War on the Sea

War on the Sea

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YorT 2024 年 10 月 4 日 上午 1:24
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The Atlantic Campaign v1.0
https://steamcommunity.com/sharedfiles/filedetails/?id=3342691644
Ahoy, Commanders!

Step into the heart of the Atlantic during World War II, where the fate of nations hangs in the balance. The Battle of the Atlantic Campaign delivers a groundbreaking transformation to naval warfare. Experience the most immersive and dynamic gameplay yet, as you command your Task Force through treacherous waters teeming with relentless enemies and the unforgiving power of the sea.

With smarter AI decision-making, enhanced resource and resupply mechanics, and the introduction of Replenishment at Sea (RAS), every choice you make could tip the scales of war. Brace for high-stakes air combat where AI fighters adapt, prioritizing critical targets and dynamically shifting focus to enemy aircraft when the skies heat up. Submarine warfare now demands true mastery, featuring torpedo deviations, underwater depth indicators, and realistic camera restrictions that capture the tension of operating below the surface.

Prepare for a game-changing War on the Sea experience where strategy, precision, and adaptability define your success.

Campaign Overview
In this mod, you'll relive the historic Battle of the Atlantic, commanding either the Royal Navy or the Kriegsmarine in a struggle for control of the vital shipping lanes between North America and Europe. From commanding deadly U-boat wolfpacks to defending Allied convoys, every mission will demand careful planning and adaptive strategy.

The Battle for Brest – July 1940
As the dust settles from the fall of France, the war for the Atlantic is already beginning. While German forces sweep through Western Europe, Brest, one of France’s most vital Atlantic ports, becomes the focal point of a desperate struggle.

Fearing that Brest will become a major Kriegsmarine stronghold, British high command moves swiftly. The remnants of the French fleet are caught between conflicting loyalties, and Free French forces, supported by the Royal Navy, attempt to hold the city. But the Germans are equally determined. With Hitler eager to challenge British naval supremacy, Brest is earmarked as a critical base for U-boats and surface raiders.

However, with supply lines through occupied France still in disarray, the Wehrmacht and Kriegsmarine face an unexpected challenge, Brest must be supplied by sea. Convoy transports carrying fuel, munitions, and reinforcements become a lifeline for the German garrison, making the city’s survival dependent on controlling the waters around it.

Now, the battle lines are drawn. The Allies must strike first to deny the Germans a crucial foothold in the Atlantic, while the Wehrmacht and Luftwaffe rush to secure the port and protect their fragile supply lines. The fight for Brest has begun, an early and decisive clash that will shape the future of the Battle of the Atlantic.

What's new for the v1.0 release?
Optimized Resource/Resupply Mechanics: The introduction of new resource mechanics has reshaped how you manage your fleet. By default, "New Carrier Aircraft require release" is now turned off in Campaign Settings. Adjust it to your preference for a more tailored experience.

Replenishment at Sea (RAS / UNREP): Never be caught unprepared in the vast Atlantic. With contributions from KFG, Apollo, and MaxMartin, you can now resupply your fleet on the move. Utilize the same mechanics as land bases, ensuring that your Task Force stays combat-ready even in the most remote waters. Just make sure you're within range, or you'll be alerted with a warning.

Unit Resource Display: With the cargo display showing Troops, Supplies, Engineering, and Fuel directly in the unit panel, there's no need to look elsewhere for resource details—everything is right at your fingertips, keeping you focused on the action.

AI Torpedo Detection & Evasion: The battle beneath the waves has intensified. Enemy AI now mirrors your tactics, detecting and evading incoming torpedoes with advanced maneuvers. Thanks to the strategic minds of claustro and KFG, the AI now poses a more formidable challenge, making every engagement a true test of skill.

Torpedo Deflection: Not every torpedo will seal the enemy's fate. Introduced by claustro, torpedoes striking at shallow angles may fail to detonate, adding a layer of unpredictability to your attacks. Keep an eye out for "torpedo deflected" messages, and prepare for the possibility of a follow-up strike.

Realistic Submarine Camera Restrictions: Immerse yourself fully in the submarine experience. To heighten the realism and challenge, players can no longer use the camera to view enemy units, encouraging you to rely on your instruments and instincts. Special thanks to claustro and KFG for enhancing submarine camera restrictions, increasing the tension and authenticity of underwater warfare.

