it's already 1898. I've lost two wars so far and can't really figure out how to handle this.
Bully the Spanish or something until you have a big enough fleet with enough development to trick the British into signing a favorable naval treaty that levels the playing field
That or wait for your development to ramp up over time
I'll restart and try bullying Spain instead of ending up into a war with Russia as my first endeavour.
Honestly, coming from Italy it was very different. My fleet of 4-5 cruisers were chasing theirs. After a whole 3 years at war. We only had one actual battle. In which I scored a hit, but got 0 damage in the victory screen. The russians fled and were faster than me.
I guess 8 cruisers looking for each other in the pacific isn't great odds for combat to happen. Compared to the mediterranean. Italy - Austro Hungarian wars had constant naval battles. Despite low numbers of ships.
Is your game fun bros
Very, you should play it
So, i was wondering about gun quality mentioned in manual. It says that it can range from -3 to +2, but i've never seen it go higher than 1. Is it mistake in manual or can you get 2 by events?
I've seen +2, at least in RTW2, as Germany I had +2 11in guns in one game with the variable Tech. I've never seen -3 guns though
-3 are the really terrible short barreled, slow firing 1890s era guns
they can't be upgraded to higher quality guns but they allow a couple meme configurations like 3x2 11" predreadnoughts
Yeah, I've seen those, but typically it seems like they are -2 guns, like this big Pre-Dread. Is there a nation that starts with -3 guns? It'd be neat to see something like -3 17in guns for some old Italian designs.
The game is finally out? How much improvement does it have over 2?
Note, I didn't play 1 or 2. But from what I've seen in these threads.
Machinery now wears out and can be replaced during rebuilds. Otherwise you suffer speed penalties.
Better ship graphics. Just judging looking at the older games I agree. The ships do look nicer.
Longer timeline with the jets and missiles and stuff.
Probably a few more things I can't speak for. But that's what I remember seeing.
>extended timeline (don't bother with 1890 though imo)
>ships can now be manually assigned divisions so your 21 knot BBs aren't stuck with your 28 knot BBs
>various QoL tweaks
>proper missile and jet implementation
>ship designer rework, both visually and in terms of things like armor scheme and topside weight
I'm enjoying it but if you've played RtW2 it's more of a "definitive edition" than a new game
I've pirated RtW2, but I'm considering buying it now that it's out on steam
I'd buy it to support the devs since the team is small but because it's on Steam it's basically DRM free now so if you wanna pirate RtW3 nobody is stopping you
Also the biggest change being that other nations can end up being at war with each other through their own decisions now. No need to end up getting into wars due to your ally dragging you in, and even if it did happen you can just ignore them instead. Plus it's now 8 nations at play now rather than 6 from the previous games.
What's wrong with 1890?
Lack of torpedo boats. Torpedo boat destroyers just pop out of the ether fully formed without their historical nemesis. Maybe it's my autism but I don't like that.
I'm bad at naval history. So I don't really understand what you mean. I'm reading a book on 18th century naval history right now. Which is quite a bit before any of this own power shit.
In the beginning, the British created battleships, and they saw that they were good. Then Robert Whitehead created a torpedo, and the Fr*nch created fast boats to carry them. These torpedo boats needed destroyed before they could launch at the battleships, so a type of escort was developed, the "torpedo boat destroyer". This is a DD. In game, DDs just sort of appear without torpedo boats to destroy, but rather acting as overgrown torpedo boats themselves.
Neat. Didn't know the real meaning of a destroyer. I've only really known them as the smallest modern ships. But no real idea why they were "destroyers."
In true modern times, they're actually often the largest type of warship in a navy, which makes the designation make even less sense. Cruisers and aircraft carriers are larger, but for nations that don't operate them, it's only destroyers and lower.
(My own country doesn't have any destroyers)
On the contrary, destroyers have evolved and grown along with the ships they're designed to protect and the threats they face. Ye Olde Torpedo Boat Destroyer was 500 tons and escorted a 10,000 ton battleship against small craft with torpedoes. Modern Destroyers (USN) are 8500t primary surface combatants in their own right, but their primary job is to protect the 100,000 ton supercarrier against submarines, cruise missiles, small suicide craft (manned or unmanned), swarms of drones, aircraft, and ballistic missiles.
I haven't reached the late game yet, does the game change the definition to accomodate larger destroyers?
Yeah, DD max tonnage grows continously
Why do the French ruin everything...
honhonhonHONHONHON
Which book? I'm intrigued.
>1920 Japan Start
>Historical Treaty
>No CAs after creation
>Need to build CVLs to advance tech
We're putting the Light in Light Carrier
You can build up to two AMCs during peacetime to simulate converting civilian liners to carriers. Just FYI.
Simulate by changing ship class/types in the save file but still paying everything to build? Otherwise, it doesn't seem like AMCs can have a flight deck
Build them as high speed AMCs with plenty of spare weight, rebuild them as CVLs.
Makes sense, never tried that before
How do you even rebuild a ship as a CV(L)? I go the message that I researched it. But I had no idea how to do it
Aircraft carrier? No, this is an aircraft-carrying destroyer.
time is a flat circle
Cute!
miyazaki-ass aircraft carrier
Ghibli mod when???
With flying battleships?
Hell yeah
the flying saucers on bismark make it great
Have you guys used the new graphics assets to make your own ships or just use the automatically generated ones?
I've been really enjoying the new assets, sometimes I'll use AI designs as a base but my battleships I've drawn from blank, for example
although they're currently delayed by ANOTHER war with germany frick you germany I want my super richies
And my CLs, which evolved over three or four generations from an AI design which sort of organically grew over time
Yes, even minimally
I try to design my own ships, hull shape is the hardest though. I'll just roll till I get the shape I like, then clear everything off to build
You could do it manually, stripping out the armament and adding a flight deck and aircraft, and redrawing the superstructure yourself. Or just press the button. It's on the superstructure graphics page, "auto convert to CV".
This battle was neat. MTBs got a hit in, my BBs fired torpedoes at carriers, and then got into blindfire radar guided gun duels while coastal batteries spotted the enemy fleet on radar. None of my missiles hit and I ended up doing night time glide bombing with TBs to decent effect.
I played my first game and learned a lot from 1890-1950ish. When missiles enter the field. Do you get anti missile missile salvos and shit too?
Missiles come first, then radar guided MAA which can take potshots at missiles, then light SAMs, then CIWS
So no no AMMs? Too early?
Light SAMs I think can fire as AMM but don't quote me on that
AEGIS didn't start serious research and production until just OOTF
Yeah but you can fire Sea Cat at Silkworms which is well within timeframe. You don't need modern, high fidelity, infinite target engagement systems with ESSM to take potshots at incoming missiles.
I'm the one who asked first
What does that even mean?
Sea Cat was an early point defense missile, equivalent to early light surface to air missile in game. Silkworm is an early surface to surface missile, equivalent to a heavy SSM in game.
hon hon hon
honhonhonhonhon
HONHONHON
STOP wasting torpedoes with ships that are already sinking, you idiots
Sorry bro, I get a kickback from the steel industry every time I launch one.
I had enemy ships that were stationary and on fire count as heavily damaged in the afteraction report. Always give them some extra whack just to be sure if the situation allows.
I will waste an entire destroyer division worth of torpedoes on a sinking CL, just because I want.
frankly coup de grace is one of the best uses of torpedoes at most points in the game
after the fifth torpedo on a stationary burning target she's fricked though, yeah
protip: you can tell a ship has been considered sunk by the game if the AI tries to send a destroyer to rescue the crew
destroyers going from complete cowards to the bravest men in the navy the picosecond a ship is crippled is never not funny
>complete cowards
What?
