Mr Luxury Yacht posted:If they were released by a more reasonable Grog dev like Slytherin they'd 100% be a recommendation. Suddenly, I have to imagine what a Harry Potter grog game would be like. (The grog developer is Slitherine, not Slytherin, to explain the joke.)
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# ¿ Apr 15, 2019 19:59 |
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# ¿ Apr 24, 2024 16:58 |
Smaller-scale operations like the ones shown are much easier to break down and show off all the new bells and whistles they've added. The rest is mostly scaling. We already know the engine can handle lots and lots of ships (I've had scenarios with 60-70 total ships in RTW1, with no problems), and one of the devlogs had a tester accidentally deploying a ludicrous number of torpedo bombers, so we know the engine can handle that. Apart from that, we're almost going to be seeing quite a lot of balance issues (just like the first game), but those will be patched out fairly easily.
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# ¿ Apr 19, 2019 21:36 |
quote:7:46 PM CST, May 17 Most recent information.
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# ¿ May 18, 2019 01:48 |
First RTW2 game. Playing as Great Britain, I've been having an annoying relationship with Russia. In 1902, we fought a war. I smashed their fleet and starved them with submarines, resulting in the deposing and execution of the Russian Emperor in favor of a Communist government, along with loss of territory to GB and Japan. In 1908, we fought a war. I smashed their fleet and starved them with submarines, resulting in the deposing and execution of the General Secretary in favor of a Democratic government, along with loss of territory (and a warship) to GB and Japan. In 1912, we fought a war. Shockingly, smashing their fleet and starving them with submarines did not result in anybody being executed, nor did it result in further loss of territory (as they no longer had any territories that could be taken). I also didn't get any ships, because they no longer had any. In 1919, tensions are rising heavily, and it looks like we'll go to war again. I do not anticipate problems.
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# ¿ May 19, 2019 05:33 |
It was a 1902-1904 war, and I got coastal subs in 1901. I was also surprised - I never got them that early in RTW1. Once I got 50 of them built, they ended the war in two months.
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# ¿ May 19, 2019 05:48 |
RTW1 MS (Minesweepers) were reclassified as KE (Corvette) in RTW2. For RTW1, design a cheap MS and build a couple of dozen - you'll want them for patrol in wartime so you don't tie up useful ships. As for budget, there's not much point in accumulating money in RTW 1. All it really does is allow you to run a deficit longer.
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# ¿ May 23, 2019 00:48 |
From what I remember: Ubisoft was trying to bring in a larger audience than the previous games, so they tried to make a more "approachable" game. This failed to attract the more mainstream audience they wanted, and also failed to appeal to the core SH fanbase that didn't appreciate the simplification and more actiony focus.
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# ¿ Jul 19, 2019 00:21 |
Angry_Ed posted:So after seeing a lot of Screenshot LPs of RTW 1 and 2 I decided I'd get RTW 2 for myself even though I'm not all that great at this type of game, and don't have a huge knowledge of shipbuilding, and have since been stumbling my way through. I'm sure the two questions I'm about to ask have been asked before but I didn't locate them going back a few pages. There is a manual located in the \Rule the Waves 2\Manuals folder that has all the ship requirements (page 62). Predreadnought (B) is 5000+ tons 6"+ Belt 6"+ Main Guns ≤ 20kn speed ≤ 2 Main Turrets Dreadnought (BB) is 8000+ tons 6"+ Belt 10+" guns 3+ main turrets
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# ¿ Jul 21, 2019 00:16 |
Top Hats Monthly posted:Nothing like wanting to play some Steel Panthers and realizing that you got one download back in 2013 Steel Panthers is freeware now in multiple variations. WinSPMBT and WinSPWW2 are based on Steel Panthers 2, and Steel Panthers World At War is based on (IIRC) Steel Panthers 3.
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# ¿ Oct 3, 2019 01:23 |
March 2020 at the latest, earlier if possible. He's bought an RV, and promised to get the release out before RV season starts no matter what.
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# ¿ Nov 19, 2019 21:12 |
Early war Mk 14s suck.
