View Full Version : WCNAW V1.0 Online Manual and Ship Data Chart Feedback/Discussion Thread
Warship NWS
10-22-2009, 06:08 AM
This thread is to help proof read and improve the information offered in the WCNAW v1.0 Manual shown here;
http://navalwarfare.info/files/WC/WC-Manual.htm
This thread is also available to answer questions regarding the WCNAW Ship Data Charts,
http://www.navalwarfare.info/files/WC/WC-NAW_1.04_Ship_Data.zip
Thanks.
Akmatov
10-22-2009, 03:53 PM
Just started looking at the new manual, but want to commend the format change from including some data as a long sentence and breaking it out into tables. I recently spent a hour or so reformatting the WCDB rules into a more readable format and this was one of the major changes - far more understandable.
One suggestion I made a long time ago that would be a HUGE help for a new player would be a graphic of a typical ship with arrows pointing to the different bits of data telling you what they are. Some are easy to figure out from the rules, but others are definitely obscure. The meaning of the various boxes inside the ship outline are especially difficult to discover. It may seem clear to you, but realize; you invented all this. Although the information might be in the rules, the only way I was able to finally recently figure out for sure what was what was to compare damage reported in Battle Reports with changes in the ship graphic - which was a pita. Previously, I had gotten frustrated and just put the game away as inscrutable.
Akmatov
10-22-2009, 04:33 PM
Some thoughts:
Auto-Deployment, Quick Battle Generator, and Ship Division Deployment Interface The auto-deployment option allows for divisions to be deployed automatically based on a loaded scenario pre-determined tactical map positions or semi-random placement for newly generated scenarios.
I think you mean:
Auto-Deployment, Quick Battle Generator, and Ship Division Deployment Interface
The auto-deployment option allows for divisions to be deployed automatically based on a loaded scenario's pre-determined tactical map positions or semi-random placement for newly generated scenarios.
===================
This section made it clear to me that I didn't understand the difference between a 'generated' and an "auto-deployed" battle, as neither seems to be a battle based on a previously written scenario.
Starting Range The range at which generated and, not auto-deployed, battles will begin will be based on
===============
Game and Battle Options
Some of the options are explained below.
One option not explained is " limited shell ammo", I'd bet this indicates you are limited to the amount of ammo historically available. But I don't know that, just assume it, why not tell us?
============================
Ship Class Reference Chart
Below is a description of the information shown on the ship class reference chart.
* Type: BB–Battleship, OB-Older Battleship, BC–Battlecruiser, AC-Armored Cruiser (WW1), CA-Heavy Cruiser (WW2), CL-Light Cruiser, DD-Destroyer, MN-Monitor
* Class: Ship class name.
* Year: Year that the class entry represents. (r) is for major refit dates.
* Navy: RN-Great Britain, KM-Germany, MN-France, RM-Italy, RU-Russia, AH-Austria-Hungary, USN-United States, RN-Great Britain, MN-France, IJN-Japan, KM-Germany, RM-Italy.
* HULL/SS/FLT: Hull, Superstructure, and Floatation points.
* Gunnery Accuracy: E-xcellent, G-ood, A-verage, F-air, P-oor {Gunnery accuracy is a rating of the fire control quality and gunnery capability of the ship class.}
* Fire Control Dates: DCT-Director Control Towers, AFC-Automated Fire Controls. (WW1) {DCT and AFC were only used mostly by the main batteries of the warships that had them.}
* Radar Fit/Year: F-Fire Control/Search Radar, S-Search Radar, 1-3 = Level of technology and quality. (WW2) {Maximum effective radar range: 1-24,000 yards, 2-32,000 yards, 3-40,000 yards}
* # Turrets: Number of Main/Secondary/Tertiary Turrets or Mounts
* Main/Sec/Ter Btty: [Cal: Caliber in inches, FP: Firepower, V/H Pen: Vertical/Horizontal AP rating, Rng: Effective range]
{Firepower is a calculated factor based on ballistics, shell quality, ROF, shell dispersal, and other factors that directly affected the number of shells that would land on target effectively.}
* Ammo Load: The number of turns the battery can fire using maximum sustained rate of fire. Slower rates of fire will result in a slower rate of ammo depletion.
* Ammo types: A = Armor Piercing, C = Common or Semi-Armor Piercing, and H = High Explosive or High Capacity shells.