Submarine Torpedo Deviation: Experience the challenges of historical naval warfare. Added by claustro, this feature introduces sideways random deviation to your submarine's torpedo gyroscopes, replicating the historical inaccuracy of World War II-era technology. Prepare for the unexpected as your torpedoes may not always travel in a straight line.

Visual Depth Indicators: Stay informed at all times with new visual indicators on the slider controls, alerting you to your submarine's working and maximum depths. This feature, also credited to claustro, ensures that you have clear, real-time feedback on your sub's operational limits, adding an extra layer of strategy and awareness to your underwater missions.

Enhanced Submarine Targeting: Submarine targeting now dynamically based on current sea state conditions, making weather a critical factor in your strategy. As rough seas roll in, targeting accuracy and solution strength are reduced, requiring players to adapt on the fly, making engagements more challenging and dynamic.

Enhanced Sonar Mechanics: Speed now matters more than ever for submarines, as increasing speed raises noise levels, making detection by enemy forces easier. With an updated noise ratio per knot and enhanced sonar detection, every choice counts—raising your periscope or creating cavitation also increases your detectability, so you’ll need to carefully balance speed, stealth, and movement as you navigate the deep.

Submarine Engagement Flexibility: Submarines have been given new tactical freedom, able to engage in battles more dynamically. Instead of being limited by predetermined distances, submarines can now enter combat zones like surface ships. How they engage depends on their position upon entering battle, offering more strategic depth to underwater operations.

Reduced Visual Detection Range: Submarines now have a reduced visual detection range, making surface approaches more viable, reflecting WW2 submarine tactics. In poor weather, you can close in on enemy ships undetected, getting closer before being visually spotted, creating more opportunities for stealthy, surprise attacks.

Depth Charge Attack Mechanics: Depth charge attacks are now performed at an optimized speed, allowing even slower ships to outpace the submarines they hunt. This improvement ensures more effective and precise ASW operations, enabling naval forces to close in and deliver devastating strikes with greater speed and accuracy.

Submarine Compatibility: Dive into seamless underwater operations. All submarine configurations have been meticulously updated to integrate with the latest mechanics, ensuring your underwater missions are both smooth and strategically rich.

Small Caliber AAA Mechanics: Ships equipped with small-caliber anti-aircraft artillery (AAA) are no longer idle when no aircraft are in sight. Thanks to claustro's innovation, these guns will now engage enemy surface units when no aerial threats are present. Adding to the tension, shots fired may ricochet off armor or water, introducing an element of unpredictability to close-quarters surface combat. Keep your wits about you—what was meant for one target may find its way to another.

Visual enhancements: Expanded the immersive experience with random aircraft destruction effects, capturing the dramatic moments of air warfare, alongside subtle aircraft movements that breathe life into the battlefield skies.

New sounds: Introduced distinct sounds for some aircraft and weapons, ensuring every engine roar and gunfire echoes with authenticity.

Magazine Cell Counterflooding: Burning magazine cells can now be extinguished by counter flooding, similar to WWII "magazine flooding", suppressing fires and preventing catastrophic explosions.

Smarter AI Air Combat: AI fighters now think faster and strike smarter. With a refined targeting system, they focus on high-value Merchants and Oilers, leaving CV, BB, CA, CL, and DD ships untouched. This change adds depth and excitement, forcing you to adapt to a more tactical and unpredictable air combat experience.

Realistic Level Bombing Dispersion: Higher-altitude bombing now comes with increased inaccuracy, adding a new layer of challenge. The higher your bombers fly, the wider their dispersion, making low-altitude precision strikes a tactical consideration.

Are you ready to command the seas? The Atlantic is waiting.

Surface
Royal Navy
-S Class Submarine
-T Class Submarine
-U Class Submarine
-Flower Class Corvette
-Bridgewater Class Corvette
-Shoreham Class Corvette
-Admiralty V/W Class Destroyer
-Modified Admiralty V/W Class Destroyer
-A/B Class Destroyer
-E/F Class Destroyer
-G/H Class Destroyer
-I Class Destroyer
-Tribal Class Destroyer
-J Class Destroyer
-C Class Light Cruiser
-Danae Class Light Cruiser
-Emerald Class Light Cruiser
-Enterprise Class Light Cruiser
-Leander Class Light Cruiser
-Town Class Light Cruiser
-Dido Class Light Cruiser
-Fiji Class Light Cruiser
-York Class Heavy Cruiser
-County Class Heavy Cruiser
-Renown Class Battlecruiser
-Admiral Class Battlecruiser
-Revenge Class Battleship
-Queen Elizabeth Class Battleship
-King George V Class Battleship
-Nelson Class Battleship
-Athene Class Seaplane Carrier
-Hermes Class Light Carrier
-Avenger Class Escort Carrier
-Eagle Class Aircraft Carrier
-Courageous Class Aircraft Carrier
-Ark Royal Class Aircraft Carrier
-Illustrious Class Aircraft Carrier