Destroyers in my experience have a tendency to Leroy Jenkins charge into formations of light cruisers and get blown to pieces by their guns.
>finally take torpedoes off my battleships in the 1950s to make room for SSMs
>now I can't see the torpedo range ring and I'm infinitely more paranoid about getting my BBs torpedoed
Are your BBs really getting torpedoes in the missile age?
Sometimes I'm a little more aggressive than advisable. I definitely took more torpedo hits than missile hits in the last war (ended 1949)
>BB hit by a DUD torpedo!
>Admiral Sudoku (Above Average, Lucky)
T-there's no way they made lucky that OP, right? It's gotta be a natural dud....right?
the super richelieu enters the missile age
Honestly, how worth are huge battleships?
They cost so much and it hurts so bad when they go down. Especially if it's something stupid like a destroyer rush or planes.
I wouldn't go bigger than what I've got there and that's already pretty fat but I wanted armor and speed. My concern is mostly screening my carriers against enemy CAs, which the AI has decided to build in great numbers. But at least in my last war that ended in 1946 or 47, even with early jets on the field I was repeatedly coming into surface action. That was mostly in the Mediterranean though. I've skipped CAs entirely in favour of a fast battle line protecting the carriers and CLs / DDs as screens.
This is what they're designed to escort
And it's ships like this (as well as basically anything else that floats) it's supposed to overmatch in surface combat
What does spacious accommodations do?
The battle generator selects numbers of ships, not tonnage, so you're better off with two super heavy battleships than four smaller ones if you're in surface combat. Obviously it hurts a lot when you lose them which is why in rtw2 I usually quit building super heavies by the forties because they just become loot pinatas.
Crews after a certain year get cranky if you don't have them. I'm not sure what the year is but I think it's 50s or 60s so I've started building for it.
In rtw2 there was an event around 1945 that just made crew accomodations take up more space, so you're saying in 3 you just have to use spacious instead?
That's my understanding, yeah. You can probably still use regular or even cramped accommodations, but at a crew penalty.
Fascist regimes should get around that as well
"Spacious" accommodation being more like cramming in 4 people in a phone booth sized space instead of 6 and letting them have a shoebox worth of personal storage instead of a cigarette case's worth.
It's still a 20th century naval vessel after all.
>congratulations, you're still triple bunked, but now you have a curtain and a footlocker!
How do sailors find a little privacy to jerk off?
it's the navy, probably gay sex
>Communist regimes don't need spacious accommodation
>Fascist regimes do
what did the boomerdevs mean by this?
you need bigger footlockers to fit all the snazzy fash outfits, batons, kink gear, etc
/fa/scism strikes again
I think the bigger issue is Eastern regimes, why do they care?
Checked and try
I have no idea, Soviet ships had plenty nice accommodations.
Do yourself a favor and load one of the CV4 designs if you want an Angled flight deck.
It's 1910 and I've spent the last 20 years trying to get into a war with China as Japan. I've fought three wars with Russia in that time. Is this just bad luck or is there something keeping us from getting into a war?
What do I need to stick a helicopter on my destroyers?
wrong image
A helipad.
Are warm-water ports simulated and is the Soviet Union screwed by Montreux Convention?
Black sea doesn't exist. Don't think it tracks warm water. Soviet Union is screwed, but not by that.
The French are building battleships for a Russia even as they help me blockade Russia, our mortal enemy?
That's odd, usually they'd seize them for themselves
Why do SAMs take up so much space compared to SSM?
I believe radars and other fire control devices are also calculated with SAMs and such
I'm in the missile age and it's impossible to have enough deck space. What techs improve the efficiency of deck space?
How the frick do I do carrier/missile combat?
Carriers I at least understand in theory, but missiles I have nothing on. What the frick do I do? I was trying to spam cheap destroyers with HSSM batteries but they got instantly smoked in a single battle.
>I was trying to spam cheap destroyers with HSSM batteries but they got instantly smoked in a single battle.
That's fine, that's why their cheap. Battles between missile destroyers are extraordinarily short and violent, with both sides sinking.
Maybe that wasn't my problem then. I was playing Russia against Germany around 1960. There was a treat in place and allotted tonnage.
I felt like Germany had 3x the fleet I did, including larger ships, and all concentrated in the Baltic. How do I take on something like that when I have to keep ships on station and trade protection and guard other regions as well?
Russia is probably one of the hardest starts, historically building missile submarines and missile corvettes in large numbers was the Soviet solution. Shore batteries and land based air are pretty good in the Baltic too. 1960s is probably too late for MTBs to do anything useful though.
I got a repeating CTD as italy around 1948 and tried restarting a game as russia in 1925 to finally see missiles and jets for a change. Then immediate blundered into a 30 year treat limit on tonnage and caliber and fleet size. Maybe I should try japan or germany instead.
IMO the most fun starts are Japan, Germany, and the US if you just want to frick around in essentially sandbox mode
sweet jesus fire fire fire
good god
also what the frick is that carrier loadout germany
>tons of jet fighter light
I see no issue with that, assuming they hav some bombs.
How does the missile gameplay hold up? Does it feel satisfying? Realistic?
Swarms of little red dots fly from your ships to theirs and vice versa at extremely high speed, followed by pop-ups of "Unidentified Ship HIT BY MISSILE" and your own ships catching fire and flooding
amusingly "heavy missile B* shell burst limited by coal bunker" is totally a thing if you're still using coal ships by then
I have like 22 heavy cruisers, some of which are 19,900 tons and go 28 knots, but they won't show up in battle for some reason, idk if it's because the UK doesn't have any
>He didn’t embrace the BC>CA meta
NTA, but I would have gone full BC but treaties keep on capping capital tonnage, so I keep on building fat CAs to give an edge
Are you not supposed to build CAs if BCs are available?
so battlecruisers were originally designed as "dreadnought armored cruisers"
really, between like 1905 and 1920 there should not be a difference between "light" and "heavy" cruisers, after the armored cruiser was replaced and before the treaties, "heavy cruisers" were not really a thing
The AI will build "CAs" up to 16000+ tons with 12+ 10" guns in the 40s but at that point IMO it's best to skip big CAs entirely and just build a 32 knot battlecruiser that can keep pace with and overmatch them
Do the guns not come with any ammo?
In the game BCs are just faster bigger CAs so build whatever makes sense and let the game call it whatever it wants.
The only time designation memes make sense is when you're building big fast CAs so that when the game goes you cruiser action you get to stomp a bunch of CLs with your battle fleet.
How moddable is the game? Are there any chances for some big fun mods?
It's pretty moddable to my understanding. There's some minor ones already up on steam I think. What were you hoping would be 'big' and 'fun'?
Well some graphical mods would be nice to make the UI less bland. But really I'd love to see some total conversions that totally change up the map, countries, and use out there ship ideas.
Country mods have always been popular in RtW 2, usually with countries like Brazil or the Netherlands, but also the CSA and China
Some kind of interface/control overhaul would be pretty nice.
Maybe the ship illustrator is usable but I've never had the autism to try and figure it out.
What is the origin of these images, google/saucenao don't work thank you.
The manga Taihou to Stamp by Hayami Rasenjin
Somebody made a career out of drawing bullshit weapon designs and bullshiting us about logistics meanwhile my last job was all about cultivating bacteria form potentially anthrax contaminated wastewater samples in smelly lab.
