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Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:17
Post  Old Post 05-04-2004 01:51
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Calling All Ship Graphic Designers! Support Apolyton buy from Amazon

Normally, I don't bother to announce a scen of mine is in the works until it's complete.

Just my way.

But this time is a little different.


I've decided to throw together a Jutland scenario. The design is simple but will need a little testing to get the numbers just right. The scen will be a duel, with the "third/AI" player controlling the hapless Danish steamer that precipitated the meeting engagement.

Btw, does anyone know whether a giga map of maximum size can be all ocean?

All I need are . . . .

The SHIPS

Now there are already quite a few very, very nice WWI ship graphics out there, and I'll happily use the best, but this calls for something very customized in terms of graphics, if for no other reason than that there'll be no other graphics anywhere in the scen.

Fairline?

fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:17
  Old Post 05-04-2004 02:17 Visit fairline's homepage!
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You rang?

Just so happens I've got an excellent Osprey source book for Jutland. Great idea for a scenario

Shall we discuss ship types? As well as the obvious generic types - dreadnought BB, pre-dread BB, battlecruiser, armoured and light cruisers, destroyers - it may be worth representing the outstanding designs present. The German BCs Von der Tann and Moltke were better armoured than the British BCs, while the Queen Elizabeth class were the best BBs afloat, for example. What are your thoughts?

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:17
Post  Old Post 05-04-2004 06:15
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Avatar Enlargement: We've got the solution

I've been checking some sites for info on ship classes and I'll dig up my Jane's Battleships of the 20th Century and decide on types. Although there were a plethora of classes of torpedo boats and destroyers, those types can be represented by units of several boats, but I haven't decided on the multiplier yet. I do want to represent each class of battleship/battlecruiser, but there were a lot of Brit classes. We can be less picky about the light and armored cruisers. If the capital ships occupy the lion's share of unit slots, the cruisers can be made generic, with 1 type representing all lights and 1 representing all armoreds. This can also be extended to both fleets, if a slot shortage appears, though I'm reluctant to make reductions like this. If only I had MORE UNIT SLOTS!

The real question here is; how many classes? I'll get on this right away, lol. now.

By this time, you've got my ideas on mechanics and we'll just keep those secret for the time being.

Case is offline Case

King
The backlash starts here
Feb 2000
time: 15:17
  Old Post 05-04-2004 11:42 Visit Case<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Exile
Btw, does anyone know whether a giga map of maximum size can be all ocean?


AFAIK, you'll need to give each side a city for the scenario to be playable.

BTW, as a word of advice, it would probably be best to forget any plans you may have for this scenario to be playable against the AI. Among it's many flaws, the AI doesn't 'do' naval combat well, especially if you're planning on using 'shell' missiles.

As an aside, I recall that there was a project to do a Jutland scenario a few years ago (ie, 2000 or early 2001). A couple of naval geeks obsessed over it for a few months, appeared to have the time of their lives testing bits of it to death, and then the whole project disappeared suddenly.

I suspect that one of them found a girlfriend

Mercator is offline Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:17
  Old Post 05-04-2004 16:38 Visit Mercator's homepage!
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quote:
Originally posted by Exile
Btw, does anyone know whether a giga map of maximum size can be all ocean?


The size isn't an issue, but apart from what Case said... If you'd start a game on an all Ocean map, the AI wouldn't be able to find settler locations, so you'd get the powergraph right after starting up, and the game ends. So you'll need at least a few squares...

But if it's going to be all sea anyway, why not make it an all land map instead and change the graphics to ocean. That way you could play around with the graphics a little more, if necessary, since you have more terrain types to play with. This could really only be problematic if you intended to let ships carry air/land units.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:17
  Old Post 05-04-2004 19:43
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Lose 30 kilos (of popups)

IN the scenerio, will ships actually fight each other, or will tey trade shots with misisle, air units serving as shells? Each ship could begin with 8 shells, obviously you get the 15 inch, 14 inch, 12 inch, 8 inch, 6 inch, and perhaps torpedoes also.

Make all the ships carriers, give them high defense and HP, and no attack by themselves, so that ships have to trade shots over distance. This way the BB's can fire at each other at distance, while smaller ships

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:17
  Old Post 05-04-2004 22:47
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yesyesyes . . . . Avatar Enlargement: We've got the solution

Fairline, I've examined the ship classes, lined them out, and it appears that we will easily have a sufficient number of unit slots for each capital ship class, with about 15-20 slots to spare. It appears, therefore, that we can differentiate the light and armored cruisers by classes too, though I'll have to see how many of those there are.

