• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Archangel85

Content Design, HoI4 [Retired]
Paradox Staff
64 Badges
Jan 27, 2005
2.247
5.215
  • Europa Universalis IV: El Dorado
  • March of the Eagles
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sengoku
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Magicka
  • Magicka: Wizard Wars Founder Wizard
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis III: Chronicles
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Cities in Motion
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
Hello, and welcome back for another look at what is probably my favourite feature of Man the Guns: the Ship Designer. It has cost us a lot to make - sweat, tears, sanity (several members of the team now understand the “Poi” meme).

The stated goal of Man the Guns is to make the naval gameplay more involved and adding more depth to it by adding more roles that need to be covered and giving the player new tools to fill these roles. We also wanted to make sure that we had a system that could represent a wide variety of ship types with a minimum of clutter. Finally, we wanted the system to be as moddable as possible.

As many of you have concluded from Daniel’s little accident on stream last week, we have overhauled ship types to be ship hulls instead. The ship hulls themselves are basically empty containers with no combat stats. For simplicity’s sake they do contain stats like cruising range and HP (although they don’t have to!), but the rest of the stats come from modules.

(It should be noted that a lot of the numbers and the GUI you are about to see are not completely final so please keep your pitchforks pointing downwards and your torches unlit)

britain_cruiser.jpg


Every hull type has a limited number of slots in which you can fit these modules, and also restricts what type of module you can fit. So a Destroyer - now called a Light Ship Hull - can’t mount heavy guns or airplane launchers but can mount depth charges, whereas a Battleship - now called a Heavy Ship Hull - can mount airplane launchers and heavy guns but not depth charges. These slots come in two flavors - fixed and custom slots. Fixed slots are things that are either mandatory - like the engines - or shouldn’t compete with other things. All ships except submarines have a fixed AA slot, for example. You don’t have to fill that slot if you want your ship to be completely helpless against air attacks, but you can also only ever mount AA guns in that slot. Custom slots are much more flexible and allow you to tailor a ship to a specific role. Higher levels of ship hulls generally have more custom slots available.

ENG base hull destroyer.jpg


Say you play Britain and have somehow ended up in a war against Germany. Submarines are raiding your convoys and you are desperate for new escorts. Under the old system, you built a bunch of destroyers at a fixed cost, maybe spent some naval XP to upgrade their ASW capabilities and that was that. Under the new system, you take an early (read: cheap) light hull and strip out everything you don’t need. That ship is going to operate in the middle of the Atlantic, far away from enemy air, and the opponent has no carriers, so it needs little, if any, AA. The enemy surface fleet hasn’t shown itself in years, so you can skimp on the gun battery and the torpedo armament to cut down cost. You also go with the most basic set of engines to keep the ship as cheap as possible - it doesn’t have to be fast to catch a submarine. Instead, you load the ship down with depth charges and sonar modules to track down enemy submarines. The goal is to make a cheap convoy escort that can be mass-produced.

Britain destroyer Escort.jpg


However, Japan has been making aggressive noises recently and you expect to fight in the Pacific against enemy carrier battlegroups. So you start with a more more modern destroyer hull and add as much AA as it can carry to send it to help out Australia.

Britain Fleet Destroyer.jpg


Unfortunately, you miscalculated and the Japanese are running swarms of cheap, disposable destroyers with lots of torpedoes and not much else, using their carriers in a defensive role to provide air cover. So you design a light cruiser with plenty of guns to annihilate the destroyers before they can do too much damage. It won’t be cheap, but it’ll give you the edge - once it is in service. Somewhere along the line you’ll also want to build up a carrier battlegroup or two of your own, and that means you’ll have to also look at cruisers and battleships for escorts as well as the carriers themselves…thankfully you have a number of old battleships and cruisers lying around that could be given a second lease on life by refitting them (details to come in a future dev diary!)

A lot of these considerations come down to cost. We played around a bit with the idea of having ship hulls provide an amount of tonnage and modules cost some tonnage, but in the end we found that it was easier to understand if the number of variables restraining a design was fairly small. While the system will allow you to build super ships with naval attack values that dwarf the values you can reach in 1.5.4, they will not be cheap and they will have some other areas in which they are weak.

britain_hermes.jpg


The system also allows you to build a number of ship classes that have been requested a lot, without having to add new subtypes. A light carrier is just a carrier with fewer hangar modules (and thus considerably cheaper), an anti-aircraft cruiser is just a regular cruiser that mounts dual-purpose main guns (which perform somewhat poorly against surface targets compared to other armament options). A seaplane carrier is a cruiser that dedicates most of its custom slots to airplane launchers, giving it great surface detection at the cost of being bad at pretty much everything else.