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# ¿ Feb 3, 2020 01:41 |
Splode posted:So little money allocated that at no point does anyone fire one out of a submarine at a boat and check if it explodes. It's really just crazy Remember that the Mark 14 was developed in the 30s - right in the middle of the Depression. Scraping up enough money to develop a new torpedo at all was a minor miracle. The Germans had many of the same problems (with the same causes) with their early war torpedoes. The primary difference was that their problem caught the attention of their top command, where the US ones didn't for quite some time.
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# ¿ Feb 6, 2020 05:52 |
That's an interesting notion.
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# ¿ Mar 12, 2020 23:08 |
Galaga Galaxian posted:Those people should just make their own Space Ship game (from scratch) if they're so eager to muck about in Aurora 4X's guts It isn't quite as bad as it was a few years ago, but there's still a solid core of open-source cultists who get incensed at the very notion of a closed-source project and break out the pitchforks. Dwarf Fortress was plagued by those over on Bay12 for years.
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# ¿ Mar 16, 2020 23:52 |
Neophyte posted:Aurora C# 1.10 patch out: 1.20 Patch is now out. http://aurora2.pentarch.org/index.php?topic=10670.0
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# ¿ Apr 13, 2020 21:29 |
habituallyred posted:Apparently Surface to Orbit ground units are broken right now, so definitely wait a patch. I made the mistake of starting two games in two days. Don't be me. Second-to-last tab in the ship design window.
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# ¿ Apr 15, 2020 23:34 |
Drone posted:He's stated that this isn't a bug, it's a feature, unfortunately. That's not what he said. He said it was "another sacrifice for faster release", and it will get rolled into the feature updates, along with the missing tooltips.
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# ¿ Apr 17, 2020 07:45 |
There's a ton of automation available. It isn't the most intuitive thing in the world, but moving colonists takes five or six clicks, max, per planet.
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# ¿ Apr 24, 2020 12:26 |
817 posted:***Moving a single batch of colonists with a ready fleet to a planet that is in the same system whilst you have the appropriate window already open only takes a few clicks. Not counting the work to design and build the colony ships themselves, and assuming they're already in their own fleet (because those are tasks you do once, not for every colony). Open the fleet window. Select your origin planet and "Load colonists" (three clicks). Select the destination planet and "unload colonists" (two clicks). Click "cycle orders" (one click). Your colony ships will now shuttle colonists to the new planet until it is full or you tell them to do something else. If you have a conditional fuel order set, they'll refuel automatically. You might have to do some extra clicking if you're sending the ships through a lot of jump points, but you still only have to do it once.
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# ¿ Apr 24, 2020 14:09 |
Emergency cryo is a starting tech, unless it was changed without me noticing.
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# ¿ Apr 26, 2020 07:19 |
There's always the old SSI Carrier Strike.
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# ¿ Jun 14, 2020 02:33 |
gradenko_2000 posted:not only is it improbable that you could time the maneuver so precisely, it was American torpedoes that had problems with their contact detonators if the angle wasn't just right The German "Impact Pistol" had the same angle problems the American torpedoes did, though most of the issues were fixed by 42, IIRC.
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# ¿ Jul 14, 2020 07:41 |
A sponson is a platform that sticks out from the side of a ship, in this case it would be the platform the gun is mounted on. From the screenshot, I'm guessing that it is an option to extend the turrets out from the main hull to fit more in.
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# ¿ Apr 24, 2023 11:33 |
hot cocoa on the couch posted:wondering about the roles of trade protection, minesweeping/laying, and raiding. do i design specific ships for TP? what do i use corvettes for? should i have specific minesweeper/layer DDs or should i have DDs be a sort of all purpose ship? BCs are like a super powered raider in this time frame, right? i usually put my older ships i dont need on the battle line on raiding, and old DDs on TP. is that right? Using BCs for raiding has advantages, but it isn't the ideal use of a potentially extremely powerful unit. Assuming your general tech level is up to snuff, a BC will dominate any CL, CA, or B it runs into, and you don't want to throw away that kind of advantage by sending it off on a raiding mission that an AMC or CL can do just as well. For trade protection, KEs will be almost as effective as DDs on a tonnage basis, freeing your almost priceless DDs for their proper role as fleet escorts. Just assigning your obsolescent DDs to the role can work, but relying on that risks you needing to pull more and more DDs from the battle line into trade protection, eventually starving you of ships that you absolutely have to have to protect your battle line. The other use of KEs is that if you fit them out for colonial service they're a cheap way of meeting Foreign Station requirements in peacetime.