Case; yeah, I suspected that I'd have to place a couple of cities somewhere and then cover them up. Maybe I can find a couple of islands out there somewhere on a map. lol. And yes, I also suspected that the AI would flounder given such a task as naval combat on the tactical level. When I began testing, this suspicion was confirmed. I loaded a battlecruiser with shells, switched human player to the opposite side, and hit return. All the shells on the opposing battlecruiser took off in every direction quite indepedently. It might have been my fault, however, because I'd forgotten to give these particular shells the "destroyed after attacking" ability. Maybe they thought they were just air units?

Mercator; many units will be air units, or I'd consider trying what you suggest. It'd be interesting to be able to play with "oceanic" terrain.

Gepap; Yep, you've stumbled on my formula exactly, though I've added a few things. Torpedos, smoke, and ramming.

The only drawback that I can see will be that the game MUST be played as a duel between two human players AND there will be several very important house rules by which the players must abide. If you can't think of them, try testing the situation yourself and see what you encounter.

Last edited by Exile on 05-04-2004 at 22:54

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Prince
of the wing
Sep 2002
time: 05:17
  Old Post 05-04-2004 22:59 Visit fairline's homepage!
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Tired of ads?

Exile: this is probably redundant now then . This is the OOB of British Capitol ships at Jutland. I make it 17 classes of BB and BC. I was assuming using a catch-all British armoured cruiser, light cruiser and DD. I can do similar for the Germans if you like:

GRAND FLEET ship class

2 Battle Sqn
AJAX KGV BB 10x13.5in 1912
CENTURIAN KGV BB 10x13.5in 1912
ERIN Erin BB 10x13.5in 1914
KGV KGV BB 10x13.5in 1912
CONQUEROR Orion BB 10x13.5in 1912
MONARCH Orion BB 10x13.5in 1912
ORION Orion BB 10x13.5in 1912
THUNDERER Orion BB 10x13.5in 1912

4 Battle Sqn
IRON DUKE Iron Duke BB 10x13.5in 1914
CANADA Canada BB 10x14in 1915
ROYAL OAK Royal Sovereign BB 8x15in 1916
SUPERB Bellerophon BB 10x12in 1909
BELLEROPHON Bellerophon BB 10x12in 1909
BENBOW Iron Duke BB 10x13.5in 1914
TEMERAIRE Bellerophon BB 10x12in 1909
VANGUARD St Vincent BB 10x12in 1910

1 Battle Sqn
AGINCOURT Agincourt BB 14x12in 1914
HERCULES Colossus BB 10x12in 1911
MARLBOROUGH Iron Duke BB 10x13.5in 1914
REVENGE Royal Sovereign BB 8x15in 1916
COLLINGWOOD St Vincent BB 10x12in 1910
COLOSSUS Colossus BB 10x12in 1911
NEPTUNE Neptune BB 10x12in 1911
ST VINCENT St Vincent BB 10x12in 1910

3 Battle Cruiser Sqn
INDOMITABLE Invincible BC 8x12in 1908
INFLEXIBLE Invincible BC 8x12in 1908
INVINCIBLE Invincible BC 8x12in 1908

BATTLE CRUISER FLEET

LION Lion BC 8x13.5in 1912

1 Battle Cruiser Sqn
PRINCESS ROYAL Lion BC 8x13.5in 1912
QUEEN MARY Queen Mary 8x13.5in 1913
TIGER Tiger BC 8x13.5in 1914

2 Battle Cruiser Sqn
INDEFATIGABLE Indefatigable BC 8x12in 1911
NEW ZEALAND Indefatigable BC 8x12in 1912

5 Battle Sqn
BARHAM Queen Elizabeth BB 8x15in 1915
MALAYA Queen Elizabeth BB 8x15in 1915
VALIANT Queen Elizabeth BB 8x15in 1915
WARSPITE Queen Elizabeth BB 8x15in 1915

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:17
  Old Post 05-04-2004 23:12
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Ok, now for the ship classes discussion Support Apolyton, buy Civilization III: Complete

Gareth,

I've gone through my Jane's book (again, lol), and have taken a look at a few other sources. Jane's agrees with your assessment of the late-built super-dreadnoughts of the Queen Elizabeth class as the "best" units in the battle. 15 inch guns do make a difference, especially when your opponent is using almost exclusively 11 inch and 12 inch rifles. The QEs also have very thick armor (or is it armour? ) and a very "modern" look.

