Aircraft.

Rule the Waves III is a simulation of naval ship design and construction, fleet management and naval warfare from 1890 to 1970. and will place you in the role of 'Grand Admiral' of a navy from the time when steam and iron dominated warship design up to the missile age.
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stormbringer3
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Aircraft.

Post by stormbringer3 »

Perhaps I'm alone in this, but for me the fun factor goes down when aircraft enter the game. There's the option to slow aircraft development. What's the possibility to have an option for no aircraft development for those who just want to develop ships and slug it out?
Thanks.
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thedoctorking
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Re: Aircraft.

Post by thedoctorking »

I agree with you that the best part of the game is surface combat. However, to me it's also interesting how you can defend your ships against air attack and still be able to fight surface battles. Night works for a while, then you get radar-directed MAA and then SAMs and CIWS to stop missiles and you can still punch it out with guns, that they hadn't figured out how to intercept even in 1990.

That said, I think of Command as the air/naval warfare game and this is the surface warfare game. And Command is so complex I have great difficulty understanding it. For fun level, this one works better for me.
Searry
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Re: Aircraft.

Post by Searry »

I think there are mods.
-Flashpoint Campaigns Southern Storm Beta Tester
-Rule The Waves 3 Beta Tester
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EwaldvonKleist
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Re: Aircraft.

Post by EwaldvonKleist »

stormbringer3 wrote: Thu Oct 19, 2023 1:06 pm Perhaps I'm alone in this, but for me the fun factor goes down when aircraft enter the game. There's the option to slow aircraft development. What's the possibility to have an option for no aircraft development for those who just want to develop ships and slug it out?
Thanks.
I agree with you. A good option is to reset the game date in the save file periodically. I have seen players do this and "freezing" the year/resetting it means that the late 1930s aircraft techs are never researchable. This also means the game is longer, the AI will have bigger docks and thus build bigger ships that can actually compete with your 50kt+ BBs.
stormbringer3
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Re: Aircraft.

Post by stormbringer3 »

When I get aircraft I'm way behind other nations. Do you have to reach a certain research level in lighter than air for heavier than air to appear? I always minimize lighter than air.
Thanks.
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thedoctorking
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Re: Aircraft.

Post by thedoctorking »

EwaldvonKleist wrote: Mon Oct 23, 2023 8:28 pm
stormbringer3 wrote: Thu Oct 19, 2023 1:06 pm Perhaps I'm alone in this, but for me the fun factor goes down when aircraft enter the game. There's the option to slow aircraft development. What's the possibility to have an option for no aircraft development for those who just want to develop ships and slug it out?
Thanks.
I agree with you. A good option is to reset the game date in the save file periodically. I have seen players do this and "freezing" the year/resetting it means that the late 1930s aircraft techs are never researchable. This also means the game is longer, the AI will have bigger docks and thus build bigger ships that can actually compete with your 50kt+ BBs.
EVK, can you point me to where I would find this setting? I would be very interested in doing this - that is, I'm okay with land-based biplane search planes, and early torpedo bombers, but maybe not A-6s and Harpoons.
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thedoctorking
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Re: Aircraft.

Post by thedoctorking »

And I actually like having Zeppelins.
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EwaldvonKleist
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Re: Aircraft.

Post by EwaldvonKleist »

thedoctorking wrote: Tue Oct 24, 2023 9:23 pm And I actually like having Zeppelins.
Open the .bcs file in your savegame with text editor. Edit year and month as necessary. Save, you might have to launch your text editor in admin mode to save in the protected RtW3 save folder.
Then launch your game, the changes should be applied now. There may be bugs resulting from year resets, but I haven't heard of any yet.
Year limited research shouldn't progress now, that is, no modern aircraft.
Another advantage is that AI catches up on tech and dock size, so they start building more competitive BBs.



[General]
Year=1925
Month=11
Day=1
FleetSize=5
CampaignStartYear=1890
ResearchSpeed=100
ResearchVariation=0
GameMaxAirbaseSize=100
Treaties=0
TreatyCalibreLimit=2147483647
TreatyDisplacementLimit=2147483647
TreatyTimeRemaining=0
TreatyTonnageBasePercentage=0
SubBanPoss=0
SubBanTime=0
TotalWar=0
RadarIntel=0
CarrierIntel=0
HasBeenBattle=1
FirstBB=1
HasBeenTreaty=0
IDNo=4940
War=14
WLRoo
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Re: Aircraft.

Post by WLRoo »

I'd add that the AI will only build vessels within certain parameters based on the year as well
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EwaldvonKleist
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Re: Aircraft.

Post by EwaldvonKleist »

WLRoo wrote: Wed Oct 25, 2023 2:59 am I'd add that the AI will only build vessels within certain parameters based on the year as well
This is why editing the year and not just deleting the aircraft research is important, from exp of others, the AI still builds CVs that then are completely useless.

But the exp of other players also is that the AI builds bigger battleships if you lengthen the 1920s by ten years.
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thedoctorking
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Re: Aircraft.

Post by thedoctorking »

So I should edit it in 1929 to repeat the 1920s ad infinitum?
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EwaldvonKleist
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Re: Aircraft.

Post by EwaldvonKleist »

thedoctorking wrote: Thu Oct 26, 2023 12:17 am So I should edit it in 1929 to repeat the 1920s ad infinitum?
Precisely. By the year 1929, there was everything developed that humanity ever needed for naval combat. They should have simply agreed to make ships bigger and more numerous, but not technologically better at this point.
WLRoo
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Re: Aircraft.

Post by WLRoo »

thedoctorking wrote: Thu Oct 26, 2023 12:17 am So I should edit it in 1929 to repeat the 1920s ad infinitum?
Ba advised that you may find ships overweight when you do this - there seem to be hidden weight reductions in play with the years.
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