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# ¿ Nov 13, 2023 03:53 |
gradenko_2000 posted:The Grey Hunter marketing machine has snagged me again: I seriously feel like Grey should be getting a paycheck from some of these places, not just early access.
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# ¿ Nov 16, 2023 12:30 |
Arrath posted:
This event is very dangerous, for future reference. If the revolutionary doesn't collapse the enemy government, their poisonous ideas will leak back into your country and might result in your country collapsing.
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# ¿ Jan 1, 2024 13:55 |
If you have +0 11" and 13" guns, there is absolutely no reason to even consider using a -1 12" gun. Gun quality is a pretty massive deal. A -1 12" is pretty close in range and penetration to a +0 11" gun. Going the other way, a +0 13" will be a absolutely massive jump from a -1 12" because you're going up a size and a quality level. Hit the "gun data" to see the range and penetration of each gun size at your current tech. I suggest screenshotting to allow easy comparison between your options. Choosing between the 11" and the 13" depends a lot on your fire control - if you have Central Firing or Director, the 13" is a clear winner because you'll have a better chance to score some hits at the extreme ranges the bigger gun allows. If you're stuck with Local Only or Central Rangefinder, the increased rate of fire might offset the shorter range.
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# ¿ Jan 5, 2024 18:04 |
gradenko_2000 posted:Bombing the Reich and Achtung Spitfire are the really good airplane-combat strategy games, though they're old and are not commercially available (might be abandonware, but then also you'd have to jump through hoops to get them running on a modern machine) https://www.matrixgames.com/game/gary-grigsbys-eagle-day-to-bombing-the-reich
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# ¿ Jan 12, 2024 14:59 |
Bloody Pom posted:Does RTW let you be as stupid with ship designs, or are you stuck with historical classes? I really enjoy being able to pull dumb poo poo in UA:D like quad-mounting 16-inchers (or bigger, i think even quad 20s is possible). I once built a 35 knot battlecruiser armed with 4 quad 18" guns. You can fit a lot of things on a ship if you decide armor is optional.
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# ¿ Mar 15, 2024 03:00 |
everydayfalls posted:Also, what’s the best way to have ships dodge torpedos in random encounters with destroyers? Do I need to manually set every turn in an evasion pattern or is there a setting I am missing. Regular turning can help, but the big thing is to not get that close in the first place, and to have enough escort ships and secondary guns to blast DDs before they get their fish off. Sometimes you don't have that option because of the way the scenario generates. This is a "well, poo poo happens" moment.
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# ¿ Mar 15, 2024 23:29 |
Something between full manual control and fully autonomous AI would be a godsend. Even something as basic as "have the battlecruiser divisions come in from the flank once the main battle line is engaged can't be done unless you're manually controlling both the battle divisions and the battlecruisers, and if there was some sort of general "move over here and engage the enemy" order it would help a lot. Probably quite difficult to practically implement, especially for this studio.
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# ¿ Mar 20, 2024 02:36 |
Sometimes in RTW3, you get one of those truly magical moments.
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# ¿ Mar 23, 2024 22:23 |
Tevery Best posted:Do I have it right that it's normal for ships ca. 1900 to just not fire torpedoes? You can maximise your chance of getting a torpedo off by passing the enemy in the opposite direction from them - the things have to be fired ahead of the ship and with early tech that's pretty hard to do.
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# ¿ Apr 11, 2024 02:56 |
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# ¿ Apr 24, 2024 16:58 |
3 contains all the content from 1 and 2, and is far easier to buy because it is sold through regular stores. I don't even know if you can buy the earlier ones, but the only reason to do so is if you hate airplanes.
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# ¿ Apr 21, 2024 23:43 |