What am I doing with my life!?
agar plates mostly by the sound of it
I have fond memories of participating in a play-by-post thread of- I think, don't remember any carriers- RTW 1 way back when, particularly the escapades of the pocket battleship Mussolini's Lamborghini. Are pocket ships/just-barely-not-BC CAs still a viable meme? I have something of a fixation. And on cruiser subs, which are now a thing since 2 I think?
>ruskie-english scanlation of Guns & Stamps halted at the start of Volume 6 years ago, never to resume
frick you for reminding me
The scanlator said he'd be doing more releases. Granted, he said that 4 months ago.
the bastard, he'd better get on it, it's a really charming series for mechanical designs
and to correct myself, sorry, dropped 4 years ago, with a blip of more volume 6 7-6 months ago, but only for his Russian language translation
In RTW1, 12500 ton 12in CAs were just about the most useful ship in the game. Weight armor and speed tables have been changed since then, but you can get a big ass CA to dominate the early game no problem.
12in CA
they also make good CVL conversions for your first carriers
how hard does it fall off making not-Graf Spees after 'the beginning?' They used to hold well as you say, though it was all too likely they'd get mauled by a '20s-'30s battlecruiser at least once in their careers. More than once if they survived.
Cruiser subs, though. I understand they have stupid high sortie range, minelaying, maybe they do better in offscreen ship-to-ship combat dice rolls, but are they worth the extra investment over medium subs? They seem like they'd be useful for mucking up the Atlantic as one of the European powers. Or as colonial raiders, like a reverse of coastal sub principles.
They fall off hard now, RTW1 ended in what 1925? You could deal with a 25-26 kn ship as a raider or support unit. After the early 20s, if you want a CA, that shot needs 30+ kn to stay alive. On the other hand, as
the carrier rebuild now could keep it in service till the 70s if your lucky
I think you got as far as 1935~ before it soft-ended, then hard-ended at 1950.
>What were you hoping would be 'big' and 'fun'?
milkers
are you just asking for all ship art to be replaced with shipgirls
Yes!
Or at least an little portrait in the OB/log
actually portraits for officers would be great too
>Elderly / Inefficient
>Aristocrat / Incapable
historically accurate French officers
I don't think there's actually anything stopping you from shoving ship girl images in the side profile image slot, I haven't tried it myself but I'm pretty sure it just accepts any properly sized bitmap
If someone could make procedurally generated shipgirls for this game that'd be neat
is there any way to automate carrier-based air strikes? even on AI mode they only seem to run CAP, no matter how many airwings are ready
Nope, the most automated you can get is using the auto select strike group button, then manually readying and launching them
That's shit, I would love to have the AI manage my carrier strikes because they ALWAYS find my fleet on the first try while it's 50/50 if I find them at all. Having the AI's magical scouting powers would make my 100-aircraft super carriers unstoppable.
the main reason I asked was to try fricking around with spamming Japanese-style mini carriers (Hosho-size, 12-15 aircrafts, 25+ knots) but why bother when I have to micro them all individually?
shame
You'll have a lot of CAP though, and could focus strike craft on the big boys. Either way, I feel like sometimes a carrier will launch a strike back. In a surprise battle I played recently, I was able to drive my CAs onto a French CVL that was launching planes at me. I didn't know where it was, but it kept getting attacked by some torpedo bombers and getting marked on the map. Possible it was land based medium bombers, but I leave my CVLs on AI control to follow the CVs. I would have sworn it was the CVLs launching planes
how do you even play as Spain or China?
In the early starts it's not so bad, just have to pick your wars and your battles. Spain vs the US in 1890 or 90 is hard, but a couple big CA at 22 Kns and some CLs to back them up will allow you to pick battles. The only hard ones are invasion battles, as, with only Cruisers, you need to get into the transports to win. They'll have they're whole fleet there though, and ice noticed they're better about not getting kitted away. As the smaller nations, Bs are not your friend, unless you can push them to 20 kn or so. At least that's my strategy with the smaller countries
I have no idea of what I am watching, I feel like I have reached the limit of bearable autism.
Did they remove the setting to make your starting fleet?
it's there but only in 1900
I like big armored cruisers.
How do you guys get so many treaties? I've never seen a treaty unless I select the prestige-reducing options which I've never done except as an experiment to figure out how to get treaties. Do I really have to trade my prestige away to see the treaty mechanic?
Is it possible to destroy coastal batteries in engagements? Wondering if I should bully a 4inch I just saw with my 1890 starting CAs.
yes
actually in invasion missions it may be necessary, I once had a 4 in field piece pick off a few of my transports in the night before I could suppress it
thank friendos
You can but it takes fricking forever, you will probably run out of ammunition or daylight or engagement time before you kill one in 1890. It makes invasion battles a huge pain because the field batteries attacking the invasion fleet are extremely difficult to kill, I have "lost" invasion battles because the invasion fleet sails away from the destination while I sit there at 0 speed for 10 hours shelling the defensive battery.
t. churchill circa 1915
I assume this is a Gallipoli reference but they landed at Gallipoli. In-game they fleet sees a single 4-inch battery which could probably sink one transport every six hours so they head for the open ocean. And never turn around.
I was more making an "opposed landings are difficult" joke using gallipoli as an example
>can shore bases be destroyed
Yes, and not only yes, but so can airfields if they're in gun range
>in the 1890s
enjoy emptying your entire magazine for 2 hits
German ship names generate errors when they go in for refit, I assume due to the special characters because they just show up in the error message as "Bl*er" etc. It was the same in RTW2 as well. How do I get the special characters to show up correctly so they don't generate errors? I guess my alternative is to just go replace the ship names so they're just "blucher" etc.
Locale emulator to an US-EN locale.
In hindsight I knew that would be it. I think in modern Windows you can set it per executable.
weebshitter detected.
I wonder what could have made Anon come to that conclusion from the provided information.
Anyone got ideas for Chinese plane/manufacturer names?
Yellow Devil Inc
Implessive Ploduct Consortium
Industrial Espionage Experts
Opium Inspired Designs
etc
Throw a few named corporations at it, like Pings Aircraft Co
City and river names, maybe with foreign manufacturers tacked on, like Curtiss-Beiping Aircraft Company
Xian, Chengdu are their IRL plane manufacturers
In my current game so far the government has freed
>Puerto Rico
It has not freed
>Iceland
>Norway
>Taiwan
>Vietnam
>Hokkaido
In my game America took Hokkaido, granted it independence, and then literally three months later Japan took it back with the colonial crisis event
I wish we had nuclear propulsion as a late game tech, I want to build a BCGN. This is three quarters of the way there.
oops
I recall that the troubles and guesswork involved with modelling damaged nuclear reactors was at least one of the reasons involved in skipping it.
>Heavy missile hit on BBGN Kirovitis B*, shell enters reactor space
>Your crew is dieing of radiation poisoning and cannot contain flooding!
>Your crew is dieing of radiation poisoning and cannot fight the fires!
It's a bit more complicated than that. And it's not the poisoning that will get you, but the crew will be pressure cooked alive by steam, while the reactor itself overheats and turns into slag that melts through the hull.
Imagine the political ramifications of a damaged reactor leaking radiation on some neutral nation's coast too.
Of course. We have avoided a military conflict during the Cold War (barely). So we only have Chernobyl as reference for guesswork of how this shit would go down, but it would definitely not be a good time for the crew or the environment.
And if you're ignoring all that and it's just Turbines+1 then we got Gas Turbines for that I suppose.