Royal Australian Navy
-N Class Destroyer
-Modified Leander Class Light Cruiser
-County Class Heavy Cruiser

Royal Canadian Navy
-Flower Class Corvette
-Town Class Destroyer
-A Class Destroyer
-C Class Destroyer

Free France Navy
-Surcouf Class Submarine
-Saphir Class Submarine

Royal Netherlands Navy
-O21 Class Submarine
-van der Zaan Class Minelayer
-Flores Class Gun Boat
-Isaac Sweers Class Destroyer
-Java Class Light Cruiser
-Jacob van Heemskerck Class Light Cruiser

Royal Norwegian Navy
-B Class Submarine
-U Class Submarine
-Wickes Class Destroyer
-Sleipner Class Destroyer

Polish Navy
-G Class Destroyer
-Grom Class Destroyer
-Wicher Class Destroyer

US Navy
-Gato Class Submarine
-Clemson Class Destroyer
-Somers Class Destroyer
-Benham Class Destroyer
-Sims Class Destroyer
-Benson Class Destroyer
-Gleaves Class Destroyer
-Omaha Class Light Cruiser
-Brooklyn Class Light Cruiser
-Northampton Class Heavy Cruiser
-New Orleans Class Heavy Cruiser
-Wichita Class Heavy Cruiser
-New York Class Battleship
-North Carolina Class Battleship
-Ranger Class Aircraft Carrier
-Yorktown Class Aircraft Carrier
-Wasp Class Aircraft Carrier

Kriegsmarine
-Type II Class Submarine
-Type VII Class Submarine
-Van Amstel Class Escort (Captured)
-F Class Escort
-M Class Escort
-Sperrbrecher Class Escort
-Schleifner Class Torpedo Boat (Captured)
-Type 23 Class Torpedo Boat
-Type 24 Class Torpedo Boat
-Type 1935 Class Torpedo Boat
-Type 1937 Class Torpedo Boat
-Olav Tryggvason Class Destroyer (Captured)
-Bremese Class Destroyer
-Type 1934A Class Destroyer
-Type 1936 Class Destroyer
-Type 1936A Class Destroyer
-Type 1936A MOD Class Destroyer
-Orion and Michel Class Auxiliary Cruiser
-Emden Class Light Cruiser
-Königsberg Class Light Cruiser
-Leipzig Class Light Cruiser
-Deutschland Class Panzerschiffe (Heavy Cruiser)
-Admiral Hipper Class Heavy Cruiser
-Deutschland-class pre-dreadnought Battleship
-Scharnhorst Class battlecruiser
-Bismark Class Battleship
-Schwabenland Class Seaplane Tender

Regia Marina
-600 Class Submarine
-Marconi Class Submarine
-Marcello Class Submarine


Air
Royal Airforce
-Walrus Scout
-Sea Gladiator Fighter
-Skua Mk.II Dive Bomber
-Fulmar Fighter
-Hawk75A-4 Fighter
-Martlett Fighter
-Hurricane Fighter
-Sea Hurricane Fighter
-Spitfire Fighter
-Swordfish Torpedo Bomber (Float)
-Swordfish Torpedo Bomber
-Albacore Torpedo Bomber
-Beaufighter Bomber
-Hudson Bomber
-Blenheim Bomber
-Catalina IB Bomber
-Sunderland Long Range Bomber
-Wellington Bomber

US Airforce
-SOC Scout
-Kingfisher Scout
-Wildcat Fighter
-P-40 Fighter
-Devastator Torpedo Bomber
-Dauntless Dive Bomber
-PBY Bomber
-B17-C Bomber

Luftwaffe
-AR196 Scout
-BV 138B-1 Scout
-Bf 109E-3 Fighter
-Bf 110C3 Heavy Fighter
-Ju 87B-2 Dive Bomber (Stuka)
-Do 17Z-2 Bomber
-He 115C-1 Torpedo Bomber
-Do-24T Bomber
-Ju 88A-1 Bomber
-Fw 200 C-1 Long Range Bomber
-He 111H-6 Bomber

