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Fangoriously

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Fangoriously last won the day on March 15 2023

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  1. Just thought id mention, the game and mod is working fine for me. Is it not for everyone else? Is that why the files were hidden? I'll note that I'm continuing a campaign from as previous version, and I have both Columbias conquered.
  2. Start a new campaign because changes were made? Naw, everything can always be refit, i've put to much time into this campaign to trash it. plus, i need to see how much more tonnage I've got on those interwar cruisers now... a ton of extra tonnage in fact! but what about barbette changes Definitely don't agree with the side barbette change, especially if you are so heavily limiting secondary placement with regard to main gun fireing arcs, solving all problems other than esthetic, that autodesign might have with side barbets and secondary gun placement. These fire arc restrictions have another effect, it appears a barbette cant even be directly behind a main gun? oh wow, upon entering refit mode, I am met with the horror of all the barbettes being gone entirely, the main reason they were red in the other pictures. Apparently I have to move this aft gun this far back to even place it. Nothing to the side is interfering, it must have a 300 degree fireing arc now, this is way over tuned. The tall barbette isn't even availableat all? what? WHAT? And the only 2 that its got are the cruiser variants, were the medium one is smaller than the small one. That tall one in particular is all but required as a work around when dealing with a lot of main towers that massively restrict the firing arc of the B turret if placed anywhere close, ships are gunna look pretty bad now with a giant void there instead. Not even a single type of small circular barbette for capital ships at all? Really? The other CRITICAL barbette missing is that small wide one, that you could place most main guns on. More needed than ever to lift main guns over the now hugely restricted secondary gun placement. I don't understand these barbett restrictions, A gigantic amount of creativity has been striped out, not just on the sides, but the centerline now too. Even if you think the AI will design better ships without them available, its not worth it.
  3. I wonder what combination of that auto design witch craft could create an en echelon gun arrangement lol
  4. swap the rear tower and funnel and it will be fine.
  5. With all the new possibilities granted by the code tweak stuff, would it now be possible to have separate main guns and secondary guns shell weight, shell type, charge type and propellent types?
  6. Any time I'm at war these days I have another file I manually save to, and then I again manually save to the main file, so when the turn advances I'll have a file I can reload of the last turn, if that next turn presents me with something that is just totally unacceptable.
  7. Just started a 1910 campaign, and things like basic steam, black powder and compound armor aren't obsolete. Is that intended?
  8. Just came back to see if that huge code tweek/new faction NAR version for 1.6 was released yet, and wow it sure is! playing around with what can be built by the new factions and stumbled across this 17.0in gun 17.9in gun This was on an Argentina hull, but i checked Italy as well and it got huge with them too. Checked 14in to 20in to see if they did the same, but it was only 17in with this problem.
  9. Encountered one of these myself, built at least a knot and a half faster than what i can build. Was wondering why my maxed out speed heavy cruisers were losing ground on it. also, HOLY $HIT!
  10. I thought they made those wide German guns because they would fit better on the towers? they actually fit worse? lol. I was finally designing on a modern BB hull in my Japan campaign and went for 20in guns, but notices on the mk2 turret that if i increase the size toward 20.9in, the turret model would shrink. not sure if that's the devs error or what, seems like that pops up now and then.
  11. That tends to be how i build all ships in the campaign, cost per ship and upkeep is dramatically less, they have higher speed and range potential, they are just a bit more vulnerable to torpedoes and flooding hits being narrow and low. Cant max out stability for the best 'hull stability and towers' score, but they are good enough firing platforms. My guess is that any ship, or a specified type, that's projecting power in the waterway the transport losses are in, get these bonuses and effect the odds of your monthly losses in the region.
  12. sonar 1, scout planes and depth charges got it to 3k, but radar out did them all pushing it to 7k, thought it a bit funny. escort power, that must be what i was thinking of. And invade power, for the inverse. this last one especially implies this stat benefits transport defense.
  13. Those were the largest I've seen drawn into one of these missions. and ya i always leave heavy cruiser in ports to generate missions, sailing them around without their own escort gets them massacred by subs. I still cant get transport losses under control, experiments continue. First i flooded the zone with 100 of the best costal subs everywhere, just to have some disposable power projection in every water way i have ports, and they helped a bit i think. Now I've just built 100 more, this time heavy 'cruiser 2's, the best I've got in 1930, doubling and tripling the presence in some areas. They haven't made much of a difference at all. I keep having to go in and editing the save to give myself 200% transport capacity, just so i can keep the experiments going because every turn i lose about 20% transport capacity lol. The reason i tired first with subs over surface ships to get transport losses under control was partly to throw disposable subs at enemy disposable subs, wile keeping my hand crafted surface ships away as best as possible. I thought the subs with highest stealth, the costal, might be the best anti subs, but they never really had much luck in that department. My big expensive cruiser subs look like they are missing a few stealth boosting researches and are getting owned already by enemy subs with higher stealth. I'm about to unlock something that should boost stealth a bunch according to its description, but if that doesn't make much of a difference I'll probably give up on subs again completely, scrap them all and build a bunch of ASW destroyers and stick groups of 6 in every waterway to try to protect convoys and sink subs. I don't need subs out there for sinking enemy combat ships, I've got all the capital ships and super cruisers i need for that. Another bit of interesting ASW info, going from no radar to radar jumped my capital ship escorting light cruiser's ASW score from like 3k to 7k, made a gigantic difference. And i needed it too, my capital ships were almost helpless even when escorted right before i unlocked radar. Must be the big + to recon it gives. I think there is a convoy defense stat in some researches tree, if that stat could be added to radios, radar, scout planes, or just to the hull stats of all destroyers or something, maybe included it in 'shiptypes' somehow? that would be a big help. Then there could actually be something you could proactively do to eliminate convoy lose, if you put enough effort into it.
  14. More player sub on ship convoy action and wow what a result from dinky little costal mk5s
  15. ya figured it out, its a product key not a beta key
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