Well, that and the fact that nuclear fuel lasts decades, allowing a ship to operate at sea indefinitely. The refit lasts two years, but you only to do the one.
how much is really needed though
>coolant leak
>partial melt
>complete destruction
it's not like anything else is that wildly in-depth
what would happen if a nuclear reactor melted down at sea through the hull of the ship? Just an exploding steam geyser for 20 years?
unironically nothing, it'd sink to the deep ocean and create a few hundred meter radioactive death zone around it but water is really efficient at stopping radiation and the ocean has effectively infinite cooling capacity
There would be a warm pile of slag at the bottom of the ocean for a century or two.
Now considert that ship reactor could very well be a molten salt desing. Superheated salts melt though hull then quickly cool dissolve in seawater and billions of fish die of ARS as a result.
BILLIONS OF FISH MUST DIE
anyone know why it's so hard to go beyond 32 knots?
Water drag is a b***h.
the power required to push a given hull through the water is square or cube of velocity, it goes up real fast if you aren't hydroplaning
Do you think turbines just grow on trees, and you just need more fertilizer to make a bigger one?
If you pay attention there's always a speed for any given hull and tech level where you go from paying only a tiny amount of tonnage to gain one more knot, to paying a huge amount of tonnage (2-5x more than the previous). This "elbow" represents the speed at which you should probably build your ships unless you're doing something special with them. Mid 30s seems to be the speed at which the boomers decided the "elbow" should come to rest at max tech.
Because I don't think the speed calculations have been changed that much since the first game. A 32 knot soft cap makes sense for larger ships when the end date is 1920, not so much when it's 1950 or especially 1970. It's actually the main bottleneck I've come across when trying to recreate historical designs. Everything else fits in roughly the historical tonnage, but as soon as I start cranking up the speed beyond 30 the number turns red and enters the quadruple digits.
Except fast ships have been much easier to build in RtW2, destroyers could reach 40kn rather easily (as they did IRL) not to mention there wasn't a hard speed cap on capitals. Feels as if speed just got nerfed hard.
I looked a bit into it and the speed table between 2 and 3 is still the same.
I first tried creating a new one table up to 46 knots but turns out he game has a hard limit of 40 knots, anything above that can't even be selected.
But because the speed table wasn't changed between games the old mods to it should still work. https://files.catbox.moe/dk5qx8.dat for example has lower HP requirements than vanilla.
I'm not sure that is actually caliber dependent. I think it was just a general secondary battery interference, at least that's how this doc file for gunnery modifiers lists it. Pic related.
docs.google.com/spreadsheets/d/1EdyGkqAqKEHUgOlTW6QTei-o9gscgQ-Zq-lGnJPAgLE
Shell Dyes actually only make a difference for accuracy penalties from multiple ships shooting at the same target.
Well frick, I'm moronic.
>the game has a hard limit of 40 knots
this dumb grognard game never fails to disappoint
Yeah imagine if some radioactive material got into the ocean, the largest heat and neutron sink, and biggest pollutant dilutor, in the entire world.
I mean plenty of nuclear submarines have went down.
>first fleet battle of the missile age in 1959, two carrier groups and two surface action groups against the entire german fleet
>Strong Gale
very funny game
AAAAAAAAA
RIP anons botes.
see, the problem for them is that my BBs are still intact and in fighting condition
the problem for me is that I'm limited to 17 knots by the gale and don't actually have guns that shoot backwards should I need to run away
>the missile age will extend combat ranges they said
>battleships are obsolete they said
that "CL" is firing 17 inch guns
how do you misidentify this as a CL
Hang that officer
>Heavy missile hull hit!
>Shell burst limited by coal bunker.
Well that was a little underwhelming. After passing battle lines as close as 7000 yards in 1959, the only actual loss was a CL sunk after battle by a submarine. Battleship bros, are we vindicated? One change I'm immediately making going forward is no SSM reloads for BBs, need to empty those tubes before they start burning.
Further battles
>Medium bombers aren't fricking around, holy shit
>I actually had to use my DD's torpedoes to screen
setting ECM to high immediately on unlocking it was a good investment
Does long/extreme range help destroyers make it to the battle? I'd be happy to give up 1-2 knots if the destroyers would actually show up.
I'm pretty sure it does
The weight penalty for "long" range is prohibitive for a destroyer.
I was wondering if I was leaving too many old ships in service without major rebuilding and then the Anglos hit me with this in 1945 still chugging along with -1 quality main guns
And then you sank it effortlessly.
I at least rebuild my aging ships every decade or two if their hull can handle higher speeds. That thing was probably untouched since Queen Victoria.
It may be a bug, I've seen Bs spawn in fleet battles as late as the 1960s despite those ships being long since scrapped.
>destroy one bombardment target
>no bombardment target was generated
Those tricky Huns.
Try double clicking "Destroy 1 bombardment target"
Yeah it did generate one in the usual spot, it just didn't have the red objective circle like normal.
Meanwhile the floating point error here is that the vessel won't be floating for long.
what in the god damn frick
The DB was a bored level 100 player up-tiering themselves for a laugh, where as the HJF player was a noob who bought a premium jet and hadn't even bound the keys needed for locking a missile on target before going into a game.
a skyraider shot down a mig-17 over 'nam
well that went pretty okay
Wrecked
What's the closest to life starting options for 1900? I want to hit the irl Japanese fleet oob for 1940 by 1940(10BBs/10CVs/38Cs). Is the game budget a requirement for this? I'm a fan of the historical limit. Also, Is the biggest fleet size also a requirement to reach those numbers?
You basically need the maximum fleet budget to approach irl sizes
Biggest factor will probably be having maximum fleet size, 1 size lower might work too. With those I had no issue affording to build 6 40000 ton CVs at once.
Personally I dont like such huge settings. Despite my pc I get noticeable performance issues with large fleet actions involving over 16BBs and who knows how many escorts.
Is there a way to manually fire torpedoes?
On captain's mode, yes
>right click the square flag
>select the ship you want to fire from
>press the fire torpedoes button
>captain's mode
ISHYGDDT
>oh no I've lost line of sight to my escorts I guess I can't give them orders anymore
>anon sitting in a CIC watching a plot of his escorts fricking off with a radio beside him, unused
real larpers decrease the difficulty as communications tech advances
Ordering from foreign yards is beneficial, but is ordering multiple ships (of the same class or different) from the same foreign yards at the same time worthwhile? Or can it not stack?
>Dowager Empress (Male)
>tfw you will never be the naval commander and secret love of the dowager empress femboi
Anyone have a download for this game looks cool
matrix games has one
I play exclusively on small fleet size. Having multiple pages of destroyers which I NEED for mandated TP plus actual fleet actions ruins the game for me.
how did these dumb motherfrickers reach the objective with 4 TR when I sank all but one of them in the opening skirmish?
I tangled with them for a bit, massacred their TRs, then retreated to a port. I tried to exit and it warned me that enemy objectives worth 60,000 were still outstanding, but I assumed that because the TRs were lying on the sea floor there wasn't much fear of them reaching the objective with 4 of them.
Should only happen if they temporarily reach the objective and then get killed afterwards.
They didn't. I'm fricking livid. I smashed them apart in the sea miles from shore with just my Bs, and then retreated to port and they apparently went and got more transports and finished the fricking mission because I didn't want to watch time advance for another minute or two with nothing at sea. It's bullshit.
That's a valid reason to kill the process for me tbh. When some really crazy broken shit happens I see no reason not to just quit and restart the game.