* Armor/Protection Ratings: Belt/Deck Armor Ratings, Turret Front/Top Armor Ratings, Secondary/Tertiary Battery protection ratings. (Note: Superstructure armor is either a 1 or 0 depending on the ship size and belt armor rating)
* Torpedoes: [# Mnts: # of torpedo mounts, Trps/Mnt: # torpedoes per mount, Torp Dam: Base damage rating]
* Speed: Maximum sustainable ship speed in knots.
* PV: Base ship class point value. {Adjusted according to starting damage, crew ratings, and radar fit in the simulation.}
This is an example of the type of tightly packed, computer code-like, blocks of information that needs to be unpacked and listed as a table, it is not like you are saving printing costs. This is the kind of thing that motivated me to spend a hour or so re-formatting the WCDB rules so I could actually read it rather than decrypt it. You have done this for some information, but not for all of it. For example:
* Armor/Protection Ratings: Belt/Deck Armor Ratings, Turret Front/Top Armor Ratings, Secondary/Tertiary Battery protection ratings. (Note: Superstructure armor is either a 1 or 0 depending on the ship size and belt armor rating)
This is NOT visually friendly and would be much easier to deal with as:
* Armor/Protection Ratings:
- Belt/Deck Armor Ratings,
- Turret Front/Top Armor Ratings,
- Secondary/Tertiary Battery protection ratings.
Note: Superstructure armor is either a 1 or 0 depending on the ship size and belt armor rating
========================================
Something I just noticed is this:
http://navalwarfare.info/files/WC/image005.gif : Not Illuminated
Is there a graphic to show that a ship is illuminated?
=======================
Note: Top left = Superstructure damage, Top right = Hull damage, Bottom = Floatation damage.
First of all, is this correct? I thought the order for the top row was Hull/SS - ofc I could be completely wrong.
Second, this is an example of where you NEED an annotated ship graphic - it would be much, much more clear.
Warship NWS
10-22-2009, 06:56 PM
The auto-deployment option allows for divisions to be deployed automatically based on a loaded scenario's pre-determined tactical map positions or semi-random placement for newly generated scenarios.
I changed it to this; "
The auto-deployment option allows for divisions to be deployed automatically based on the pre-determined tactical map positions of a loaded scenario or semi-random placement for a newly generated scenario. "
This section made it clear to me that I didn't understand the difference between a 'generated' and an "auto-deployed" battle, as neither seems to be a battle based on a previously written scenario.
Starting Range The range at which generated and, not auto-deployed, battles will begin will be based on
Actually, it can be both. The auto-deploy option will automaticaly deploy the divisions of a re-loaded custom scenario or a randomly generated scenario. If you turn the option off the divisions can be manually placed on the tactical map (randomly generated scenario) or re-positioned before the battle starts (if you re-load a custom designed scenario). The starting range is auto-determined IF you start a randomly generated scenario and use the auto-deploy option. Let me know if that makes more sense to you.
One option not explained is " limited shell ammo", I'd bet this indicates you are limited to the amount of ammo historically available. But I don't know that, just assume it, why not tell us?
I figured it was pretty self-explanatory.. but if you insist ;-).. I added this,
"Limited Shell Ammo: Toggles between unlimited and limited shell ammunition. "
I am not adding the word "historically" intentionally because at some point I will be adding the ability to edit ammo loads in the scenario TXT files.
Ship Class Reference Chart
This is an example of the type of tightly packed, computer code-like, blocks of information that needs to be unpacked and listed as a table, it is not like you are saving printing costs. This is the kind of thing that motivated me to spend a hour or so re-formatting the WCDB rules so I could actually read it rather than decrypt it. You have done this for some information, but not for all of it. For example:
Hmm.. I will look at this.. your the first to recommend breaking that part of the manual up.. anyone else think that would help? If so.. I will see what I can do with that.
Something I just noticed is this:
http://navalwarfare.info/files/WC/image005.gif : Not Illuminated
Is there a graphic to show that a ship is illuminated?
Yep.. these ,
http://navalwarfare.info/files/WC/image002.gif : Capital Ship http://navalwarfare.info/files/WC/image003.gif : Cruiser http://navalwarfare.info/files/WC/image004.gif : Destroyer
Note: Top left = Superstructure damage, Top right = Hull damage, Bottom = Floatation damage.
