Hello everyone,
With the release of RTW3, we're compiling an FAQ post with some of your most burning questions. Update: we've collected a range of gameplay FAQ that we will be adding to this forum post. As such, this FAQ will be split into two sections - Technical and Gameplay.
Technical FAQ
1. Where can I find error logs?
You can find the game's error logs in the root directory of the game for both Steam and Matrix versions.
Sample location for Steam installation: \Steam\steamapps\common\Rule the Waves 3
Sample location for Matrix installation: \Matrix Games\Rule the Waves 3
2. How and where can I best report an issue?
You can report any issue with the game in the Tech Support sub-forums on either Steam or Matrix main forums. In the issue title please indicate the build number of the game and a short description of the issue. Also, please provide relevant screenshots and attach a save. On the Matrix forums, you can attach screenshots and saves directly. On the Steam forums, you can post screenshots directly, and for saves please use a file-sharing service, such as WeTransfer or Google Drive, and post a link in your report. Please zip up your saves before uploading them by going to the Save folder of the game found here: \Rule the Waves 3\Save, selecting the relevant save folder number, and zipping up the folder.
3. The game's UI looks weird on my monitor and it's hard to see what's going on in the game. Is there any way to address these UI oddities?
We know some players are having issues with the game's UI due to scaling issues or particular monitor setups. Here's a range of solutions you can try to resolve these issues:
1) Desktop Scaling: The game UI/font size in the game will scale according to changes made to your Windows Desktop scaling factor. You can adjust this scaling factor by the following steps:
Select Start > Settings > System > Display. Look for the "Scale" or "Scale & layout" section and adjust the scale % to a higher value, and test the game to see if that is a better view.
2) Adjust High DPI Scaling: If you have high-resolution (4K or 1440+) monitor and/or have issues with cut-off controls in the game then this adjustment may help you if you are running Windows 11 or later versions of Windows 10:
a) Open up your RTW3 Steam folder: "C:\Program Files (x86)\Steam\steamapps\common\Rule the Waves 3" is the default install folder.
b) Right-click on the file called "RTW3.exe"
c) Choose "Properties"
d) Click on the "Compatibility" tab
e) Click on "Change high DPI settings"
f) Check the box for "Override high scaling behavior" - For "Scaling performed by" choose "System (Enhanced)"
...Launch the game and see if this helps...if it does not then please turn the setting back 'off' as its not needed and might produce other issues in that case.
3) Windows Magnifier: If the text is too small to comfortably read the following may help you:
Using Magnifier on Windows 11: To quickly turn on Magnifier, press the Windows logo key + Plus sign (+) . To turn off Magnifier, press the Windows logo key + Esc. If you prefer using a mouse, select Start > Settings > Accessibility > Magnifier, and then turn on the Magnifier switch.
Using Magnifier on Windows 10: To quickly turn on Magnifier, press the Windows logo key + Plus sign (+) . To turn off Magnifier, press the Windows logo key + Esc . If you prefer using a mouse, select Start > Settings > Ease of Access > Magnifier > Turn on Magnifier.
4. Does RTW3 have the side-view picture generator feature as in previous titles?
Yes! You can find a description of the ship picture generator in Appendix 3 of the manual and/or follow these steps:
1) Hover cursor over your desred ship and right-click
2) in the drop-down menu hover over "Name and Picture" and in the following drop-down menu click on either "Select Picture" if you have a prepared image in mind, or "Generate picture" to open the in-game ship picture generator.
5. Does this game have a modding scene? Where can I find mods?
You can find mods and other modding topics in the Matrix modding sub-forum for RTW3, on Steam, and on the Naval Warfare Simulations forum.
6.I'm playing as China and I'm getting a message that I don't have a domestic aircraft industry. Is something wrong?
This is intended. China did not produce and field a fully-domestically-designed military combat aircraft until ~ 1979, which is outside the time frame of the game as far as tech goes. They did of course produce copies of foreign designs, often with local modifications.
7. Why does my game keep loading in a windowed version?
RTW3 is a windowed application, it does not have a 'full-screen exclusive' mode; you can of course click on the upper right 'maximize' symbol to have the game fill the screen.