Aluminum superstructure is a moron trap, right?
eh, depends on how expendable your ships are expected to be
saving as much topside weight as possible in your light ships is imporant
but the primary threat to small surface combatants is eating missiles to the face, missiles that tend to start fires
Don't tell US Navy that.
Why does this game ask for the admin password every time I launch it (or the launcher)? Win7.
I'm giving my interwar era cruisers a refit for their 40th birthday
should I retire them? probably, but they're still viable for beating up DDs and slinging SSMs
and the modernization of my battleships past sensible historical limits continues, as the Anjou class becomes our first BBG to carry both long and short range missiles, as well as medium AA and traditional autoloaded 5" DP guns. I experimented with 3" guns on my BBGs as secondaries but there was too much short range surface gunfire in the last war to compromise like that again.
>it's 1961 and I still have Q0 16" guns
give advice on playing france, baguettemiral.
Nta but is there really any special approach required? All I can think of is:
No dedicated mediterranean fleet because it isn't budget efficient.
As a consequence never short range so you can focus your flery.
Always tension juggle so can exclusively fight in the atlantic or mediterranean.
From the moment planes get decent focus on airbases to control the mediterranean..
The rest would probably be like with any other nation.
make your ships incredibly ugly and put quad turrets on everything, 2/4/4 is a totally valid way to get 10 guns on a dreadnought
other than that I just built an 8/8 fleet (CA/B, then BC/BB, then BC/CV) so I can split my fleets between the Atlantic and Med
Oh and land batteries / MTBs / etc are extremely useful in the channel, at Corsica and at Tunis in particular
>Q0 16” guns
At least its not as bad as my japan run. Got Q2 16inchers in the late 1920s just before i designed a new batch of fast bbs, practically creamed my pants right there. Ships went into service, everything seemed fine. Just before war with the frogs, however, I suddenly got an event telling me that the guns have dispersion problems and there’s no way to fix it. You can imagine my pain seeing the flat -10 accuracy malus. Suddenly I got event telling me an officer purge is coming, I decided to allow it to happen on the off chance whoever designed that gun got disappeared.
damn, I gave the BCs and BBs a good mauling, I realize they will be in dock for a while but it's still a shame that I didn't pick up more kills
This might be the ship I'm most pleased with aesthetically so far besides my super richelieus, I actually maxed out the 25 greeble slots
>Britain is in an uproar over our recent intelligence activities. They have canceled our alliance!
>click through two more popups
literally the same turn.
Japan has gone apeshit in the Pacific and is invading Vietnam, and they're winning because Italy has started blitzkrieging surrounding territories and is about to declare war on me so my fleet is stuck at home. I hope America can do their job and win the Pacific war.
>Japan got Sumatra by event
Man I wish that were me.
I use the big brain play of never opposing the event so that I can take it from them later
The even just has never fired for anyone I got into a war in my last few campaigns, it's terrible.
There it is, my first anti-missile missile kill of RtW 3
by a battleship in 1964, naturally
holy shit light SAM isn't fricking around, it's not bulletproof but it's actually shockingly effective against a trickle of missiles
yeah
Yeah supposedly anti missile capabilities get so good later in the game that battleships are viable again because their gun shells are more efficient.
what's the penalty for having batteries of too similar calibers on a ship?
What reduces it? How far apart can you be to avoid it?
W-what do you mean? What penalties for too small calibers?
Lack of penetration and the other babies will laugh at you
I was told at one point that if you had for instance 12 inch and 11 inch guns on the same ship, they suffered a penalty when shooting at the same target because you couldn't tell which hits were which, and it made correcting fire harder. It might even be the same ship; multiple ships firing at the same target could generate the effect. Not sure. I think I recall shell dyes mitigating it, but I still never knew the details of the debuff.
Wish there was a way to look at the map while deciding what to take. It's 1905, the great war between Japan/UK/Spain and France/Russia/USA/China just concluded with a Russia disintegration. Already took Kamchatka and Russian treaty port in China, what should I snag from everyone else?
Tempted to do Alaska just for the lulz.
The newest patch has a "center map on possession" button but I don't know where to get it if you're a pirate. The best option is to take nothing and enjoy the economic benefit.
As Japan I'd take everything you can in South East Asia and basically turn it into a seperate home region and Japanese lake. As France I've actually taken very few possessions, choosing to use the points for the reparations economy boost.
Reread post mouse poster.
JAPANBROS, I'M NOT FEELING SO GOOD
Should I build this or just hold out for oil firing? Goal is to have something fast and lots of comparatively large guns so I can leap into a pack of destroyers and shred them.
I wouldn't put colonial service on an 8500 ton ship, tonnage becomes less efficient for foreign stations above 6000 tons. I'd use that displacement for more main gun ammo and if you can find the weight, the extra half inch of deck for full splinter protection. I'd also consider using 1/2 position mounts for an aggressive early game CL so you can fire more guns forward. Other than that I kinda like it, 29 knots on coal will mean a lot of freed up weight when you rebuild the engines to oil in ten years.
29 knots is destroyer speed if you don't have oil. You're just wasting tonnage for no purpose.
I wouldn't say it's no purpose, going fast early keeps your hulls viable longer. It's a fat, expensive CL, but it's going to bully the shit out of AI CLs and run them down.
>hulls viable
Adding excess speed just to consume tonnage is expensive... and the refits will also be expensive. Better off in the long run just making appropriate-speed 6k ton CLs and scrapping them when the hull meets its limit.
I want to start a new game in 1890 and make an armored cruiser with 3*2x11" centerline turrets at around 9000 tons. I seem to be able to get around 21 knots with 4 inches of belt and 2 inches of deck if I cut tertiaries to zero and secondaries to 4*6".
Is this genius or moronic. Can an all big gun armored cruiser succeed in 1890?
how are you getting 3 centerline turrets in 1890
-2 quality short barreled guns have a bunch of exceptions to the usual placement limits but can't be upgraded because of it
Part of the reason the Dreadnought was the first all-big-gun battleship was that it had the first fire control system able to take advantage of the large caliber guns at range. I don't know how well that's modeled in the game, you could just try it out
could you do a hexagonal arrangement if you bumped the guns down to 8 or 7 inch?
You can, less than 9in wing turrets are fine at the start
>random event merks the biggest, shiniest, newest ship in your fleet
mad/10
What's a good gun calibre for anti-DD fire?
15+
Anon please
Just not sure if I should go with 4,5 or 6
Realistically, turreted 5 in guns, but I end up with loads of 4in for secondaries as they get dual multipurpose turrets earlier.
Yeah, I'd go with 6 15+" guns.
I got a mission to destroy a bombardment target but no target was visible.
On a hunch (hoping it was a bug) I wandered into the cost and began exploring and eventually discovered an unmarked small bombardment target and got it, that satisfied the mission.
Is that normal? I thought it fricking told you where a target was?
Did you select the target at the objectives tab?
Yes. I right click -> locate and nothing happened, repeatedly.
For a great war heavy cruiser, 4 12 inch guns or 6 9 inch? both at quality 0
Are turrets superior to casemates?
afaik turrets allow you longer ranges, multiple guns per turret, and so on, but only later on. Early on casements are kinda no-reason-not-to unless you plan on modernizing later. Limited elevation, inefficient mass per tube, and impracticality for DP are the downsides, but you can't do any of that to begin with.