First of all, is this correct? I thought the order for the top row was Hull/SS - ofc I could be completely wrong.
Your not wrong.. my oops,, I just fixed it to this,
Note: Top right = Hull damage, Top left = Superstructure damage, Bottom = Floatation damage.
Second, this is an example of where you NEED an annotated ship graphic - it would be much, much more clear.
I will see what I can do with that idea.
Warship NWS
10-22-2009, 07:02 PM
One suggestion I made a long time ago that would be a HUGE help for a new player would be a graphic of a typical ship with arrows pointing to the different bits of data telling you what they are.
As above, I will see what I can do with this idea.
Warship NWS
10-23-2009, 05:59 AM
I just added a ship icon diagram to the online manual;
http://navalwarfare.info/files/WC/shipicon.jpg
Akmatov
10-23-2009, 06:11 AM
Great!
That will be really helpful for newbies.
Warship NWS
10-23-2009, 06:26 AM
Added this info right below the ship icon diagram,
Gunnery Targeting Data Information
Firing ship
Target ship division and number - Rate of Fire - Ammunition Selected
Rate of Fire : R = Ranging, S = Spotted, F = Full
Ammunition Type : A = AP, C = COM, H = HE
Target ship
Large caliber batteries – Medium caliber batteries – Light caliber batteries
Warship NWS
10-23-2009, 07:21 AM
Just added a full set of working table of contents to the online manual. Should save on a lot of scrolling. ;)
http://navalwarfare.info/files/WC/WC-Manual.htm (http://navalwarfare.info/files/WC/WC-Manual.htm)
Akmatov
10-23-2009, 03:39 PM
Dean,
These additions might seem to have been a bit redundant, but honestly I spent a lot of time digging most of this out of the text and observing the game; and there were still a couple of things you have now added that I was unsure if my guesses were correct.
This will make WCNAW much more accessible to new players. In the past I have just removed the game from my HD because I was so frustrated trying to penetrate the way information was displayed. The need to provide the data in a highly condensed format is a total necessity, but previously the format was buried in the text, in several different places.
While looking at the new rules and looking more closely at the screen shot I just realized yesterday that range bands were gone! Very old new for all, but exciting for me. The tactical map has always seemed nice, but I had missed the point. This is going to be so nice!!!!!
Akmatov
10-23-2009, 04:06 PM
Hmm, while waiting looking at the screen shots and the manual.
These might be a bit cryptic to many players:
BRG: Bearing to target.
ASP: Aspect of target.
You might want to define them, a simple diagram would make it easy.
Warship NWS
10-23-2009, 08:43 PM
These additions might seem to have been a bit redundant, but honestly I spent a lot of time digging most of this out of the text and observing the game; and there were still a couple of things you have now added that I was unsure if my guesses were correct.<snip>
Hi Ak, that is why I started up a "feedback" thread for the manual and posted the manual online. This allows me to rapidly update and improve the manual for all players to read over.
Thanks.
Warship NWS
10-23-2009, 08:43 PM
Hmm, while waiting looking at the screen shots and the manual.
These might be a bit cryptic to many players:
BRG: Bearing to target.
ASP: Aspect of target.
You might want to define them, a simple diagram would make it easy.
I will see what I can do..;)
Warship NWS
10-23-2009, 08:50 PM
Manual correction.. the TacMap grid is in 10,000 yard increments, not 5,000. Manual updated.
Thanks.
Warship NWS
10-23-2009, 09:53 PM
Note.. the ship data charts still show gun battery ranges as "range bands".. we are in the process of updating those figures to actual gun ranges in kyds.
Thanks.
Akmatov
10-23-2009, 10:26 PM
Glad you caught that!
I'd have been confused.
Warship NWS
10-24-2009, 04:46 AM
Ship Data chart updated and reposted.. thanks.
http://www.navalwarfare.info/files/W..._Ship_Data.zip (http://www.navalwarfare.info/files/WC/WC-NAW_1.0_Ship_Data.zip)
A couple of things that may be addressed.......when playing a scenario how do you know which fleet you want to control? For example, when playing Robert's 'Norway Encounter' the briefing states..'the British Renown drives off the German BCs during the Norway Invasion'. You then have the option of selecting Fleet 1 or 2. I assumed since the British were named first they would be Fleet 1 but that wasn't the case.