Battlecruisers and battleships were differentiated by the former's sacrifice of armor for speed. Both carried all big guns and were capital ships. As you probably know, being both British and a naval warfare enthusiast, the British admiral Jackie Fisher was the driving force responsible for the battlecruiser concept, even though his critics predicted that these ships would be used in the battle line in time of war, where their comparative weakness in armor would be telling and these critics were proved correct. The German battlecruisers were not quite as vulnerable because they had been given more armor. I'm going to simulate this by giving all the capital ships the AEGIS ability, except the British battlecruisers. There is a Jutland site out there--use google to spot it, lol--that has a ship-by-ship list of how many total hits were taken by each ship in the battle. The numbers there are very enlightening. I began testing the AEGIS thing and the result is satisfactory.

fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:17
  Old Post 05-04-2004 23:42 Visit fairline's homepage!
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Re: Ok, now for the ship classes discussion Get a bigger avatar today!

quote:
Originally posted by Exile
Gareth,

I've gone through my Jane's book (again, lol), and have taken a look at a few other sources. Jane's agrees with your assessment of the late-built super-dreadnoughts of the Queen Elizabeth class as the "best" units in the battle. 15 inch guns do make a difference, especially when your opponent is using almost exclusively 11 inch and 12 inch rifles. The QEs also have very thick armor (or is it armour? ) and a very "modern" look.


That'll be 'armour' old chap . I hadn't realised until checking my source book that 2 of the improved Royal Sovereign class were also present at Jutland, making a total of six 15-in QE's and RS's armed BBs. You're right: they could throw a lot more metal per salvo than the 11, 12 and 13.5in guns, and were more accurate than the British 13.5in. This was offset slightly by the superior German gunnery; they tended to score more hits than the British.

quote:

Battlecruisers and battleships were differentiated by the former's sacrifice of armor for speed. Both carried all big guns and were capital ships. As you probably know, being both British and a naval warfare enthusiast, the British admiral Jackie Fisher was the driving force responsible for the battlecruiser concept, even though his critics predicted that these ships would be used in the battle line in time of war, where their comparative weakness in armor would be telling and these critics were proved correct. The German battlecruisers were not quite as vulnerable because they had been given more armor. I'm going to simulate this by giving all the capital ships the AEGIS ability, except the British battlecruisers. There is a Jutland site out there--use google to spot it, lol--that has a ship-by-ship list of how many total hits were taken by each ship in the battle. The numbers there are very enlightening. I began testing the AEGIS thing and the result is satisfactory.


I like the AEGIS flag idea Again, you're right about the relative armour of the German vs British BC's, while the British carried larger calibre guns (12/13.5 vs 11 in). To be fair, Fisher had envisioned BC's as recce ships and fast merchant raiders (or more accurately, counter-merchant raiders); at the battle of the Falklands they had proved their worth against cruisers, as they had been designed to. It was the blood-and-guts suicidal charge against similarly-armed capitol ships made by Beatty, the BC Fleet CO, that exposed their weakness. Luck played a part as well: HMS Tiger received 15 11-in hits and survived whereas Invincible got unlucky and took 1 hit straight to her magazine.

Have you considered fog-of-war in this? Both Jellicoe and Scheer spent most of the battle not knowing where their enemy was, and when contact was made, little or no use was made of radio, with over-reliance on flag signalling.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:17
  Old Post 06-04-2004 00:38
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I've done the "ship classes" math and here's what I've come up with;

17 classes of Brit capital ships
9 classes of German capital ships
7 slots for shells/misc.
4 classes Brit armored cruisers
12 classes Brit lt. cruisers
1 slot for Brit DDs
6 classes German lt. cruisers
1 slot for German DDs
------
57 slots . . . . and well within the limit of 62 slots available. It appears that we'll be able to customize every individual ship class with its own graphic and capabilities. How convenient.