8. What types of guns have dispersion problems and what are the penalties?
Dispersion problems can only affect Q1 guns. They simulate that some gun models with increased performance, like the British 12 in L/50 gun, had higher initial velocity but were discovered to also have an increased dispersion pattern. So if you are unlucky, you get the Q1 range and penetration benefit but pay with a 10% accuracy malus. And it is intentional that you will only discover it once the guns are installed on a ship.
9. When does new technology get applied?
Machinery development
Machinery tech is applied when ships are built, BUT you can do an engine rebuild, which will refit the ship with brand new engines of the current technology when the ship is rebuilt. An engine rebuild will also restore any speed loss due to age.
Armour development
Armour technology is applied when ships are built, so old ships will retain the armor quality of the time they were built, even if they are rebuilt.
Hull construction
These are generally applied when a ship is built and stays the same for the lifetime of the ship. Aluminium superstructure can be added in a rebuild.
Fire control
Minor fire control improvements (those labelled Gradual national accuracy improvement) are generally applied to all ships (the tech level modifier in the to hit explanation). Improved directors need to be applied to ships in a rebuild.]
Damage control
Damage control techs that are related to shipbuilding (torpedo protection for example) are applied when ships are built. Those related to procedures or equipment are automatically applied to all existing ships.
Turrets and gun mountings
For turret and gun mountings techs, those related to shipbuilding (e.g. triple turrets) are applied during construction or rebuild. Some rate of fire maluses stay with the ship until rebuilt (the negative modifiers for early turreted guns for example). Minor rate of fire techs, (those labelled Gradual national ROF improvement) are generally automatically applied to all ships when invented.
Ship design
Ship design techs are applied when ships are built or rebuilt, with some limitations for rebuilds.
AP Projectiles, HE Shells, Torpedoes
Improvements in ammunition (AP shells, HE shells, torpedoes, missiles) generally gets applied to all ships from the date they are invented. Some inventions, like SAP shells, require you to select their use in the doctrine screen.
Light forces and torpedo warfare
Most are related to ship building and are appplied when ships are built. Some related to procedures and accuracy are applied immediately.
Submarines
Tech is applied to submarines when build, and are expressed in teh submarine reliability rating.
Anti submarine warfare
ASW techs related to shipbuilding (DC throwers for example) are applied during ship construction or rebuild. Those related to procedures or ammunition (Labelled Gradual increase in national ASW capability) are applied immediately.
Fleet tactics
Fleet tactics improvements are generally applied when they are invented.
Anti aircraft artillery
AA techs related to shipbuilding (gun mounts etc) are applied during ship construction or rebuild. Those related to procedures or minor improvements (Labelled Improves *something* effectiveness) are applied to all ships immediately.
Radar and electronics
Radar level improvements requires installation of new radar sets. This is done automatically without a rebuild, but you can manually force a certain ship to get a new radar faster. Note that to install radars above level 2, you need to rebuild the ship to get a higher radar limit (simulating increased bridge structure, power supply and radar operating rooms).
Other techs are applied to all ships as soon as they are invented.
Naval aviation, lighter than air
All are applied to all airships as soon as they are invented.
Naval aviation, heavier than air
Most are applied automatically as soon as invented.
Shipboard aircraft operation
Those related to ship construction are applied when ships are built or rebuilt. The others are applied as soon as invented.
Missile technology
Those related to ship construction (enabling the installation of missile mounts) are applied when ships are built or rebuilt. The others are applied as soon as invented.
Amphibious operations
All are applied as soon as they are invented.
Missile countermeasures
Those related to ship construction (enabling the isntallation of missile mounts) are applied when ships are built or rebuilt. The others are applied as soon as invented.
Naval guns
Naval guns tech is applied when ships are built or rebuilt. Guns can be changed for newer models in a rebuild unless they are -2 quality or lower. This is because longer guns required substantially different turrets or mountings, and changing short old guns to new models would be difficult or impossible on an existing ship.
10. I seem to be getting certain Naval Guns late in my game. How does researching Naval Guns work exactly?
Gun research is of course dependent on the priority set to naval gun research. Research in RTW3, including gun research, is subject to considerable randomness, to reduce player foreknowledge and increase replayability. However, there are a number of triggers that increase the probability that a certain calibre of guns will be invented by a certain year, to make gun research follow a reasonably historical trajectory.
However, there are a lot of factors that can influence or modify this.
If you play with slower research speed, the triggers above are still active, but they are shifted later in time and more dependent on chance.
