1890s definitely has some significant gameplay differences.
There's a tech you can get really late that will let them do it, but only LSAMs and CIWS and to a very, very limited extent radar MAA can do point defense by default. Generally though, MSAMs'll be of limited utility anyway due to their awkward positioning between the lighter LSAMs and the HSAMs which have enough range to shoot down planes before they launch anti-ship missiles, so I don't tend to use them very much anyway.
This is Rule the Waves wisdom.Silence, conventional wisdom. This is Rule The Waves and we do it wrong on purpose here!
This is Rule the Waves wisdom.
I find that ships end up with at least one turret disabled quite often so it's better to spread out the guns more even if you have less total guns. Three quads ain't too bad, but I'd probably end up doing two or three triples and one or two twins to get ten or eleven guns in four turrets instead. I tend to max out at eight or nine gun ships though and put the weight elsewhere.
Your twelve inch belts and sixteen inch turrets are puny and weak.I basically build three-turret battlecruisers and four-turret battleships, with saved weight to ensure I'm better-armored during The Age of Badnoughts, so my limitation is "how many guns can I pack into that number of turrets".
This has made the design limitations against triples and quads in A/Y positions result in some very strange ships with superfiring quads or triples over twins, in the '20s and '30s
I mean, it's easy to waste America's money; Congress hands it out like candy!
Which unfortunately doesn't work like real life post 1980.HSAMs which have enough range to shoot down planes before they launch anti-ship missiles
Because you're not expected to finish, only to start the construction.Having recently gotten the Steam version of the game, is there a reason that the "build new ships" mission finishes long before an order made in response to it can be finished?
Having recently gotten the Steam version of the game, is there a reason that the "build new ships" mission finishes long before an order made in response to it can be finished?
I swear I just had a prompt to build two cruisers and chose "can build half that"... Although I suppose it didn't say anything other than "cruiser", so the idiot-savant programming might have meant CA rather than CL despite both being cruisers.Because you're not expected to finish, only to start the construction.
Sure, saying you can build half the requested number (at the expense of the benefits of agreement) is (often?) there, but that has nothing to do with completion vs. laying down.I swear I just had a prompt to build two cruisers and chose "can build half that"... Although I suppose it didn't say anything other than "cruiser", so the idiot-savant programming might have meant CA rather than CL despite both being cruisers.
I guess you may have missed RTW2, which had carrier warfare on similar lines?How the fuck I carrier warfare?
It's been one year since I player RTW1 and in RTW3 the ship battle is identical, but carrier warfare, that thing confused me
Yeah so there's the thing, that is actually the confusing part. If only the bastards allowed it to be automated like land-based airstrike...It is fiddly. The manual may help. You need to prepare planes for the mission you want to launch, wait for the prep, then launch the mission, then wait for them to actually take off...
CAP always have a blind spot, right? Once again, non-automation is a fucking filter for the casual.For defense, bring plenty of fighters and set high CAP and you're okay later on. Earlier, bombers are less effective but CAP is too, so things may just be swingy.
Frankly that is not possible without airbase support, who done the spotting automatically (!) so your carrier can get the information from them.For proper carrier warfare the hard part is getting spotting so you can aim your strike over the horizon. I don't know what to say here other than guess well...