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06-30-09, 04:28 AM | #91 |
Samurai Navy
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Hello! I am thinking of buying this game. Just one question. Does it include shore bombardment or merchant hunting or it's only fleet interactions?
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06-30-09, 04:54 AM | #92 |
Navy Seal
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There's shore bombardment (Though it's played out automatically, except when fighting a battle against land batteries) and merchant raiding in the campaign
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06-30-09, 10:13 AM | #93 | |
Storm Eagle Studios
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Quote:
Both shore bombardments and merchant captures are in the campaigns. Shore bombardments are handled abstractly. They don't do much, if any, real damage to anything important (which is historically accurate), but mostly are for morale/prestige purposes. Move your ships to the target, the bombardment happens, and that's it. You don't fight them out in a 3D battle. In Jutland, shore bombardments score more points for the Germans than for the Entente. In DG, I don't think they do very much for either side. As for merchants, in DG the whole campaign depends on merchant capturing, because the Japanese Army has to be supplied by sea. Only the Russians can capture merchants, and if they do this well enough, they can greatly slow or even stop the IJA's progress toward Port Arthur. In Jutland's long campaign, both sides can capture merchants. This is more important for the Germans because if they can stop the cross-Channel shipping in the 1st 1/2 of 1916, they can actually win the war by causing the French to make a separate peace after losing at Verdun.
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07-02-09, 06:52 AM | #94 | ||
Loader
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07-02-09, 09:23 AM | #95 | |
Storm Eagle Studios
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The reason why is that in real life, despite numerous attempts, they had no effect, so it wasn't worth it to put them in the game.
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06-16-10, 08:56 PM | #96 |
Bosun
Join Date: Jul 2009
Location: Winnipeg, Manitoba, Canada
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Great Game
Hey Bullethead and the crew from Jutland..Great game you have here. Easy to use interface, nice gfx and love the battle editor! Keep up the good work!
Just one quick question...How do you edit the briefing text for your custom built battle? I can't seem to find it anywhere..
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06-17-10, 05:40 PM | #97 |
Bosun
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Simulation options
The simulation options..gunnery accuracy, damage control, torpedo damage etc.. do they adjust for YOUR ship or for ALL ships in the battle? Put another way, can I have deadly accurate gunnery while the AI ships are average?
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06-18-10, 07:49 AM | #98 | |
Storm Eagle Studios
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This text appears in the upper part of the scenario selection screen when you start a new battle. It'll be under the date, time, and weather info so you'll probably have to use the scroll bar to see it. I think this is covered in the scenario editor tutorial. If not, I need to fix that. Nope. The sliders affect all ships.
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06-18-10, 07:25 PM | #99 | |
Bosun
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Great, Thank you for the tips. I hope to see more releases from SES
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06-24-10, 01:23 PM | #100 |
Bosun
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division maneuvering
I'm having a problem with getting my division to turn in succession. The instruction are clear enough, but whenever I select a division and order a turn in succession, the lead ship in formation and thus the group just stay on the heading they were previously given. :-(
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06-25-10, 09:13 AM | #101 | |
Storm Eagle Studios
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1. Left-click to select a ship in the division (any one will do, doesn't have to be the leader). 2. Right-click to bring up the orders menu. 3. Left-click on the button that looks like an arrow to the right (course change button). When this happens, a yellow line will appear on the water connected to your cursor. 4. Move the cursor to get the yellow arrow pointed in the desired direction. 5. **This is what others have left out** Once you've got the yellow arrow where you want it, right-click. This does 2 things. First, it disconnects the yellow arrow from the cursor, so you can use it to push buttons again. Second, it brings up the menu buttons for the different types of turns. 6. Move the mouse to the button for Turn in Succession and left-click to order the turn in succession (or to one of the other buttons to do that type of turn). NOTE: There are options steps 4A and 4B as follows, if you want to preprogram a series of turns at waypoints (useful for zig-zagging to dodge bullets and to go around coastlines): 4A. Move the yellow arrow so that not only the arrow is pointing where you want it, but the cursor itself is at the position where you want the 1st waypoint. That is, the ship will make its 1st turn at its present position and will turn again at the waypoint. 4B. Hit W. This creates a waypoint at the cursor's current location and fixes the yellow arrow between the ship and the waypoint. But the yellow arrow can now be stretched and bent beyond the waypoint. If you want to enter more waypoints, repeat steps 4A and 4B. You can have a total of 8 or 9 waypoints per division or independent ship. Once you've got all your waypoints set, continue with step 5 above. Note that all turns at all waypoints will be of the same type (succession or immediate).
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07-02-10, 08:19 PM | #102 |
Bosun
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German gunners shooting with their eyes closed
Has anyone else noticed that the german gunners seem to be ridiculously inaccurrate with their gunnery while the Brits land three out four shells consistently?
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07-03-10, 11:14 PM | #103 |
Bosun
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blind or sleeping?
I sat here and watched 2 German light cruisers shoot at HMS Yarmouth from a range of 5000 yards for 15 minutes...and they missed 8 out of ten times. Meanwhile, the brit cruiser fired and hit, fired and hit, fired and hit....
Can you say "Unbalanced"?
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07-04-10, 10:01 AM | #104 |
Storm Eagle Studios
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How many times did you run this experiment, and for how long? Gunnery in Jutland is highly variable, just as it was in real life. Not only is it subject to many situational modifiers based on weather, lighting conditions, sea state, and ship design, but you have to remember that WW1 gunnery was heavily dependent on human judgment under difficult conditions. Sometimes the people do a good job, sometimes they don't, and often they alternate between these states during the course of a single battle. As a result, you can't watch 1 fight and make a fair assessment of how gunnery works.
In general, the newer German CLs have gun directors and single-caliber main batteries, and the RN CLs usually have neither. This usually gives the German CLs better accuracy at longer ranges, but within about 5km the director advantage goes away. However, even with the director working, if the Germans have to squint into the sun, or have their funnel smoke in their eyes, or are blinded by spray, etc., then they probably won't shoot as well as RN ships that don't have these problems. And then of course they just might not be able to find the range for a while.
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07-04-10, 03:13 PM | #105 | |
Bosun
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Quote:
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