Settting tech variation to Considerable can make techs very unpredictable, and also sometimes not in pace with other techs. This is the whole intention of this. So the year at which gun calibres are invented will be more unpredictable in this case.
There are built-in variations in the game that will delay or advance some techs by one or two years. This is to increase the uncertainty and minimize player pre-knowledge of when technologies become available. Real ship designers around 1900 could not be certain what technologies were waiting around the corner. This mechanism also increases replayability. If you want a game with a minimum of tech variations, you should check No technology variations (though some randomness will still remain).
Undeveloped shipbuilding industry and Poor education level will make research more variable and slightly slower for those nations that have those traits. This is intentional so that those nations will be more dependent on foreign technology.
11. A Japanese surprise attack can't seem to trigger. How do they work exactly?
The surprise attack is not a surefire thing.
It needs for the enemy to have a suitable target force in one of the potential suprise attack locations.
It normally has 80% chance of succeeding.
If you have performed a surprise attack before against the same nation, the chance will be reduced considerably (they are not so stupid they will fall for the same trick twice).
You need to have suitable ships. Before 1925 it will be a DD surprise attack, between 1925 and 1935 submarines, after that Carrier aircraft.
You do not need to have ships mobilized, or even in the same area, they will be mobilized automatically, but a surprise attack will of course work better with well trained crews.
12. Why do my jet aircraft not dive bomb?
Dive bombing basically went away with the advent of jets + more advanced aiming systems. Also, with the more accurate and dangerous radar-directed AAA, and SAMs, the dive-bombing profile (which maintained a steady AOA on the target) exposes the attacker to a higher-PK shot from defending weapons and would result in higher loss rates for no real increase in accuracy.
13. Does RTW3 include multi-monitor support?
While many multi-monitor setups may have few, if any, issues with the game, please be aware that some such setups may/will cause issues with your RTW3 gameplay. We are currently looking at potential future changes to the game that would address these sorts of issues. In the meantime, if you do experience game issues with multi-monitor setups we recommended that you always keep the game, and all of its child windows, running on your primary monitor only.
14. Saving & Reloading May Help in Some Cases:
If you encounter a rare issue that causes you to not be able to continue your game for some reason, you may wish to try to save the game and then reload that save game; in some cases this may clear the issue and allow you to continue your game while we work to examine the issue and resolve it.
15. Preference Colors Defaulting to Black:
Some users on 1.00.37 may experience an issue where there preferences aren't being properly saved and the colors for various game elements will appear as black with no way of changing the colors. We already have a fix planned for the next update, however there's a possible workaround that may help in resolving this:
- Make sure to copy your preferences file from the old location (Rule the Waves root directory) to the new save games location, which should look something like this: C:\USER\USERNAME\Documents\My Games\Rule the Waves 3
16. Issues With Special Characters and Languages
Some users may be encountering issues in the game due to their own language settings and the interaction with special characters, such as umlauts and accents. If you're OS is at least Windows 10, you may try the following steps that may resolve your errors:
- Type Settings in your OS search bar and open the App
- Select Time & Language
- Select Language
- Select Administrative language settings
- Under Language for non-Unicode programs, select Change system locale
- Check the box for Beta: Use Unicode UTF-8 for worldwide language support
Gameplay FAQ
SECTION 1: HANDLING THE FLEET IN BATTLE.
Q: It’s 1890 and I’m fighting my first battle. How do I locate the enemy fleet once I get to the battle screen?
In a large battle, the battle generator will usually have created a scout division composed of cruisers. If not, you can assign a cruiser division to that role yourself. A division with the scout role under AI control will move into position ahead of your main force and spread out into a search pattern.
If the engagement is too small for a scout division, you’ll probably meet the enemy if you steam straight ahead. Some missions such as bombardment missions, your role is to complete the mission, and it is the role of the enemy to find you. In any situation, be sure to turn on range circles so you can determine the maximum distance that your ships can see and fire. It also helps to examine the track chart, available after the battle ends, to better understand how the enemy force maneuvered during the battle. The buttons for these settings are above the battle map.
Q: What is the difference between the Screen role, the Support role and the Core role?
The purpose of a Screen role is to protect a larger ship from attacks by submarines, aircraft and smaller ships. A ship in a screen position can sometimes protect against the larger ship hitting a mine (by hitting the mine first). A division set to a screen role will typically attempt to form a semi-circular formation a couple of thousand yards in front of the larger ship or division it is assigned to screen.