Also, maybe I missed it when reading the manual, but does a loaded scenario override the game options, specifically AI aggressiveness?
Warship NWS
10-25-2009, 02:35 PM
To JSOM,
The scenario briefing should imply which side is which .. that part is up to the scenario designer. As has WCNAW the ability to model mixed fleets there is not really a way for me to add a descriptor in the dialog for which fleet to command, example, fleet 1 = RN.
I just added this information to the submitted scenario thread and asked the same on the scenario discussion thread.
Note: Please add into your breifing which fleet is commanded by each fleet number. Example: Fleet 1 = [some or all of the following: ships/divisions/nationality].
As to the game and combat options.. no they are not overwritten. They can only be changed by changing them during game play or prior to combat.
Akmatov
10-25-2009, 07:21 PM
Thanks, that is something I've squeaked about before myself. It should be a standard part of the scenario brief, and hasn't been up to now.
To JSOM,
The scenario briefing should imply which side is which .. that part is up to the scenario designer. As has WCNAW the ability to model mixed fleets there is not really a way for me to add a descriptor in the dialog for which fleet to command, example, fleet 1 = RN.
I just added this information to the submitted scenario thread and asked the same on the scenario discussion thread.
Note: Please add into your breifing which fleet is commanded by each fleet number. Example: Fleet 1 = [some or all of the following: ships/divisions/nationality].
Thank you. I do want to say how much it is appreciated to all that take the time to make these scenarios. I have been trying to do one myself and have been switching back and forth from notepad to the manual. I was wondering if a scenario editing guide with all the options for the different fields could be made up that could be printed out for easier reference.
Akmatov
10-25-2009, 09:56 PM
I'm sure I wrote this up earlier but as I can't find it anywhere I wonder if I didn't mess up posting it, so I may be repeating myself.
The evolution from WCDB to WCNAW seems in part to be a movement away from the abstract to a more real world basis; away from range bands to a tactical map, away from range numbers to ranges in actual yards.
This is, IMO, a great idea and I'd like to suggest you take another step down that road and change over the armour values, both penetration and plating, to inches, or millimeters, instead of the abstract 'number' values. Then I can see that my battleship has 12" of armour and guns that can penetrate 15". Now I suspect you will tell me that these numbers are only relitive and are representaive - OK, represent them in real world inches of armour plate. Also, you may respond that while HMS Unlikely had a 12" belt, your calculations take into account of many more factors than just inches of armour plate - fine, provide us with the calculated degree of armour resistance - in inches.
For example, HMS Unlikely had 12" of armour plate; however, it is known that the steel from that country was only 83% as good as 'normal' and it was mounted at a less than optimal angle and depth, but it was backed by deep coal bunkers. So after all the additions and subtractions are accounted for, the side armour resistance of HMS Unlikely is not 12" but more like 11" - so put 11". This would be much more meaningful than 7 - whatever the heck that means.
Thank you. I do want to say how much it is appreciated to all that take the time to make these scenarios. I have been trying to do one myself and have been switching back and forth from notepad to the manual. I was wondering if a scenario editing guide with all the options for the different fields could be made up that could be printed out for easier reference.
Oops...never mind....just saw that the manual does indeed have help for making scenarios.
Warship NWS
10-26-2009, 12:18 AM
To AK, the reason we use "factored" armor is not just about "inches" of armor. You hit *part* of it correctly - quality of armor. However, even if we used "inches" it would still be not much more then "ratings" as armor was not a single sheet of metal covering every inch of a ship. Example, many ships had multiple decks of variable and sectionalized armor coverage - so one part of the deck could have say.. 5" and another part 2". So.. if we said 3.5" averaged would that be historically accurate? How about decapping plates vs face hardened or homogeneous armor? Tack on sloped armor, armor backing, turtle decks, tapering, etc.. and the situation just gets more complicated. We used inches of "rated" armor in FSP and still had some players still trying to figure it all out. The armor ratings we use include a range of calculations - as you figured - covering all of the above accordingly. Now plans are already in the works to include separate bulkhead armor and other armored locations.. stay tuned for further news on this topic.
In the end.. the penetration ratings for the guns, which is based on the most effect shells for that gun, will give a PEN rating vs armor rating rough estimate of how well the guns will work vs various targets.
We will think on this topic however for "effective" inches in armor.. but no promises at this point.