On the Fog-of-war topic; Can someone please give me a simple, easy-to-understand explanation of the "no special view/reveal map/etc." stuff? This must be done right. I have books on the subject, so I'll take a look at them too. But I seem to recall that there is some hidden, or not-so-obvious-as-all-that aspect of this stuff and that someone else had some difficulties with it not too long ago.

curtsibling is offline curtsibling
King
of the Kill!
May 2002
time: 05:17
  Old Post 06-04-2004 02:08 Visit curtsibling's homepage!
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Put an end to popups!

This scenario has great potential!

I sense another Exile classic in the works!

POTUS is offline POTUS
Prince
How could I possibly not have a Mozambican flag, I mean, what other country has an AK-47 on their flag?
Jul 2003
time: 21:17
  Old Post 06-04-2004 09:17
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Ok. For fog of war:
Reveal all shows everything, including units. No special view cancels that.
Uncover map (Cheat menu, I think under the scenario one) will show the terrain only. Cover map cancels that.

Case is offline Case

King
The backlash starts here
Feb 2000
time: 15:17
  Old Post 06-04-2004 15:10 Visit Case<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Re: Ok, now for the ship classes discussion Support Apolyton buy from Amazon

quote:
Originally posted by Exile
I've gone through my Jane's book (again, lol), and have taken a look at a few other sources. Jane's agrees with your assessment of the late-built super-dreadnoughts of the Queen Elizabeth class as the "best" units in the battle. 15 inch guns do make a difference, especially when your opponent is using almost exclusively 11 inch and 12 inch rifles. The QEs also have very thick armor (or is it armour? ) and a very "modern" look.


The QEs get my vote as the best battleships Britain ever built.
The upgraded QEs were, IMO, the best British ships had in WW2 as well (at least until they began to literally fall apart in the second half of the war )

Re fog of war: why not give all the ships the submarine flag? This will make tracking them difficult, thereby simulating the confusion of the battle. Also, it will give destroyers and the other light ships a useful (and their historical) role if you give them the 'can spot subs' flag. As a happy coincidence, subs can also carry missile units.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:17
  Old Post 06-04-2004 20:00
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Increase the size of your Attachments

Can one be sub and carrier at the same time?

One of the ways to prevent small ships from holding large shells could be to make large calliber shells airplanes vs. small shells or tops being missiles-that way a BB could hold 14 inch shells and 6 inch shells, but a light cruiser could not hold 14 inch shells.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:17
  Old Post 06-04-2004 20:01
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Get a bigger avatar today!

The big question_how do ships replenish their shells?

fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:17
  Old Post 06-04-2004 21:46 Visit fairline's homepage!
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quote:
Originally posted by GePap
The big question_how do ships replenish their shells?


Exactly what I was thinking I'd toyed with this idea for a Gallipoli scenario, and we had intended to have the ships replenish their buildable ammo in a port. Obviously this isn't applicable here.

Also, Phenix, you'll need quite a few unit slots for the various calibres of shell - 11, 12, 13.5, 15 in for the big guns, 6in, 5.9 in, 4in etc for the lesser vessels, plus torpedos. It may be possible to rationalise these - the German 11in gun was as effective as the British 12in, for example.

fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:17
  Old Post 06-04-2004 21:55 Visit fairline's homepage!
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quote:
Originally posted by Case
The QEs get my vote as the best battleships Britain ever built.
The upgraded QEs were, IMO, the best British ships had in WW2 as well (at least until they began to literally fall apart in the second half of the war )


They certainly had impressive service records Case, particularly HMS Warspite I think. Where would you place the WW2 KGV's and Nelson/Rodney in this reckoning? I know Nelson and Rodney were duff designs in terms of their gun layout and slow speed, but their 16in guns packed a punch. Sorry for the OT Phenix, but this stuff sadly interests me

BTW, Case, aren't you a member of a naval history site? Have there been any discussions about Jutland?

fairline is offline fairline
Prince
of the wing
Sep 2002
time: 05:17
  Old Post 06-04-2004 22:09 Visit fairline's homepage!
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Random thought: I know you hate batch files but it would be neat to have the transition from day to night, given the impact of this on the battle.