Regia Aeronautica
-G.50 Freccia Fighter

New Single Player missions
-Sinking Courageous
-Action off Haisborough Sands
-Battle of the River Plate
-Sinking of HMS Glowworm
-Action off Lofoten
-Sinking the Glourius
-Hunt in the Western Approaches
-Convoy SC7
-Action off Plymouth
-Christmas Convoy
-Convoy HX 106
-Denmark Strait Battle
-Swordfish attack Bismarck
-Night attack at Bismarck
-Bismarcks Final Battle
-Hypothetical Rheinübung
-Attack on the Northern Patrol

Download v1.0
[drive.google.com]
Installation Instructions
Download Mod into this folder:
X:\Program Files (x86)\Steam\steamapps\common\War on the Sea\MODS
Use JSGME to activate
or
Copy the Mod directly to the following location: X:\Program Files (x86)\Steam\steamapps\common\War on the Sea\WarOnTheSea_Data\

Download JSGME
[drive.google.com]
JSGME Installation Instructions
Download into the War on The Sea "Main" folder:
X:\Program Files (x86)\Steam\steamapps\common\War on the Sea
Ensure you have a subfolder named "MODS"
Open JSGME to activate mod

引用自 Markus1987
https://www.youtube.com/watch?v=s8q8oPtEPl0

Bugs or Issues
It is recommended that you do the following for the best experience or for any newly released versions.
1) Delete all files in your override folder.
2) Delete the "Assembly-CSharp" file in your Managed folder.
3) Right-click on War on The Sea in the Steam library and "verify integrity of game files" found under properties.
4) Re-download Mod.
5) Install Mod again. (using JSGME or copy&paste)
6) Battle of the Atlantic Campaign is a standalone Mod, you should not use any other Mods when playing.

For any questions about the mod, please ask them in the Unofficial WotS Discord:
https://discord.gg/vc8uAVH6Sh

CREDITS
I'm grateful to everyone who contributed to the Battle of the Atlantic Campaign. It was a true WoTS community effort, with many contributors coming together to create our best Mod yet. Please check the credits file in the download for the full list of contributors.


Intellectual Property Statement.
If your intention is to utilize components of the mod, it is necessary to seek permission before doing so.
This Mod or any parts of, is not authorized for posting on Steam, except under the Steam account named YorT
最後修改者:YorT; 3 月 25 日 上午 12:57
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目前顯示第 526-540 則留言,共 735
Delta-Leader63 3 月 9 日 下午 12:46 
引用自 Markus1987
引用自 Delta-Leader63
Well, that costs a bunch of supplies and the other stuff to replace the ammunition... Not a solution. Being patient isn't as well because the AI will not sit idle. Or do you have a specific strategy in mind I do not see?


I see that point and there I can agree with you but that is just one half of the problem. With the 10 CP every week if you control the Azores and if you don't reload every encounter where you loose a sub or ship, you are set to get problems.


Sure, 1 . The AI changes its approach and reacts to your moves

2. It strongly depends on its starting fleet which strategy is successful . I always use a torpedo boat to drop a small contingent on the Azores .
Primarily I destroy grimsby and biggin hill . This relieves some of the pressure on my own bases. An expansion of Kiel and Bergen gives you 2 more points .

You can try to reach Brest with fast blockade runners , land troops here or transport some from la Rochelle. You are already in a better position here.

It's worth conquering the island early or at least neutralizing the base.

Use aggressive tactics against enemy heavy ships and repair damaged ships in time. In one of the longest tests, I was in mid-October, had neutralized all enemy bases except Liverpool, sunk several battleships and carriers and had the Bismarck in action

引用自 Markus1987
I never reload after battles, except for tests when I discover bugs. For me, that's like cheating on yourself - it's what the weak or people who like to cheat themselves like to do - quote from the developer of sudden strike 1 :) .

It is still possible to run a campaign if it seems hopeless at first glance
Alright I most certainly didn't see this as even possible. And I did not know that the AI really changes behavior. Thought it is just the same missiontypes again and again like in vanilla. Thank you for this insight in your strategic boldness, it seems I have once more to adapt my own strategies with these new options in mind.
最後修改者:Delta-Leader63; 3 月 9 日 下午 2:13
TehGibbons 3 月 9 日 下午 2:50 
引用自 Markus1987
引用自 Delta-Leader63
Well, that costs a bunch of supplies and the other stuff to replace the ammunition... Not a solution. Being patient isn't as well because the AI will not sit idle. Or do you have a specific strategy in mind I do not see?