Early on, it's a toss up, dual turrets get ROF penalties, and they constantly break down in battle, casements have other problems, 7in+ casement secondaries can easily explode your boat, they can get flooded out in high seas I believe, but I'd say are generally more reliable. Later on, as secondary turret tech advances, there's no reason to keep guns in casements really
So have the devs revealed a roadmap, and are updates coming?
yes, they announced a pvevp looter shooter extraction mode and will be entirely dedicating themselves to live service support of it. please look forward to rare loot like the asm-n-2 bat and elite named officers!
The other 2 had a reasonable amount of support and updates, but I don't recall ever seeing a roadmap or anything, they were all several months apart though
Azur Lane collaboration soon
again, if someone could figure out how to get procedurally generated shipgirls (at least for main armaments) that would be interesting
As much as I like boatbawds I enjoy RTW for its realistic approach and ship design
Though I wouldn't mind some weird custom anime nations or events and scenarios, that could be fun
Generating KC shipgirls would be probably easier, since they tend to be more uniform
they are uniform by class
which would help in making sprites per class
i.e. give them the same rigging but have a bunch of hair combinations or something
ship designer would have to come up with the lead ship, rigging, and uniform
Well it dosen't have to be KC or AL, it could be our own anthropomorphization
I mean, obviously
What's the difference between assigning a ship to foreign station and just moving it to a colonial area?
Foreign station vessels apply their total tonnage against the global requirement, even if they're not in the right place. If you have a 10k requirement and a 6k requirement, and one AF 6k ship in the 10k spot, your total global requirement is 10k and two 5k ships on FS will meet the requirement even if they're in your home region on the turn you set them to FS. FS will make them automatically move around the the correct regions, also.
I am a flagbawd and one of the mods I would like is some stock paradox style fascist/communist/whatever flags for all the playable countries if they have revolutions.
Ideally change their name tables too like Russia gets.
How do you cope with the knowledge that you're about to kill thousand of defenseless men?
Wrong answers only.
>Fr*nch
not my problem
I'm doing pretty okay for a change so I'm now facing the possibility of doing something I haven't done before.
How do you go about making a long-range battlegroup? I'm thinking a carrier and some escorting CAs or CLs all with long range (isn't diesel supposed to be better than oil at Long or Extreme? It's not doing it at Long.) to be a mobile force.
Is there more to it than just building the ships? Do I have to group them as a division or something? I haven't messed around with the division editor ever.
Are long-range destroyers even possible?
Separately, do you always tend to make destroyers as big as possible? Is making some cheapo 700t destroyers to put on trade protection duty so my 1500t ones can protect the fleet abuse of mechanics or valid?
>Are destroyer escorts (DEs, your small destroyers, later missile frigates) valid
They're historically authentic and there's no reason not to build them. Sometimes just using obsolete destroyers with extra depth charges is fine but there's a hard cut off at 1955ish where that stops working for a generation (requiring bow sonars which can't be retrofitted on to be fully effective against subs)
I haven't actually built a West Coast raiding fleet as Japan so I can't comment there, keep in mind in sea zones where you have no possessions damaged ships are liable to scuttle
>do you always tend to make destroyers as big as possible?
Generally yes although there are points in the tech tree where I find that I don't have anything to put in the final 100 tons or so and I decrease the size a little.
>Is making some cheapo 700t destroyers to put on trade protection duty so my 1500t ones can protect the fleet abuse of mechanics or valid?
It's fine but I usually just keep my old ones around instead. As in, never scrap a destroyer. Just add ASW gear (pull torpedoes if necessary) and try to keep them on TP in safe waters so they never get into combat.
What's the in-game difference between medium bombers and naval patrol aircraft?
Naval Patrol Aircraft is like a PBY catalina; it's a large flying boat, it goes a long ways, it can drop depth charges and is good at ASW/scouting. Only important stat is range, essentially.
Medium Bomber is a B-17. It's big, it goes a long way, it can carry a lot of bombs or torpedoes.
The former is used for spotting/ASW. You might have a bundle at an air station and they launch immediately to fly search patterns and fly ASW patrol otherwise.
Medium Bombers are what land-based airbases can use to hit fleets; they have more range than a divebomber or whatever and they can carry bombs or torpedoes as needed.
The naval patrol aircraft can have bombs just the same as the medium bombers. Are the medium bombers better at glide bombing because they're faster or something?
I looked it up, patrol can carry torpedoes and can only conduct "level" bombing attacks while mediums can't carry torpedoes but can conduct the presumably more accurate "skip" bombing technique.
Land based aircraft are uncontrollable so I'm not sure how relevant they are.
Medium bombers can carry torpedoes depending on the design.
Medium bombers are faster (especially once jets exist) and can carry two antiship missiles versus the potato bomber's one
that said the PBs are totally worth having for the sub hunting alone
On that topic, what's the difference between dive bombers and torpedo bombers?
Are torpedo bombers supposed to be better against larger ships? Or dive bombers better against smaller ones?
Dive bombers are more likely to hit but bombs have kinda busted low AP values in this patch so the meta until missiles is torpedo bombers, also torpedo bombers can be night equipped and dive bombers can't for some reason
Dive bombers tend to be faster and better at air combat, though
Is there a way to check a ship's immunity zone in combat?
Yes and no. If you look at the ship's detail screen you can check the main guns penetration values. This doesn't work on enemy ships and you can only infer a rough overview of the ships immunity zone.
No, because there's no way to compare your ship's armor to the enemy's guns. Pointless anyway because the immunity zone is only (nominally) immune to citadel hits and you can still get burned down or slowed down by non penetrating hits until they just kill you with torpedoes.
it's so sad i can't make a non functional citadel, just like the germans did on the bismarck irl
You can though, just build a sloped deck ship with insufficient deck armor and belt extended well after everyone else has developed AoN
geniuenly what where the germans thinking
what was the idea here
>oh shit we haven't built a dreadnought since Jutland what do we do
>idk big Bayern? that oughta do it
god bless
Does the PM ever do anything if they ask to take a look at your latest design?
Occasionally, they'll reduce your budget in the month they look at your design.
The event won't change your design, it's just a one month delay to complete the design study.
the average german post-1920 experience
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BC is avoiding torpedoes!
>BC is avoiding torpedoes!
>BC is hit by a torpedo!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is hit by a torpedo!
>BB is hit by a torpedo!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>DD is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BC is hit by a torpedo!
>BB is hit by a torpedo!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is avoiding torpedoes!
>BB is hit by a torpedo!
>DD is hit by a torpedo!
become the torpedoman instead
all I'm hearing is that you have insufficient elan to jeune your ecole
>literally cannot make an iowa despite it being 1944
look anons nine sixteen inch guns is my fetish I cannot help myself
is it worth building a frontline in 1944, on the cusp of missile tech? I'm thinking my CVs need escorts and I'm wondering whether q0 8in guns are enough for a very big heavy cruiser escort.
Diesel/long range
16 x 8 in
6 inch belt
24x 5in dp
34 knots
20,000 tons?
or is that insanely big?
>20,000 tons
anon... iowa was like 60k deep (45k nominal)
Is the tonnage in ship editor laden or unladen? I was poking at 48k-ish and couldn't fit 12in belt and 9x16 armament with 33kn speed.
Also NINETEEN POINT FIVE INCH TURRETS? shit is crazy
Tonnage in the editor is full displacement
>I'm thinking my CVs need escorts and I'm wondering whether q0 8in guns are enough for a very big heavy cruiser escort.
You really just need some way to efficiently kill DD/CL as your own DD/CL can then flotilla attack the remaining capital ships that are attacking your carriers.
On that subject what gun is the quickest for killing DD? 2-6" don't get the penalty for firing on DD but what's the sweet spot between damage and RoF?