Thanks.
Akmatov
10-26-2009, 04:21 PM
Good Morning,
I've been thinking about this issue last evening, trying to actually define what it is I'd like to see. Currently I can look up HMS Improbable in any number of references and find a maximum armour of 12". Of course, that 12" is the absolute maximum thickness of armour somewhere on the ship - almost surely the thickest part of the side belt - which tells me something about the ships level of protection, but not really a great deal. Then I can look at the WCNAW Ship Data Sheet and see that your computed belt value is "7". Somehow this is bothersome.
Now I realize that "7" represent the outcome of a calculation process that involves accounting for a lot of different factors, which I will not bore you with by citing my guess of the factors you are including.
I think what I'm reaching for is for "7" to tell me something about the value of HMS Improbable's belt armour of "12" and in terms of it's adjusted value in inches. For example, HMS Dreadnought had main belt of 11" (WCNAW value 4). What would be interesting would be for your deeper analysis to return a result of 9", which would tell me that the armour, due to many considered variables, was noticeable less protective than it might seem. Likewise, a WCNAW calculated value of 15" for the Bismarck would not only tell me that she had more armour protection than the Dreadnought (which I already know, 4 vs. 6) but that her protection scheme returned a calculated value 2" greater than her quoted 13" of armour plate might suggest.
Given that you are already doing the calculation of comprehensive, effective armour protection, I think it would be very informative and more intuitive to convert the final value into it's equivalent in inches. I understand "no promises", but I hope you will eventually see this as worthwhile.
P.S. I suspect this would be proprietary information, but it would be fascinating to understand your process - this is the stuff wargamers and naval architects have argued about for many years.
Warship NWS
10-26-2009, 04:38 PM
I totally understand what your asking for Ak..it is just one of those requests I have to seriously think about because it would mean changing a LOT of data in the database and calculations in the engine as what your asking would require replacing an entire set of data standards. It is not a simple - lets change this number to that number scenario. Let me know if this makes sense to you.
Akmatov
10-26-2009, 06:33 PM
I realize I have no real idea what would be involved. I was hoping that as the starting point might be the thickness of the belt in inches, it would be possible to modify the final output by a constant to produce an output within a particular range equivalent to a sort of calculated armour protection in inches.
However, it seems things are much more complex than that. I wasn't sure I was being clear, but since I've achieved that the ball is in your court to do with as you feel best. I hadn't realized it would be such a project.
Warship NWS
10-26-2009, 10:34 PM
Hi Ak, I am not completely against the idea and I understand your desire for "battle data immersion".. like I said, let me think on it and see if there are ways to show "converted" numbers in inches without changing "data". ;)
baten52
11-04-2009, 11:45 AM
Manual correction.. the TacMap grid is in 10,000 yard increments, not 5,000. Manual updated.
Thanks.
Hi Chris,
I noted in the manual that there is provision for 2000 yd increments - how do you activate that? Is it in the manual?
Thanks
Charles
Warship NWS
11-04-2009, 02:13 PM
Hi Chris,
I noted in the manual that there is provision for 2000 yd increments - how do you activate that? Is it in the manual?
Thanks
Charles
Which section did you see this in? I just double checked the online manual and did not find any text with "2000" in it.
Thanks.
baten52
11-04-2009, 10:04 PM
Hi Chris,
Quite right, it isn't there. I thought I'd seen a statement that regarding the ability of Tacmap to be adjusted in size - not there now.
Regards
Charles
Hartford688
11-22-2009, 10:00 AM
Hi
I have been trying to download the ship data charts from the Manual page for the last few days - but I just geta 404 error. Is it just me, or are the charts not up currently?
Many thanks!
Hartford
asnrobert
11-22-2009, 02:02 PM
Hi
I have been trying to download the ship data charts from the Manual page for the last few days - but I just geta 404 error. Is it just me, or are the charts not up currently?
Many thanks!
Hartford
I went to the manual page (http://forums.navalwarfare.org/showthread.php?t=5) and clicked on both ship data links and was able to download them with no problem.
Hartford688
11-22-2009, 03:41 PM
I went to the manual page (http://forums.navalwarfare.org/showthread.php?t=5) and clicked on both ship data links and was able to download them with no problem.
Thanks, that worked for me. Now I have the charts!