I see that point and there I can agree with you but that is just one half of the problem. With the 10 CP every week if you control the Azores and if you don't reload every encounter where you loose a sub or ship, you are set to get problems.

I never reload after battles, except for tests when I discover bugs. For me, that's like cheating on yourself - it's what the weak or people who like to cheat themselves like to do - quote from the developer of sudden strike 1 :) .

It is still possible to run a campaign if it seems hopeless at first glance

Of course, it is possible to run a campaign, but you expect different tasks and gameplay from the Battle of the Atlantic. The German fleet could not afford systematic bombardments of British ports during the war. Brest as the main objective in the campaign is understandable, given the limitations of the game's code, but landings in all French ports are just annoying. Perhaps it would be better to focus on sinking tonnage, and create a challenge for the player by increasing the number of patrolling capital ships, including those covering the passages to the Atlantic and patrolling convoy routes?

P.S. Sry for poor english
kswords525 3 月 9 日 下午 9:42 
The game started as a naval battle for guadalcanal, I feel Yort has done the best he could within the dynamics of the game to make it a naval campaign. if you ad rail roads, then u gotta add air attacks on rail roads,then tanks,then troops. The game is what it is granted i dont comprehend modding to the level of changing game dynamics. But i think they did a fine job. Alot of these issues as far as home ports, planes, command points. that can be be easily messed with, I myself didnt add more command points or homeports or ressuply. but i added planes at the ports. But remember its more rewarding the more difficult it is.
Redmarkus4 3 月 9 日 下午 11:09 
引用自 YorT
I think I’ve explained my thinking enough, if you have alternative locations in mind, happy to hear the reasoning behind them.

I would propose Liverpool as the key location. It was the historical destination of many Atlantic convoys but difficult for the German player to attack. The fall of Liverpool to the Germans would have signalled the end of the war for Britain, while a failure to capture it would have meant that Britain could fight on. I would ensure that it's setup to be well stocked and very strongly defended from the start of the campaign.

If you want to keep the Azores on the map as an a-historical objective, that could also be an option for Allied primary focus. None of the French ports should be Allied invasion/convoy objectives before 1942, IMHO, so they are not really relevant in this scenario and should be strongly defended by the large invasion force that Germany is building up for a potential Operation Sea Lion event later in the summer of 1940.

I would also dramatically increase the size of both the Luftwaffe fighter and bomber forces, and the RAF fighter capability, to recreate the semi-historical conditions of summer 1940. At this time:
1. No German shipping could realistically travel through the English Channel due to the British air threat and allied shipping along the East Coast of the British Isles was under intense air attack by the Luftwaffe. Having the RAF attempting to protect shipping in the Channel would be very realistic. The German player would also have the option to launch raids on RAF airfields in an attempt to gain air supremacy.
2. RAF bomber and Coastal Command capabilities should be toned down or removed during 1940 scenarios. At the moment, the RAF bomber force is hugely overpowered relative to the Luftwaffe fighter forces.
3. Germany's strategic choices should centre on:
a. How to deploy and use their capital ships; intervene in the Channel, harass the convoy routes, and/or rebase on the French coast?
b. Launch the air offensive against Britain or adopt a defensive posture while interdicting shipping in the channel and defending naval units within range?
c. Focus on sinking Allied shipping, or on an invasion of the UK, with the ultimate objective being Liverpool and the construction of a level 5 airfield there?
4. Britain should win by:
a. Sinking a given number of German capital ships and submarines (other vessels should count very low) AND still holding Liverpool at a given end date, while building a Level 5 airfield in the Azores, similar to the US "hold Port Moresby and Guadalcanal L5 airfield" objectives in the vanilla campaign.

In summary, the only a-historical events I propose are the Azores L5 airfield requirement and the very plausible Operation Sea Lion event. Everything else is tied to the air and naval campaigns.

While I acknowledge the constraints imposed by the game engine, it seems to me that the above objectives and setup conform very closely to those of the vanilla campaign in the Pacific, while presenting both players with a plausible set of goals and a somewhat historical setup.
最後修改者:Redmarkus4; 3 月 9 日 下午 11:14
Urix 3 月 9 日 下午 11:48 
Dammit Markus ! We both wrote almost the same at the same time lmao! And you won ¬¬

I leave my post anyways lol.