A division set to a Support role will typically assume a line ahead formation and will take up position on the side of the supported division away from the enemy so that it does not interfere with the fire of the division it is assigned to support. Support role is typically assigned to destroyers or light cruisers. The supporting division will attempt to engage enemy destroyers closing in for torpedo attacks against the supported division, and they may maneuver independently to make torpedo attacks themselves against attractive enemy targets.
A division set to the Core role in the presence of the enemy will typically assume a line-ahead formation and it will attempt to closely follow the division to which it is subordinate. This allows the fleet to assume a line of battle formation, which allows for easy control of numerous ships and provides an effective formation for targeting the enemy line. (An exception occurs after you have developed the “Fleet cruising formation” technology. In this case, the Core divisions will steam adjacent to and parallel with the division they are subordinate to; however, when the enemy is sighted the core divisions will rearrange themselves into a follow-the-leader line of battle formation.
Q: Where can I see the stats for my torpedoes?
In battle, you can turn on the torpedo range circle to draw a visible circle around the ship showing the maximum range for your torpedoes. It’s probably safe to assume the enemy torpedoes are similar or better. However use caution - ships equipped with oxygen fueled torpedoes (once they are developed) will have significantly longer ranges and which enemy ships carry such torpedoes will be unknown.
You can see specific information about your torpedoes on the Status screen for any ship that is equipped with torpedoes. Open a ship’s Status screen by right-clicking on the ship on the map or selecting the ship’s Status on the OB.
Outside of battle you can find information about your torpedoes under Research/Torpedo technology tree. Your ships will be equipped with the latest torpedo technology available. Note that ships equipped with oxygen fueled torpedoes will have ranges superior to the range shown in the research tree.
For additional tips on torpedo combat, see our dev diary on the subject.
Q: How do you rescue ship survivors?
You can rescue survivors only when the game offers this option to you. If a sunk ship, (enemy or friendly) is within range of one of your eligible ships, the game will ask you if you want to pick up survivors. If you accept, the rescue ship will move to the sunken ship’s location and spend some time picking up survivors before returning to it´s previous position. If you answer no, the game may extend the offer to pick up survivors to a different ship. Survivors can only be picked up by destroyers and light cruisers, and they can not be picked up at night. Not every sunken ship will have survivors.
Q: Why don’t my battleships participate in battles.
It is rare for every ship in a region to participate in a battle. Historically, battles featuring battleships were rather rare. Most surface battles were fought using cruisers and destroyers and the game replicates this historical trend. In the Preferences menu you can select the Large battles preference option to make larger battles that tend to include battleships more frequent.
Q: What are the stars next to the ship name when viewing the ship details screen?
The stars are battle honors, received for actively participating in a battle. This generally requires that the ship has inflicted or sustained damage in the battle. You should be able to see a brief record of these battles if you open the Ship history.
SECTION 2: HANDLING THE FLEET OUTSIDE OF BATTLE
Q: Is there a way to view all the ships in just one region?
You can sort by region by clicking on the Location header in the Ships in service tab.
Q: Some of my ships were damaged in a battle. How do I repair them?
Repairs are carried out automatically by the game. When a ship is under repair you will see a number in the status column of the Ships in Service tab. This indicates the number of months that the ship will be under repair. If a ship is damaged while in a region without sufficient base capacity, the ship may be interned until after the war.
Ships under repair will cost double their maintenance, to reflect the increased resources used to repair the ship. If this is too expensive, you can halt repairs by putting the ship in mothballed status.
Q: I’ve equipped some ships with mines, now how do I lay the mines?
Any ships or submarines equipped with mines will automatically participate in mine warfare in the strategic turn. Mine warfare is largely abstracted, but you may encounter minefields in tactical battles, especially near enemy ports. Ships that are in reserve or mothballed will not lay mines.
Q: How do I get more tonnage on foreign stations?
There are two ways to satisfy the foreign station tonnage requirements. Any active, undamaged ship located in a region will contribute to the FS requirement for that region but any excess tonnage will not be added to the national requirement. Ships located in a region do not need to have the FS mission to contribute their tonnage to the FS requirement.