However, I was trying from the link on this page:
http://navalwarfare.info/files/WC/WC-Manual.htm
Second link down - gets me a 404.
asnrobert
11-22-2009, 04:03 PM
Thanks, that worked for me. Now I have the charts!
However, I was trying from the link on this page:
http://navalwarfare.info/files/WC/WC-Manual.htm
Second link down - gets me a 404.
I tried it and had the same problem you did. Perhaps Chris will fix the link.
Warship NWS
11-22-2009, 05:20 PM
Fixed the link.. thanks.
gabeeg
12-04-2009, 03:54 AM
Something I think should be added to the manual or clarified somewhere is a description of how to turn off and on evasive maneuvers...I found it by accident when I realized the blue square (indicating maneuvering evasively) appears when the ship icon is clicked during this phase (alternating on or off). I expected something in the middle section as it is for changing tactical maneuvering. Reading the current manual, I see no where that is explained. I spent the first 3 or 4 games stoically not evading anything ;)
Second, in the battle report I am not clear in what H/S-PK: is really telling me. Hit /Straddle - probability of a kill (a hit) I understand, but the number it gives is the part I am unclear on. For example if it is 7/11, I am assuming 7 is for a hit and 11 is for a straddle...but is it a 7 out of 10 chance, a 7 out of 100 chance or something entirely different. Maybe a clarification/breakdown of the actual screen elements in the battle report would be helpful like you did with the ship icon diagram.
I would also suggest creating a "getting started guide" for new users that holds the users hand step by step thru a game turn or two with interface screens and dialogs.
William Miller
12-04-2009, 04:24 AM
Something I think should be added to the manual or clarified somewhere is a description of how to turn off and on evasive maneuvers...I found it by accident when I realized the blue square (indicating maneuvering evasively) appears when the ship icon is clicked during this phase (alternating on or off). I expected something in the middle section as it is for changing tactical maneuvering. Reading the current manual, I see no where that is explained. I spent the first 3 or 4 games stoically not evading anything ;)
Second, in the battle report I am not clear in what H/S-PK: is really telling me. Hit /Straddle - probability of a kill (a hit) I understand, but the number it gives is the part I am unclear on. For example if it is 7/11, I am assuming 7 is for a hit and 11 is for a straddle...but is it a 7 out of 10 chance, a 7 out of 100 chance or something entirely different. Maybe a clarification/breakdown of the actual screen elements in the battle report would be helpful like you did with the ship icon diagram.
I would also suggest creating a "getting started guide" for new users that holds the users hand step by step thru a game turn or two with interface screens and dialogs.
Hello,
The numbers shown are percentages, i.e. "x" out of 100 odds...
Warship NWS
12-04-2009, 05:55 AM
Something I think should be added to the manual or clarified somewhere is a description of how to turn off and on evasive maneuvers...I found it by accident when I realized the blue square (indicating maneuvering evasively) appears when the ship icon is clicked during this phase (alternating on or off). I expected something in the middle section as it is for changing tactical maneuvering. Reading the current manual, I see no where that is explained. I spent the first 3 or 4 games stoically not evading anything ;)
See the section under tactical and evasive maneuvering and ship icon information,
http://navalwarfare.info/files/WC/WC-Manual.htm (http://navalwarfare.info/files/WC/WC-Manual.htm)
Second, in the battle report I am not clear in what H/S-PK: is really telling me. Hit /Straddle - probability of a kill (a hit) I understand, but the number it gives is the part I am unclear on. For example if it is 7/11, I am assuming 7 is for a hit and 11 is for a straddle...but is it a 7 out of 10 chance, a 7 out of 100 chance or something entirely different. Maybe a clarification/breakdown of the actual screen elements in the battle report would be helpful like you did with the ship icon diagram.
See the section under PK dialogs and battle reports,
http://navalwarfare.info/files/WC/WC-Manual.htm (http://navalwarfare.info/files/WC/WC-Manual.htm)
I would also suggest creating a "getting started guide" for new users that holds the users hand step by step thru a game turn or two with interface screens and dialogs.
I can see about working on this after the crazy Christmas season is over..;)
gabeeg
12-04-2009, 05:40 PM
Christopher,
I am aware that those sections exist...and I have read them...but items I am suggesting are not.
In Tactical and Evasive Maneuvers there is a description of what to click to do tactical maneuvers...but not evasive...it just describes what evasive maneuvers do, not how to do them.