------------------------------------------------------------------------

At the stablished point in time, landing on occupied France was like thinking about colonizing the Moon. Britain was scrambling for survival.

What about this :

- I would suggest swaping the France objective at the beginning for Liverpool, Glasgow ( Greenock? ) and London.

Set a certain amount of Resources to be reached on those bases ( Or any of them ) as condition, say " F ". This must be acomplished via Convoys, ofc. I believe this is pretty much what the mod does ATM.

Once F is achieved, swap the objective to the bases in France. Now the AI has Atlantic convoys AND Home Convoys to achieve this. If this condition dont exist/cant be included, use a sensible DATE condition instead.

Of course, set the Cargo and Escort Classes for the AI as limitless.

- Double or Triple the amount of planes available to both players. Germany had about 4000 ME 109 A-E sitting with nothing to shoot at. The battle of Britain involved more than 2000 planes for each side.

Condors, despite its success, where few in number. And the German aerial Torpedo was just about to be produced on this time frame. So i would leave them as they are, or create more squadrons limited to spotting or light ASW, unable to load Torps/Bombs.

- Continental bases are unreachable/useless to the player. Planes in Brussels barely reach the Channel. I have a design concept for land forces on this game. I would be glad to share the idea if the modders are interested. I believe using it to transport supplies inside the continent is the perfect opportunity to showcase it.

- Reward system. This is a choice of the modders and by no means i want to disrespect it, i ll leave my suggestion for consideration :

Wiping a whole Convoy would make National Heroes of the Commanders responsible. This is historical, as a matter of fact.

Same if you happen to defeat the RN Flagship. You just walked into Legend Status.

Based on this, i would invert the Reward system: Increase the Reward of CC for player skill and reduce the " passive " one.

I find that, as a Veteran Gamer, i enjoy much more being rewarded for " giting gud " rather than for going tru the motions.


Tnx for reading.

PS : Be advised, i have been told my English can come across as arrogant or "matter of factual " ( Yes, i know ) so please dont regard it as such, its not my native language.
最後修改者:Urix; 3 月 9 日 下午 11:50
Redmarkus4 3 月 10 日 上午 1:02 
引用自 Urix
Dammit Markus ! We both wrote almost the same at the same time lmao! And you won ¬¬

I leave my post anyways lol.

Ha, ha! Yes. Very similar logic. The common themes some people are posting are:

1. The air forces are grossly under powered.
2. Invading France in 1940 is extremely unrealistic.
3. The UBoat war should be focused on stopping convoys on their way to the UK, not carrying supplies down the Channel.
mkklimko71 3 月 10 日 上午 1:10 
引用自 Redmarkus4
引用自 Urix
Dammit Markus ! We both wrote almost the same at the same time lmao! And you won ¬¬

I leave my post anyways lol.

Ha, ha! Yes. Very similar logic. The common themes some people are posting are:

1. The air forces are grossly under powered.
2. Invading France in 1940 is extremely unrealistic.
3. The UBoat war should be focused on stopping convoys on their way to the UK, not carrying supplies down the Channel.

One thing that I would also like to include in a list of suggestions is planes as ASW.

Planes were one of the most successful submarine killers with 40% of all uboat kills being credited to aircraft.

And right now it's very hard to attack uboots with planes because they never detect them.
I think that planes should be able to detect subs that are underway because they would travel on the surface. Even greater detection radius for radar equipped planes like Sunderland.

People don't mention it at all and I think it's a really important thing and I wish somebody would notice it
YorT 3 月 10 日 上午 1:24 
So some really nice suggestions coming forward, a couple of things to consider.

1/ Aircraft in WotS are quite OP given their ability to be replaced and their effectiveness against surface targets.
2/ The game is unable to send convoys or rather the AI is unable to trigger a convoy TF unless there is a main objective that the AI owns that needs to be increased to a level 5 base
3/ Currently there is no strategic aircraft ASW mechanic in the game
4/ timed objectives are not present in the game mechanics, so an objective whether main or secondary is always active from the beginning of the campaign and is unable to be switched to an alternate location.
5/ both AI and players share the same main and secondary objectives.