So something like this...
Or just 6in autoloaders, right?
>what's the sweet spot between damage and RoF?
5" is probably still king.
3 and 4" are pretty good early in the game but can't compete with 5" which is way too good, 50% better damage than 4" for only a RoF decrease of 1.
5" vs 6" are closer in capability, 5" might still be better against DDs, for DP and on <2500 DDs. Unless you can afford a full secondary battery of 6" you should get better performance with 5" if you just slap more of them on.
As for 2", no just no.
>minor concessions
The longest war ever with the most tonnage ever sunk and the 1st and 2nd most VPs ever accumlated, just as the invasion of Hong Kong was beginning... minor concessions.
Save scum
is there a mod that removes aircraft from the game entirely? i want an alt history world where naval airpower doesn't take off and we have fleets of battleships spamming ASM at eachother. yes i am the salty german player
I think it's possible to remove all stats from the aircraft so none can't be designed but the AI doesn't know it and keep building CVs.
Just embrace the planes, get some fighters in the air and slap AA on your ships. I never had issues with it as germany.
Dunno if there are any hard rules for that. But it's not like you can't just delete and create new squads as needed.
Unless it is a very crowded short-range are, think baltics, I don't put any fighters on them until late in the game, their range is just too abysmal.
I don't use floatplane scouts because naval patrol aircraft can do the same job and ASW while having longer range. Similar case with torpedo and dive bombers compared to medium bombers. I might use torpedo bombers if I don't have mediums yet but that's the exception.
The first thing I always do is slap a squadron of 20 naval patrol aircraft on a base for scouting. Following that, 2 squads of 20 medium bombers. After that it's either another squad of mediums or naval patrol, usually depends on how many subs I faced and/or if there is a lot of ocean to scout.
After that I consider throwing fighters on the bases.
It's really easy to just delete the relevant techs. I don't know how well the AI handles the change but in rtw2 when I deleted all the aircraft carrier techs besides floatplanes and AVs the AI didn't have any trouble making fleets without carriers.
can you delete land based plane techs too?
post number plox?
Yes, you can delete the techs for land based aviation and the techs for airfields as well.
so do i just delete AircraftBasicData and AircraftBasicData3? and where are the technology files?
Don't delete the aircraft data files, just the techs that unlock aircraft. Actually don't delete those either, just set the unlock date to 2000 or something. My personal RTW2 "mod" has all the submarine and aircraft/carrier techs except for floatplanes and AVs set to 1970.
where do i find the tech files, i need some handholding
researchareas in data
There's some frenchgay up in the thread who's doing literally that in the base game. Just with also CVs.
What types/ratio of planes should you put on your airbases?
so taking no colonies in exchange for reparations ultimately results in more money for the budget right? do you get more for declining a potential 10 value of colonies compared to declining like 5 value worth of colonies?
>make 7k ton light cruiser with long range for following my carriers around
>8x 5in DP turrets for shredding destroyers and performing skywatch
>18 torpedoes because I have problems
>all is well
>war with UK
>Patrolling the indian ocean while invading Burma
>convoy raid
>at night
>radar contacts detecting big ol' battle lines and swarming destroyers
>my force: one single 7kton destroy
Do you ever have the RNG just give you battles that you designed the ship for? I was spooped by the battle lines but it was just the trader columns and I got to wade in, on CL vs 10+ DDs, throwing torpedoes at anything moving that wasn't me. Truly, there is a god, and he loves me.
*7kton light cruiser, not destroyer.
I'm still riding that high.
no i want to know how/what he did
then maybe you should look at the images he posted
I didn't change the files at all, just persevered with my battleship meta. Planes still exist and are still a serious threat, but I kept building battlecruisers anyways and so did the AI. Ironically my biggest challenge right now is the Italians who built a Spaghetti Yamato to counter my BCs.
do you ever need anything over Q0 16in?
I'd say have said no but now that 18" spaghetti yamato exists and can push my belt in a couple thousand yards further than I can return the favor, I'm not sure. I guess it depends how far the AI goes in the caliber race. I will say my #1 advice for BBGs is to never carry missile reloads. They're too explodey. Eight single use cans is plenty.
(Reloads for SSMs, obviously, don't just take a single missile on a Talos launcher, that would be silly. Light SAMs are essential the moment you unlock them.)
I don't really see the value because the AI is really happy to close to 1900-tier ranges even when gun ranges have advanced to 5x that in the 1940s. I can either close and blap down all the escorts then order flotilla attack, or just run away. By the time 16"+ guns are unlocked I think they're obsolete compared to 4x tube torpedo launchers on all ships. I might try removing all the torpedo damage techs some time time to see what a game looks like when closing for torpedoes isn't the optimal strategy.
You could just do a game with variable research and tech quirk 2 for weaker torps.
can we get a 1945 start date? I just want to play with missiles.
I don't know what tech quirk 2 is.
Makes torps perform worse.
If you start a game with substantial variable research the save can have a wukrk which will affect performance of various things. It's in the rtwgame file in the corresponding save.
Should work too of you alter it in the save but I never tried.
huh
You forgot to put planes on your carriers.
I was more fascinated at where Ceylon apparently was, but I'll check that.
Oh that's just a zero-zero bug, stuff like that happens sometimes. Thankfully nothing bad happens when you spawn inland or in the wrong ocean. You could try reporting it but the boomers probably already know.
I actually wound up quitting out with a cascade of weird bugs, not loading image assets etc, later on. Willing to believe it wasn't related to that since that did always load into fights near ceylon.
Is it worthwhile to conduct intelligence against everybody if you're playing an economic leader like US or UK? You should also be ahead in tech so one of the primary reasons to spend on intelligence activities is irrelevant. Or is it like MoO/MoO2 where you can fill out the parts of the tech tree that your scientists struggle with?
I would always spy at least medium on everyone as a major, it's not like it's a lot of money and besides the occasional tech (if your scientists try to research a tech early you can end up behind on earlier tech, and stealing fills this out) you also get more information on enemy ships which can be useful for planning your own designs
Keeping it on high can increase tension at an unfortunate time though
Do you break up your carriers into different divisions so you can "provide CAP to" your scout force and your fleet flag?
Or should I just build a CVL that I set as support to the scout force and another that I set as support to the fleet flag so they can get CAP automatically?
>be busy mopping up Soviet fleet and suddenly get a message that an enemy light carrier exploded
>mfw the seaplane carrier I forgot about and left running at 20 knots in a straight line found a Soviet CVL by accident and murderburgled it with 5 inch HE shells.
I wish the game was a little more flexible with aircraft techs such that jet floatplanes could exist so that floatplanes could stay relevant forever.
t. floatplane anon
There is a case to be made for them since it was dabbled in the early cold war. Ekranoplans would be cool, you might even use them as a sort of replacement for MTBs.
Ekranoplanes aren't planes, I want development to continue toward something like this https://en.m.wikipedia.org/wiki/Convair_F2Y_Sea_Dart
Lol the image didn't load for some reason so I didn't see that you posted the same thing as me.
Damage control training is the best one in the game.
In RtW2 I was always gunnery, maybe gunnery and night fighting if I had money. Now I wouldn't run without damage control.
when is someone gonna come out with a Rule the Skies full airship conversion model. i demand having 50k displacement miyazaki-esque flying battleships duking it out in the skies, there would be lots of room for imaginary tech.
I want RTW but in space
isn't that aurora 4x?