In PK Dialogs and Battle Reports it describes the roll but does not tell you what the numbers are actually in reference to. In the above post William states that the number mentioned in the battle report is based on x out of 100 odds (percentage). I am suggesting that this should be described in this section, currently it is not.
I also have a complaint...My children ate peanut butter and honey sandwiches for dinner last night because I was in the middle of scenario and could not be bothered to cook them a hot meal while their mother was out...you really need to think of what you are doing to the children ;)
Warship NWS
12-05-2009, 01:47 AM
In Tactical and Evasive Maneuvers there is a description of what to click to do tactical maneuvers...but not evasive...it just describes what evasive maneuvers do, not how to do them.
I added the following; During the evasive maneuvers phase you can click on a division on the tactical map and then a specific ship icon to toggle orders for us evasive maneuvers. A small cyan square will appear above the ship icon on the ship deployment map when a ship is using evasive maneuvers.
In PK Dialogs and Battle Reports it describes the roll but does not tell you what the numbers are actually in reference to. In the above post William states that the number mentioned in the battle report is based on x out of 100 odds (percentage). I am suggesting that this should be described in this section, currently it is not.
I added the following: In military terminology “PK” means probability of a kill on a 0-100% percentage scale.
I also have a complaint...My children ate peanut butter and honey sandwiches for dinner last night because I was in the middle of scenario and could not be bothered to cook them a hot meal while their mother was out...you really need to think of what you are doing to the children ;)
That just shows the sign of an addictive naval simulation.. can't help you there as that was what I intended. ;)
Jades
01-04-2010, 11:15 PM
Hi!
Firstly, I'm enjoying the game. I chose it as one of my Christmas presents and the manual was the deciding factor as it does a good job of describing the game and it filled in quite a few gaps in my knowledge that would normally have required a demo for me to decide to choose the game.
As for my suggestion for improving the manual, I've just noticed the following line in 'Combat Resolution Dialogs' which is a little ambiguous:-
Target Ranged – A target that was straddled or hit on the previous turn by the same gun battery will receive a bonus.
That seems to suggest that the 'target' is getting the bonus (if you can call being more likely to get hit a bonus!) whereas I what I think you mean is that the battery doing the shooting gets a bonus that makes it more likely to hit/damage the target. A better wording may be (my additions in bold):-
Target Ranged – A battery firing at a target that it straddled or hit on the previous turn will receive a bonus.
or something along those lines.
HTH, and thanks for a great game!
Warship NWS
01-06-2010, 07:27 AM
Hi J,
I re-worded at follows,
* Target previously hit or straddled – A gun battery that ranged the target ship on the previous turn will receive a bonus.
Thanks.
thebes
02-04-2011, 03:13 PM
If I save a game with ships that have different names than listed they do not have the "new" names if I return to the saved game. Any way to fix this?
Also would like to see more predreadnoughts and Spanish-American warships :).
Warship NWS
02-05-2011, 06:46 AM
I will have Robert check on the "saved" ship names.
As to the PD and SAW ships I will see how my schedule plays out as we go. ;) Thanks.
thebes
02-13-2011, 04:54 AM
I have noticed that even when I put limited ammo, the enemy seems to never run out, or must have twice the ammo I have.
Warship NWS
02-13-2011, 05:37 AM
To Thebes,
Check your AAR after the battle to see the ammo expenditure. Also, are you using the rate of fire selection option?
thebes
04-06-2011, 06:13 PM
Sorry, I was not using ROF. Thanks.
thebes
04-06-2011, 06:14 PM
Any news on the saved names?
Warship NWS
04-06-2011, 10:45 PM
Any news on the saved names?
It is on my "to do" list. Thanks.
Stratos
04-14-2011, 08:48 AM
Any chance to see in the next update the Spanish navy ships from Hispano-American war to WW2? Will be a nice addition!
Warship NWS
04-14-2011, 07:07 PM
Any chance to see in the next update the Spanish navy ships from Hispano-American war to WW2? Will be a nice addition!
Not for v1.2 .. my plate is pretty full for the next update, but I will see what I can do for v1.2+. Thanks.
Stratos
04-14-2011, 08:14 PM
I expected that, and is a very good new to see that they maybe are added on following updates. Thanks for the hard work!
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