EDIT: Mercatore has just released civswap, which is a much slicker way to use bat files:

http://apolyton.net/forums/showthre...threadid=112313

Last edited by fairline on 06-04-2004 at 22:18

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:17
  Old Post 07-04-2004 00:35
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Some brief answers . . . . Enter the AD-FREE zone

Gepap; There will be no replenishing shells. Each ship will start the scen with its complement of armaments, etc. HOUSE RULES 1 & 2; no moving shells, etc. from one ship to another. Only 1 shell/torpedo can be "fired" per turn. Obviously I can't place the entire 1-for-1 load of ammunition on big ships, so the shell units will represent amalgamation of firing power. Think of them as broadsides, if from ships, and a spray of torpedos if torpedos. The issue of sub & carrier simultaneously is one that I'll look into.

This is a simulation of a SINGLE BATTLE. It WILL end. This is NOT history. There will be no hasty retreat of the High Seas Fleet. Both sides will fight it out to the last. The supreme frustration of both professionals & amateurs alike, has been this battle's air of being incomplete. I'm going to fix that.

Case; great idea on the sub flag, but I'm going to have to use it for the torpedos. I may still consider it though, if I can't get the map to work the way I want.

Gareth, we've got quite a few units slots still, and yes, I'll group the shells into categories rather than giving each individual calibre its own slot. I am going to take a look at civswap later today.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:17
  Old Post 07-04-2004 00:55
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The thing about this coming to an end or not is this:

once each side runs out of shells, which realitically is about 9-10 turns into the scenerio,, the battle could still be rather undecided-what if each side looses only a few battlewagons? then what?

Also, this gives the Germans a huge disadvantage since they are inherently completely outnumbered-after all, the point of the German attack was to trap Beatty's (sp) BC's but Jellicoe (sp) main BB squadron was there as well, having figured out the plan-in theory, if the German player was able to take out Beatty's BC's before Jellicoe's main fleet arrives, they could pull back and declare victory.

Maybe do the scenerio in stages like Red Front?

POTUS is offline POTUS
Prince
How could I possibly not have a Mozambican flag, I mean, what other country has an AK-47 on their flag?
Jul 2003
time: 21:17
  Old Post 07-04-2004 01:38
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What if you had the mission be different for the Germans and Brits?

Say, the Brits want to simply keep the Germans out of the sea, but the Germans only want to stay in the sea, you don't need to completely win, just be able to stay powerful.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:17
  Old Post 07-04-2004 02:09
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Imagine the scenerio this way:

First round, Beatty vs Hipper-the two BC squadrons meet:

The brits are trying to wipe Hipper out, the Germans trying to lure Beatty towards the High Sea's Fleet-so the Brist are looking to sink as many ships, the Germans to move the Brits to a certain area

Second round-arrives the High seas fleet-the main German body arrives-tries to kill Beatty quickly, Beatty trying to hold of while Jellicoe arrives

Third round-Jellicoe arrives-High Seas Fleet now is fighting for it's life-has to find a way out of there ASAP.


I know you want a battle to be decisive, BUT the thing is, while the British were looking for a decisive win, the Germans were NOT. So if you make it so a decisive end is the only possible end, invariably, you will get a UK victory.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:17
  Old Post 07-04-2004 04:37
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In the final analysis . . . . . Tired of ads?

I'll make victory conditions dependent on a deadline. The scen will only last so many turns. The battle was ended by the lack of daylight, more than anything else, based on what I've read. I can always come up with some silly tonnage/ship casualties schedule to determine victory, but I'd like to come up with something a little more novel.

As for balancing . . . .

The German ships, in general, will be tougher than the British. This is historically accurate. The British will be a bit faster. This is also historically accurate. The German capital ships will all have the AEGIS capability and the British BCs will not. In the end, the inescapable fact is that the Grand Fleet was larger than the High Seas Fleet. This will be part of the challenge, I should think. Can you take a numerically inferior, yet materially superior battle fleet of dreadnoughts against a very fast and numerous foe and win? Survive?

What bothers me is that there will be no real reason for anyone to try to "cross the T." I suspect that turret placement and fleet juxtaposition are things beyond the Civ engine's capability to simulate.

Boco is offline Boco
Prince
who was once King for a week.
Jan 2001
time: 00:17
  Old Post 07-04-2004 04:59 Visit Boco's homepage!
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Gotta love this topic!

Since you seem to be asking, here's some more opinions.