Maybe but that game is actually too autistic for me, there's too much management outside of designing ships and combat
But then again it's been years since I gave it a try, maybe I'd like it more now
so, what
introduce something like "floatstone" but make it only have a few regions like oil does
have early ships be carried by balloons
maybe even just remove the coal/oil restriction and just make it a speed thing
What about Airships: Conquer the Skies?
Yeah Airships sounds exactly like what they want.
>Feel like oil is insufficiently represented in the game.
You actually do not have infinite oil, unless you own a region with oil. During longer wars there is an increasing chance to suffer from fuel shortages, being under a blockade greatly increases that risk.
If you suffer from fuel shortages every turn there is a chance for strategic moves to be canceled and for ships to be unable to partake in battles, the chance increases with ships size. Obviously coal ships aren't affected by that.
I've never actually had a fuel shortage in RtW3, how are diesel and gas turbines handled? Just the same?
I think they are treated the same, maybe a difference in modifier for battle participation but I don't know . Never used diesel in RtW2 and gas is new so I have no experience yet.
>You actually do not have infinite oil, unless you own a region with oil.
You can still get oil shortages if you lose enough commerce due to enemy raiders/submarines, which doesn't really make sense when you have oil in your continental holdings (not just oil in some colony).
Interesting, didn't know that. I guess that's something.
If it says 'HASM' on an aircraft
Can it carry MASM?
Is a HASM a heavy load, medium, or light?
Does it carry multiple HASM or is one an entire load?
From the tooltip and how M/HASM are assigned to aircraft it looks like bigger aircraft (medium bomber and patrol aircraft for example) carry heavy ASM and smaller single engine craft carry medium ASM. Based on that I would expect that ASMs always go in the Heavy slot.
I just got a new play with 2x HASM in the field, but it still doesn't tell me if that's a heavy load or not.
Speaking which, wtf is this for torpedoes? M I understand, M/H is explained, but -/M seems weird. Is that to suggest two torpedoes is a medium load?
Yes.
I guess that's consistent and... I GUESS intelligibly communicated, but it still seems weird. Why can't they carry 3 at H? Whatever.
How the frick do you fit enough topside equipment on any small ship in the missile era? Radars, vital antiair, depth charges/torpedoes/SAM/SSM/turrets???
Depth charges and launchers eventually stop proving extra ASW points so you can take them off. Less gun mounts, cutting secondary gun mounts, maybe a single main gun director and a single AA director instead of 2 and 4. Aluminum superstructure if you're a clinically insane pyromaniac. Also, upping radar level increases weight but also increases total topside space...somehow. More masts and platforms, I guess.
Radar actually improves your topside availability because they build up the superstructure or something which allows more room for AAA equipment.
Torpedoes are much bigger than bombs, just the bulk will take up the space. The B-25, for instance, could carry much more bombs than the weight of the one torpedo it could fit
thank
Am I correct in interpreting that the best way to do ASW is to either put a helicopter on every destroyer, or make a light helicopter carrier CL? Does any beyond 1 affect ASW? should it just be one on everything?
>-/M
I knew it was two torps but couldn't find anything in the manual. It was a mouseover tooltip.
yeah that's what I was going off of
- for the first value... makes sense... I guess, it just seems weird af
>sink 6 TR
>sank 8
>goal failed
REALLY?
Feel like oil is insufficiently represented in the game. EG, you can't have Japan desperate to fight a war because of oil access in the 40s- it's just assumed everyone has infinite oil by then.
Separate question; if a plane is tagged as 'can carry HASM' or whatever, what is the load of HASM? Torpedoes would at least tell you what kind of loadout a torpedo was for them, are HASM always Heavy?
HASMs are Heavy Anti Shipping Missiles, yes
But I also see MASM, is the Medium ASM smaller than the Heavy ASM or are the ASMs the same and the H/M represents the aircraft load to carry it?
Do aircraft with air to surface missiles make their attack from a standoff distance, and if so will CAP move to intercept radar-detected incoming strike aircraft before they can reach the appropriate standoff distance?
I believe so, there's certain techs (like radar fighter direction and air to air missiles) that increase CAP engagement range and change their behavior
Does the AI do sensible things with land-based fighter-type aircraft like send them out as escorts or conduct patrols?
Do you abandon torpedo/dive bombers and fighter within years of getting jet/jet attack/light jets?
I only abandon them once I've rebuilt or scrapped all my non-jet aircraft carriers because torpedo and dive bombers get to carry MASM so 30 of them are still attacking more efficiently than the 20 LJF (using ~1000 lb glide bomb attack) I could put on the same carrier.
You need them until at least HJF and JA because before then only regular fighters and torpedo bombers can do night missions
>he can't take three torpedoes at once
weak
>Last war with the US ended in victory after nearly 4 years in late 1914
>Pretty much cleaned the seas of US Capital ships except some brand new BCs
>No big deal
>Take Panama and my allies Germany and Russia take Pacific Islands
>Feeling good
>Germany and Russia don't renew alliances
>Brits fed-up with my shit talking in the Caribbean
>The US shoves a war down my throat in 1919
I think I'm about to get fricking wrecked, all over Nicaragua.
I always hate to give up TBs that carry 2 torps, even for a bigger one. I don't know if it matters, but it makes me feel like they'll get more hits.
THANKS FOR THE SPAWNS GAME
First war since the 30s. The missile age is crazy. Not a single enemy aircraft scored a hit on my fleet due to excessive CAP. And all my JFH got shot down, even with escort, on their first atttack. If my flag fleet hadn't found theirs and sunk their BB (via radar-guided missile attack) the entire battle would have been inconclusive at best.
My CVL intended to provide CAP to the flag fleet didn't work because they wound up in their own fleet doing nothing. I think I need more JFH or JA and less JFL if I intend to actually kill any carriers.
Difference between light/medium/heavy SAM?
LSAM shoots missiles, HSAM can shoot like 70-100 nautical miles, MSAM is sort of in the middle
Mounting and firing arcs also seem to change.
LSAM does not get 360*.
MSAM does.
The weight makes choosing between them very important though.
Should you have a variety of different SAMs, and/or should you have redundant SAMs? Or just pick one and have two tubes on it and call it done?
You probably won't have the topside space to do a lot on the same hull so the answer is probably achieving redundancy and variety through different hulls.
I'm putting LSAM on everything I can once it's unlocked, HSAM vs MSAM seems to be more how much weight you can spare and how focused you want the ship to be on area air defense (ie protect the carrier)
MSAM will still protect other ships close by but nowhere near the range of HSAM
Also, placement matters for LSAM, it has basically the arc of a gun turret in the same position, so B or X are good places for it
They might have a difference in how well they protect against certain attacks. With AAA some guns can kill an aircraft before it makes an attack depending on its ordinance.
>have enemy carrier force dead to rights
>their escorts shit out a several dozen missiles and frick up my surface heavies
man, battles in the missile age sure are different
>tfw there are options besides fire at will and all
>tfw there are options besides fire at wil
Are there? I've found unspent missile tubes are my #1 fire and explosion risk so I've taken to a "launch them all and let God sort it out" policy.
In completely unrelated news, apparently if you try to overfly your own ships with friendly AShMs bad things can happen
I've never used those other options. But they do exist.
It drives me crazy that such a huge % of aircraft start the tactical battle in a damaged state, but are easily repaired by the time 1900 minutes have passed. What the frick were the maintenance crews doing for the other 29 days out of the month? I accept that some % of the aircraft you ready don't actually ready/launch because they're found to be broken during spotting or launch, but the idea that 30% of the force is just broken on any given day but can be easily fixed by the end of the day is fricking insane.