You can also assign the foreign station (FS) role to any ship. A ship with an FS role will contribute to the total FS requirement for the nation, regardless of where the ship is located. However, the game will cause a ship with the FS mission to move about the map to a random area containing your foreign possessions on its own.
SECTION 3: SHIP DESIGN
Q: I want to convert my old DDs into KEs. How do I do that?
If you remove all of the torpedo tubes from the DD it will be reclassified as a KE.
Q: Can you change the range of a ship during a rebuild?
No, you cannot change the range of a ship, even if you rebuild the engines.
Q: How do I build a ship in a foreign nation?
Open the Ship design screen. Near the top of the screen you will find a drop down control titled: “Build at yard”. Click on this control to drop down a list of enemy nations that will allow you to build a ship in their shipyards. You cannot control when or what foreign nations build in your own yards.
Q: Is there a technology tree in the game?
See appendix in the game manual.
SECTION 4: BLOCKADE AND ECONOMIC WARFARE
Q: How do I put ships on blockade duty?
Blockades are automatic – you simply need to meet the 110% active fleet strength ratio compared to the enemy fleet in the region to enforce a blockade.
Q: How do I determine if I have the 110% strength required for a blockade?
Open the Map tab and left-click inside the region you want to check. This will bring up the Map details screen. Open the Overview tab, which has a lot of information, including your own and your enemy’s blockade strength in the region. You can also open the Ship details tab on this screen to see the blockade strength and other values for each ship. Each ship’s blockade strength is also shown on the Ships in service tab.
Q: I’m winning the war, I’ve blockaded the enemy and I have many raiders at sea. Why aren’t my raiders sinking merchant ships?
When you blockade a nation, very few enemy merchant ships are able to make it through the blockade. Raiders will not be very effective against an enemy that is already blockaded.
Q: I’ve got twice as many destroyers on TP in my region than is needed, but enemy cruisers keep raiding the region. What can I do?
Light ships on TP may occasionally deter large raiders but to effectively combat enemy cruisers on raiding missions you really need to devote cruisers of your own to trade protection in the region. Ships equipped with floatplanes will be more likely to find and engage enemy raiders.
Q: What is the purpose of armed merchant cruisers (AMC)?
AMCs can be used as inexpensive raiders. They only require 4 months to build so can be built quickly after a war begins. After you research Q-ships, AMCs can sink enemy submarines. AMCs contribute to trade protection. Fast AMCs can also be converted into inexpensive, but unarmoured aircraft carriers.
Q: I researched Q-ships. What are they?
Q-ships were armed merchant ships that were trained to use deception and surprise attacks against submarines. After you research the Q-ship tech your AMCs will have a chance to sink enemy submarines.
SECTION 5: AIRCRAFT OPERATIONS
Q: What is the difference between an "Airbase" and an "Airship base" in the Build Fort/Base menu?
An airbase operates airplanes, while an airship base operates airships (zeppelins). Once built, an airship base will be automatically stocked with airships. For airbases you will have to manually add airplane squadrons.
Q: How do I create a new airplane squadron?
On the Air Groups screen, right-click on an airfield or aircraft carrier in the left panel to bring up a menu that will allow you to create a new squadron and perform other activities related to air squadrons. A right-click on an air squadron in the right panel will open a different menu of squadron commands.
Q: How do I build and use airships?
When you build an airship base, the base will be automatically stocked with 8 airships. The airships will be controlled by the AI, which will use them to fly search patterns and very occasionally attack ships. During battle, you can manually adjust the search pattern for each airship base via the Handle CAP and air recon interface. To remove an airship base and its airships, open the Coastal fortifications tab and right-click on the airship base to open the context menu and Scrap the airship base.
Airship bases can be expanded to house 16 airships. Larger airship bases are more likely to have airships available to perform attacks on ships.
Q: Can floatplanes on battleships and cruisers fly CAP missions?
Battleships or cruisers that carry floatplanes, will not perform CAP. However, you can launch search and strike missions using these floatplanes.
Q: How do I order aircraft on CAP?
You do not need to manually launch CAP missions. You set the level of CAP from the CAP and recon screen, and CAP will be automatically maintained bay the AI over your ships.
A carrier on support role will provide CAP both to itself and the supported division.
We will periodically update the FAQ in response to additional burning questions.
- The Matrix team
Rule the Waves 3 FAQ
Tech Support forum for Rule the Waves 3
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