  1. Use ship af's to represent 15cm and smaller batteries.
  2. Give torps the ability to sink BB's with a single salvo, but keep their range low. Torps were the dreadnaught's bane, and both Admirals were keenly aware of their achilles heel. Maybe a very high fp to reflect the hit or miss nature of torps.
  3. Have a limited U-Boat / Sub threat. You may even want to use other civs for them to represent the lack of communication and false sightings.
  4. DD's and CL's can lay smoke (air,mf=1,rng=2?). Anyone know what governs the visible unit 'at the top' of a stack? May even want smoke to absorb the first salvo, but this may not be possible with all the subtle differences between capital ships that you are portraying. Just hiding a ship's identity under smoke could be cool in itself. Btw, what is your scale and how are you handling stacking?
  5. Have limited zeppelin recce ability. They were out there, but had no bearing on the battle.
  6. Part of the vulnerability of the Br BC's was due to cordite flashes destroying the ship. The Germans learned this bitter lesson at Dogger Banks. Perhaps German shells should have higher fp's to simulate the unpredictable nature of this.
  7. Maybe Br shells can have higher hp to reflect their higher caliber calibre. Af's can reflect the relative ability of shells to hit the target.
  8. Df/hp values of ships should reflect the superior damage control and quality of German steel in this battle. Check out the Derrflinger's damage on your web site.
  9. The 'see 2 squares' flag should vary throughout the game to reflect visibility. Both night and local squalls reduced it.

Exile is offline Exile
King
of the Benighted Realms
Sep 2000
time: 23:17
  Old Post 07-04-2004 05:29
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Ok, responses . . . .

1.) Excellent Idea, I'll use it. The AF will also be the ramming ability of the ship. Even so, some capital ships will carry secondary armament.

2.) This is precisely what I'm doing with the addtional factor that the torpedo spreads have the submarine ability. Low movement, 4 or 5 range, and high attack & FP.

3.) Intrigueing, but I'm using the subarine ability only for the torpedos (so far . . .)

4.) I've no idea about how to get a specific unit to sit at the top of a stack. If anyone knows this, clue me in. Until then smoke is a unit carried by the DDs and TBs. It will have 0 defense, 0 HP, & 1 MV. It's a 2-dimensional tactic that simulates the effect of the smoke screen. Several DD or TB units can effectively erect a wall protecting a portion of their own fleet. Light units of the enemy will, of course, advance to recon the smoke, and it will thereby "disperse."

5.) Colorful. I'll see if there are any unit slots left.

6.) Good idea and I'll keep it in mind. This stuff will all be part of my testing process.

7.) See answer above.

8.) Son of See answer above.

9.) This is a much more complex question; What options exist in terms of map functionality? I know that during the vanilla game, enemy ships that move beyond my ability to "see" them disappear after a turn. How do I replicate this in a scenario?

Case is offline Case

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The backlash starts here
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time: 15:17
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quote:
Originally posted by Exile
I can always come up with some silly tonnage/ship casualties schedule to determine victory, but I'd like to come up with something a little more novel.


Why would this be silly? As I understand it, the Germans objective when they set out to provoke a showdown with the British fleet was to begin the process of wearing down the British by sinking more ships then they lost. The most common view of historians is that they were sucessful in doing so, but miscalculated the effect that this strategy would have on the Kaiser.

As such, a ratio strikes me as being to most appropriate means of measuring sucess. Given the Kaiser's reaction to German losses, IMO a simple unadjusted 1:1 ratio would be realistic.

----------

quote:
Originally posted by fairline
Where would you place the WW2 KGV's and Nelson/Rodney in this reckoning?


I consider both classes to have been qualified failures: the KGVs were slow and woefully undergunned and the Nelson and Rodney were great as monitors but much too slow and cumbersome to be effective battleships.

IMO, the RN would have been better off building more upgraded QEs then bothering with either of those classes. The QEs mix of speed, armour and armament was the best Britain ever achieved. The extraordinary career of the Warspite is testimony to the ships effectiveness and ability to take a beating (the Warspite holds the dubious distinction of being the most damaged ship in the history of the RN - most other designs would have been sunk had they recieved the beating she took at Jutland in 1916 and off Salerno in 1943).

quote:
BTW, Case, aren't you a member of a naval history site? Have there been any discussions about Jutland?


