PDA

View Full Version : Escorts



goodwood
01-04-2009, 01:41 PM
Escorts can created as GP, Asw,AA, etc, once created when you to use for specific purpose how can Identify one from another. and historic escorts can they be identified easy enough as well. none of the screenies in the manual show escorts, and the ship rosters don't escort types either.
Ron

tony_glazebrook
01-04-2009, 10:49 PM
Escorts can created as GP, Asw,AA, etc, once created when you to use for specific purpose how can Identify one from another. and historic escorts can they be identified easy enough as well. none of the screenies in the manual show escorts, and the ship rosters don't escort types either.
Ron

Ron - all escort designs out of the box are 'GP' by default. The AI is limited to selecting from these. Only a player can select specialisations. When he/she does so and then builds the escort, I would recommend that they add a suffix to the name to indicate the specialisation (eg (T) for torpedo, or (AA), (ASW) or (M). (Note - the suffix has to added to the ship name, not the class name).

I'll add a note to this effect to the manual and help files when I can.

Cheers

Crocky
01-05-2009, 01:01 AM
Tho I suppose you could create several classes of ships all with the basics stats say like the Hunt class and the call them Hunt(GP) Hunt(ASW) I presume this is possible ???

goodwood
01-05-2009, 01:15 AM
Ron - all escort designs out of the box are 'GP' by default. The AI is limited to selecting from these. Only a player can select specialisations. When he/she does so and then builds the escort, I would recommend that they add a suffix to the name to indicate the specialisation (eg (T) for torpedo, or (AA), (ASW) or (M). (Note - the suffix has to added to the ship name, not the class name).

I'll add a note to this effect to the manual and help files when I can.

Cheers

Would this put the AI to a disadvantage if the can put out a fleet of specialist destoyers,
eg. a fleet of minelayers the player could lay twice as many mines as the AI with the same amount of ships. So the player could lay a defensive barrier much quicker. Is there a way down the track to have ASW, Minleayer AA as seprate identities.
Ron

tony_glazebrook
01-05-2009, 02:25 AM
Tho I suppose you could create several classes of ships all with the basics stats say like the Hunt class and the call them Hunt(GP) Hunt(ASW) I presume this is possible ???


Sorry Crocky, you can't do that. The specialisation setting is something that is not part of the core design but something you specify when you decide to build a particular ship, so it is done on a per ship basis.

Christian Schwietzke
01-05-2009, 09:47 AM
Sorry Crocky, you can't do that. The specialisation setting is something that is not part of the core design but something you specify when you decide to build a particular ship, so it is done on a per ship basis.

But he could create several identical classes, call them Hunt T, Hunt AA, Hunt ASW and Hunt ML, for example, then build each Hunt T with the torpedo specialization, each Hunt AA with the AA specialization, etc., right?

tony_glazebrook
01-05-2009, 12:37 PM
But he could create several identical classes, call them Hunt T, Hunt AA, Hunt ASW and Hunt ML, for example, then build each Hunt T with the torpedo specialization, each Hunt AA with the AA specialization, etc., right?

Chaos - no, sorry, that was what I was trying to say before - the specialisation is not saved as a factor belonging to the class, only to particular ships.

Christian Schwietzke
01-05-2009, 01:31 PM
Chaos - no, sorry, that was what I was trying to say before - the specialisation is not saved as a factor belonging to the class, only to particular ships.

I understood that. What I meant is, to desgin four identical ship classes (Hunt T, Hunt AA, Hunt ASW, Hunt ML), and build every individual Hunt T with the torpedo specialization, every individual Hunt AA with the AA specialization, and so on. Rather than designing just one Hunt class and making its ships a mix of all four specialized version.