contested waters

Adanac's Strategic level World War I grand campaign game designed by Frank Hunter

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randell765
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contested waters

Post by randell765 »

If waters are contested and I have transports in them, how will I know if I am getting resources from that area?

Also, I am having problems understanding my naval assets, I send out a lot of ships but have 30 something naval asset points left, then the next turn comes around and I have none, what happened?
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06 Maestro
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RE: contested waters

Post by 06 Maestro »

If you check your resources in the economic window it will tell you how much was produced, used, on hand and traded for.

I just had two turns of "contested" control of the Baltic. In addition to warships, I had the recommended 2 shipping units deployed. I received 2 "resources" for trade each turn. So, this time anyway, there was no loss to CP shipping due to "contested" control.
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FrankHunter
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RE: contested waters

Post by FrankHunter »

Shipping can still occur in a "contested" sea zone as long as your transports survive. 
I send out a lot of ships but have 30 something naval asset points left, then the next turn comes around and I have none, what happened?

Do you have "auto-refit" on?  If it is one Naval Asset point will be used for each damaged ship in port.
Munro
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RE: contested waters

Post by Munro »

I don't have Auto-Refit on, I went back, later, and checked the save. The Germans had 6 Naval Assests left in August 1914, the Austrians 1. The next turn the Germans had Zero assests and the Austrians one. All German ship were repaired except 1 Sub, when the turn started. The Austrians had received no damage. It seems that Auto-Refit is always on no matter whether it's checked or not.
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SMK-at-work
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RE: contested waters

Post by SMK-at-work »

That seems most unlikely!!
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Munro
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RE: contested waters

Post by Munro »

Yep, it does. I ran the game again from the last save, hitting nothing but continue. After making sure Auto-refit was Off. The same result, Germany had no naval assets left, the only difference, this time, was that a DD was damaged beside the same Sub.
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Szilard
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RE: contested waters

Post by Szilard »

ORIGINAL: randell765
Also, I am having problems understanding my naval assets, I send out a lot of ships but have 30 something naval asset points left, then the next turn comes around and I have none, what happened?

Is it actually the next turn, or a couple of turns later? It costs naval points to maintain ships at sea, after some time (can't remember exactly how long). If you run out of points, ships will start to return to base. Anyway, you need to keep producing naval points if you want an active fleet, even if you don't suffer any damage.
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JD Walter
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RE: contested waters

Post by JD Walter »

Hi randall765,

As szilard says, if you have squadrons on missions in sea zones, they will automatically use any available naval asset points to continue:
20.2 Naval Missions: All missions except Return require the expenditure of an asset point for each squadron assigned. A further asset point is spent if the squadrons stay at sea longer than 2 turns.

Note the above rule is incorrect; Return missions also cost one asset point/squadron.

So you will consume naval assets maintaining squadrons (including TR's) at sea. The only way to stop this is to return the squadrons to base and end the mission.
Munro
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RE: contested waters

Post by Munro »

20.3 Naval Battles. Says damaged ships return to port and must receive a naval assest point each turn to repair one point of damage. My damage ships stay at sea even tho damaged, or so the Naval Missions form seems to indicate. Also if you order them to Return, they seem to do so the next turn, after fighting any battles, even tho I have no Assest points left to spend. The whole Naval thing seems a mess to me, hehe.
Munro
SteveD64
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RE: contested waters

Post by SteveD64 »

I swear I've refit units that claim to be out at sea on patrol. 
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JD Walter
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RE: contested waters

Post by JD Walter »

20.3 Naval Battles. Says damaged ships return to port and must receive a naval assest point each turn to repair one point of damage. My damage ships stay at sea even tho damaged, or so the Naval Missions form seems to indicate. Also if you order them to Return, they seem to do so the next turn, after fighting any battles, even tho I have no Assest points left to spend. The whole Naval thing seems a mess to me, hehe.
-Munro


Yes, I've found this as well. Damaged squadrons can be repaired "on mission" as well as in port (probably reflecting that the activity is ocurring over a couple of months in the strategic phase).

"Return" apparently spends naval asset points if available. As you have noted, squadrons will return to port even without points. This may be a bug.

The naval system is abstract and makes a certain amount of sense once you're familiar with it. It seems more an issue of the documentation needing further clarification to me. (With, perhaps, the return command being made consistent with the rules.)
I swear I've refit units that claim to be out at sea on patrol.
-Cleveland

Yes, I have too. I have not yet seen a damaged squadron engage in further combats, though, so I wonder if they are actually still at sea, or maybe in a different status (like "in transit") awaiting issuance of a return mission to base.

Perhaps Frank or the devs could check on this part of the code.
SteveD64
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RE: contested waters

Post by SteveD64 »

Ok, thanks for the confirm.  At least I'm not seeing things.

Has anyone sunk a ship yet?  Every one of my naval battles has resulted in damage but no sinkings [&:]
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uncc
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RE: contested waters

Post by uncc »

ORIGINAL: CLEVELAND

Ok, thanks for the confirm.  At least I'm not seeing things.

Has anyone sunk a ship yet?  Every one of my naval battles has resulted in damage but no sinkings [&:]

I've noticed that as well. I've put together squadrons of 7-8 capital ships (squadrons) and I've seen them literally pound 1 or 2 British ships/squadrons with like 16 hits and still no sinkings. See screenshot...

Image[/img]
It is seldom that liberty of any kind is lost all at once -- David Hume, Scottish philosopher (1711 - 1776)
SteveD64
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RE: contested waters

Post by SteveD64 »

They don't call it the Indefatiguable for nothing.
hjaco
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RE: contested waters

Post by hjaco »

Which means i am not the only one being wondering about this [:D]

Well, i assume the protection value of ships equals armor value and is the number of hits a ship must sustain before being sunk.

That being said in the example of uncc the British BC is sunk because Indefatiguable has 15 in protection value. Note that sometimes there are more text than can be depicted, which is what you are going to use the scroll bar for.

I also have had cases where ships have been sunk without being notified but in far the most cases the notification appears.

The bug seems especially to appear when transports are being hit in repeated combat rounds with SUBS. Anyone else having this experience ?
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James Ward
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RE: contested waters

Post by James Ward »

I've lost some ships, cruisers mostly, as the CP. It looks like you need to put 20-25 hits in a DN to sink it though.
hjaco
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RE: contested waters

Post by hjaco »

Dreadnoughts have a protection value of 22 so that fits in nicely.
Hit them where they aren't
FrankHunter
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RE: contested waters

Post by FrankHunter »

Even if you don't sink a dreadnaught after delivering 18 to 20 hits on it you know its gone from the war for the next 3 years at least.


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EUBanana
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RE: contested waters

Post by EUBanana »

I've seen submarines, destroyers and transports sunk, and I saw a German PD get sunk after it tried to take on the entire Grand Fleet by itself (Silly AI), but thats about it.  The PD was an exception too, in general ships dont sink, they just get damaged so badly they get knocked out of the war.

Image
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uncc
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RE: contested waters

Post by uncc »

I've had my DDs, PDs, and DNs sunk ....its the AIs ships that I see get damaged, but not sunk.  Maybe the Imperial Navy needs better munitions....
It is seldom that liberty of any kind is lost all at once -- David Hume, Scottish philosopher (1711 - 1776)
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