Yeah, a few. However, all the true battleship geeks hang out at www.warships1.com

quote:
Sorry for the OT Phenix, but this stuff sadly interests me


Don't knock it - I was offered a high paying job at the Australian Treasury partially on the basis of my ability to credibly talk battleship-speak and my recomendation of Patrick O'Brian's books to the very senior person who interviewed me

Mercator is offline Mercator
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Sorekara no Nanimo
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time: 06:17
  Old Post 07-04-2004 19:06 Visit Mercator's homepage!
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quote:
Originally posted by Boco
Anyone know what governs the visible unit 'at the top' of a stack? May even want smoke to absorb the first salvo, but this may not be possible with all the subtle differences between capital ships that you are portraying. Just hiding a ship's identity under smoke could be cool in itself.


In the savegame, each unit (in a stack) has two values to determine the (graphic) stack order. One is the index of the unit directly below it, the other the index of the unit directly above it.

AFAIK, that stack order is simply determined by the order in which units enter a square. So, the last unit to enter will be on top. I don't think there's any way to force units to always stay on top.

That all has nothing to do with the order of battle though. The unit with the highest defense value goes first...

quote:
Originally posted by Exile
It will have 0 defense, 0 HP, & 1 MV


Don't use 0 HP, Civ2 will crash. 1 HP is the minimum...

On the other hand, 0 FP is possible. A unit with 0 firepower doesn't do any damage...

You could give smoke a giant defense strength and no FP. That way, smoke will always absorb the first attack, but it won't actually do any damage. I don't know if you think one lost movement point is enough of a disadvantage to the attacker though.

(edit: I guess that kinda depends on what movement rate your ships will have. If they have movement rates in the dozens, one less is hardly gonna make a difference.)

If you do want smoke do do (slight) damage, giving it a high defense will obviously be more tricky, because with a high defense it might even take out units (and I don't think that's what you want either).
You'll reduce that risk if you just make sure that you give all ships high HP and FP values (say, multiply all by 2... though 12 is the max HP) and keep the smoke HP/FP at 1.

Last edited by Mercator on 07-04-2004 at 19:15

fairline is offline fairline
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  Old Post 07-04-2004 21:53 Visit fairline's homepage!
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quote:
Originally posted by Boco
Gotta love this topic!
[*]Give torps the ability to sink BB's with a single salvo, but keep their range low. Torps were the dreadnaught's bane, and both Admirals were keenly aware of their achilles heel. Maybe a very high fp to reflect the hit or miss nature of torps.


Good idea - the perceived/actual torpedo threat severely restricted Jellicoe's maneuvring of the Grand Fleet and contributed to the eventual getaway of the High Seas Fleet.

quote:

[*]Have limited zeppelin recce ability. They were out there, but had no bearing on the battle.


By the same token the British used a single recce seaplane early on which did sight the HSF before it was forced to land; the info wasn't passed on to Jellicoe, though. Remarkably, nobody bothered to tell the captain of the single seaplane carrier supporting the Grand Fleet that they had sailed to engage the Germans, so he remained in port! The general impression I get is that both sides had little or no knowledge of their enemies' overall dispositions for most of the battle, so I would suggest giving neither side any recce ability, beyond that afforded by DDs and light cruisers.

quote:

[*]Part of the vulnerability of the Br BC's was due to cordite flashes destroying the ship. The Germans learned this bitter lesson at Dogger Banks. Perhaps German shells should have higher fp's to simulate the unpredictable nature of this.


I'd go so far as to make the German 11in shells equivalent to British 12", and German 12" equivalent to Brit 13.5". Calibre (/er ) was offset by superior sighting, gunnery and explosives.

quote:

[*]Maybe Br shells can have higher hp to reflect their higher caliber calibre.

[/QUOTE]

I'll get you spelling Limey-style yet, Dave (or is that French-style? )

@Exile: What about stackable terrain? It would be pretty silly having a single salvo take out a stack of 5 ships.

Exile is offline Exile
King
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time: 23:17
  Old Post 07-04-2004 22:02
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I considered stackable terrain, but then dismissed the idea. If the terrain were stackable, ships that sink would leave their entire complement of shells on sentry in the middle of the ocean. While it certainly would be unrealistic to loose more than 1 ship in an attack, this will have to stand. Astute players will conclude that stacking is undesirable.

 
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