Page 2 of 2
RE: Naval Mod needs testing and input
Posted: Wed Mar 20, 2019 8:57 pm
by ThunderLizard11
This is a great area to improve the game. I'll give it a whirl when I get a chance. Thanks for the effort.
RE: Naval Mod needs testing and input
Posted: Thu Mar 21, 2019 2:37 pm
by ThunderLizard11
Just installed and fired her up.
A couple of initial reactions:
* Files are compressed using 7-ZIP? I had to go find a program to unzip them and then of course I put them in the wrong folder (steamapps versus user)
* I like the concept of what the mod is trying to do
* Have to get us to the graphics and color scheme - quite a change from vanilla
RE: Naval Mod needs testing and input
Posted: Thu Mar 21, 2019 2:50 pm
by Hairog
Glad to hear you got it fired up Thunder. Yes the graphics are a change. Except for the Task Force markers the units are the same and the TF units pretty much correspond to the old naval markers. The real change is the naval zones of control, the evasion from attack and certain TF was enhanced for specific operations.
Let me know what you think after playing it for a while. It will speed things up tremendously if you ignore the land units. Use the air units, but just let the land units sit there and you will get in 3 times more turns.
Remember, if a TF is brought down to zero and wiped from the map it will reappear in the Production list in a short time at a greatly reduced cost and build time. So look for it and use it to replace the heavily damaged TF. The concept is that the TF is not destroyed just rendered non-functional and needs to got back to port for repairs and reinforcements. It will cost you MPPs but usually about 20% of the orginal cost.
RE: Naval Mod needs testing and input
Posted: Thu Mar 21, 2019 4:12 pm
by ThunderLizard11
Got a message when loading - "unit.text missing #1274=Hornet" - didn't seem to affect the game
Not sure I fully get the screening/strike force difference. I was still able to move in and directly attack Fast CVs with Strike Forces. Seemed like the first attack didn't do much damage but the second attack did. I'll plan to play around with it some more.
RE: Naval Mod needs testing and input
Posted: Thu Mar 21, 2019 5:58 pm
by Hairog
Screaming foxes are made up of Destroyers, frigates, Destroyer escorts. they are designed to 2 keeps more powerful task forces away some more vulnerable task forces such as assault task forces, carrier task forces. You should use them as blocking to keep the readers and strike forces away from your carrier.
Strike forces are made up of battleships and cruisers. they are designed to hunt down other surface ships and attack them with naval gun fire. If you noticed screening forces can only be a maximum strength of six where aò m.p.h.s strike task forces can be up to ten. They also have different capabilities when attacking and evading.
Bottom line is, you should not go into battle without proper screening forces and put your carriers in danger.
RE: Naval Mod needs testing and input
Posted: Thu Mar 21, 2019 6:00 pm
by Hairog
The previous message was sent from my phone
RE: Naval Mod needs testing and input
Posted: Thu Mar 21, 2019 8:56 pm
by ThunderLizard11
ORIGINAL: Hairog
Screaming foxes are made up of Destroyers, frigates, Destroyer escorts. they are designed to 2 keeps more powerful task forces away some more vulnerable task forces such as assault task forces, carrier task forces. You should use them as blocking to keep the readers and strike forces away from your carrier.
Strike forces die easy but are easy to recover and cheap. Historically destroyersN frigates smaller ships where sunk by the hundreds, where as Capital ships very rarely sunk. What powerful ships away from your carriers.
Strike forces are made up of battleships and cruisers. they are designed to hunt down other surface ships and attack them with naval gun fire. If you noticed screening forces can only be a maximum strength of six where aò m.p.h.s strike task forces can be up to ten. They also have different capabilities when attacking and evading.
Bottom line is, you should not go into battle without proper screening forces and put your carriers in danger.
Makes sense. The US AI needs to build more screens in that case as it was easy to decimate their fleet.
RE: Naval Mod needs testing and input
Posted: Thu Mar 21, 2019 10:47 pm
by Hairog
In regards to the message about the Hornet. I'm going to have to contact Hubert on that one because if you go to the file the Hornet is in there and I didn't change anything. Three other campaigns do the same thing with different units always coming up missing even through they are there.