Keep up the great feedback
最後修改者:YorT; 3 月 10 日 上午 1:28
Sturmi 3 月 10 日 上午 1:44 
oh, so here, i actually learned something new. If i may ask for further intel, as i understand it: for point 5, as i understand it, the campaign goals for playing the germans are different as the ones as playing the allies, yet, when playing, say the german campaign, both the AI and the Player, have to A: get Reikyavik, and B: Maintain Control of the french ports, except Brest? do i understand this correctly? because then i always assumed wrong, and thought that in maybe some file that i haven´t yet found or touched (looking at you, Assembly-CSharp) you could actually give the AI different goals to achieve than the player, which would´ve made sense to me so far, as this game handles historical battles, and the participating parties never shared goals. And if that IS correct, as i now understand your point 5, this puts the game in a way worse developmental state that i have assumed so far.
mkklimko71 3 月 10 日 上午 1:54 
引用自 YorT
So some really nice suggestions coming forward, a couple of things to consider.

1/ Aircraft in WotS are quite OP given their ability to be replaced and their effectiveness against surface targets.
2/ The game is unable to send convoys or rather the AI is unable to trigger a convoy TF unless there is a main objective that the AI owns that needs to be increased to a level 5 base
3/ Currently there is no strategic aircraft ASW mechanic in the game
4/ timed objectives are not present in the game mechanics, so an objective whether main or secondary is always active from the beginning of the campaign and is unable to be switched to an alternate location.
5/ both AI and players share the same main and secondary objectives.

Keep up the great feedback
Alr, thank you.
For 3/ I understand it's impossible to make AI planes engage in ASW,
although if someone is playing allies an easy fix would be just making planes able to detect submarines and player would take care of the rest.

I would do it myself if I knew where to look and what to change
YorT 3 月 10 日 上午 1:55 
I get where you’re coming from, but this isn’t really a development issue, it’s just how War on the Sea is designed. The game doesn’t allow separate objectives for each side, so both the AI and the player work toward the same goals.

That doesn’t mean the campaign can’t feel historical, it just means we have to carefully pick objectives that make sense for both sides.
Mr Mafia 3 月 10 日 上午 2:54 
Quick question here, i was wondering if its possible to change the amount of Command Points you start with at the start of a campaign, or weekly cp? im trying to experiment with new tactics (as my last one ended up with a BC, 2 CLs. and 2 DDs at the bottom of the ocean in a single surface engagement)
Sturmi 3 月 10 日 上午 2:56 
Depending on what campaign, go to the Campaign folder, and look for the "Setup" file, in there, you can change the amount. If you need a more precise guide, ask.
Gammelpreusse 3 月 10 日 上午 3:01 
引用自 YorT
So some really nice suggestions coming forward, a couple of things to consider.

1/ Aircraft in WotS are quite OP given their ability to be replaced and their effectiveness against surface targets.
2/ The game is unable to send convoys or rather the AI is unable to trigger a convoy TF unless there is a main objective that the AI owns that needs to be increased to a level 5 base
3/ Currently there is no strategic aircraft ASW mechanic in the game
4/ timed objectives are not present in the game mechanics, so an objective whether main or secondary is always active from the beginning of the campaign and is unable to be switched to an alternate location.
5/ both AI and players share the same main and secondary objectives.

Keep up the great feedback

Ok, that is very helpdul in understanding the issues.
I think the main priority should be to get the combat where it belongs, the middle of the Atlantic instead of the just around the British Islands.

Maybe we can work with bases here, like the Azores and Iceland. Make both sides prioririze capturing and building up these targets? This way the battle would not be exactly the tonnage war, but the senario would be a bit closer to the original AOs.

I think the airwar around the British Islands is basically ok as is. Though aircraft numbers should be much inflated especially on the german side for a more historical scenario, this may introduce too much micro management and too much focus on that theatre.

But those are just some very first rough ideas
shrimphoop 3 月 10 日 上午 3:10 
Given the hard requirement of both sides needing to share objectives, could Bergen (or possibly another Norwegian port like Narvik) be a possible candidate? The Allies taking Bergen and building it up to a level 5 base could represent the Allies successfully crippling German access to the critical iron ore trade routes from Sweden that Germany relied on. And the Axis holding Bergen and building it up to a level 5 base would represent the Germans maintaining their key trade routes to support their war industry.

I understand the possible issues with shifting one of the main objectives into the North Sea, since we'd be seeing the Allies attempt a campaign that they historically did not attempt. But given the July 1940 start date, I do think it is a more plausible invasion target than Brest or other French ports (which seems to be an issue for a lot of people).
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