Germany_panzerschiff.jpg


For some ship types we made special hull types that give special capabilities. The Panzerschiff hull is available for Germany and is essentially a cruiser that mounts a single battleship-grade heavy battery module. Sweden and other nordic countries get a special Coastal Defense Ship hull, which is slower than a regular cruiser but can also mount a battleship gun. The German pre-dreadnoughts have also been given their own hull type, but here it is more a case of missing capabilities…Most of these are set at game start, but some are available as special rewards for completing certain focuses.

germany_cruiser_submarine.jpg


As you may have guessed, modules are unlocked by researching technologies. Most of these are in the new and revised naval tech tree which isn’t ready to be shown off just yet, but some are spread around other tech trees. Radar research gives you access, unsurprisingly, to radar modules, and researching anti-air in the artillery tree unlocks better AA guns to mount on your ships. Fire control computers are a side branch of regular mechanical computing machines.

Here is brief list of modules for each ship type, note that some of this will not fully make sense until you see the details of the naval combat rework that is coming in a future dev diary (™):

Light Hulls:

- Light Battery: Provides some naval attack against other light ships, higher models also have dual-purpose capabilities to add AA

- Anti-Air: Provides some air attack

- Depth Charges: Provide sub attack

- Torpedoes: Provide some torpedo attack

- Mine Rails: Provide some mining capability

- Minesweeping Gear: Provides some capability to sweep mines

- Radar: Adds some surface detection. Later models also provide bonuses to naval and air attack

- Sonar: adds some submarine detection

- Fire Control System: adds a bonus to naval attack and anti-air

Cruisers:

  • Light Battery

  • Light Medium Battery: adds some more naval attack and armor piercing, better against light ships

  • Medium Battery: adds some naval attack and armor piercing against other heavy ships. Less effective against light ships.

  • Anti Air

  • Depth Charges

  • Torpedoes

  • Mine Rails

  • Secondary Battery: gives some attack against light ships, particularly useful for heavy cruisers and battleships. Later models have dual-purpose capability to also add AA value

  • Airplane Launcher: adds some surface and submarine detection

  • Armor: adds some armor to reduce incoming damage at the cost of speed

  • Radar

  • Sonar

  • Fire Control System

Heavy Hulls:

  • Heavy Battery: Adds a large amount of naval attack and armor piercing at the cost of speed. Basically useless against light ships.

  • Secondary Battery

  • Anti-Air

  • Armor

  • Airplane Launcher

  • Radar

  • Fire Control

Carriers:

  • Deck Space: Provides more space for planes

  • Deck Armor: provides some armor and HP at the cost of speed. Competes with Deck Space for slots

  • Anti-Air

  • Secondary battery

Submarines:

  • Torpedoes

  • Mines

  • Radar

  • Schnorkel: Reduces visibility of submarine

As you can see, your light hulls will carry a lot of weight to provide defense against submarines, but can also be turned into quite potent AA units or nasty torpedo boats. Cruisers are meant to be very flexible and fulfil a variety of roles, from being essentially super-heavy destroyers with plenty of torpedoes and guns to being the poor-man’s capital ship or being large, fast minelayers. Battleships and Battlecruisers are separated by different armor schemes and not much else, but with heavy armor being both labor and resource intensive, perhaps some corners could be cut…

britain Carrier.jpg


Carriers are now more flexible in terms of size, ranging from tiny carriers for a handful of planes all the way to 100+ plane supercarriers. That should make the entry into the carrier game somewhat achievable even for smaller nations. Submarines are still largely the same, but with some upgrades they can be very hard to find indeed and special submarines can lay as many mines as a dedicated minelaying cruiser for less cost and lower risk of detection.

While the ship designer window itself is going to be part of the DLC, the old naval tree you already know will simply unlock pre-scripted ship designs, and instead of the ship designer window you get the regular variant upgrade screen you are already familiar with.

Britain super battleship.jpg


Assuming that the Ship designer works out as we hope it does, we might expand the system to cover tanks and airplanes as well. Some of the backend was made with tanks and airplanes in mind, but we are mainly concerned with overloading the player with design choices during potentially hectic situations in the war (you are trying to micro the encirclement of 6th Army but you also need to design a new tank destroyer…). Ships have a long lead time so we expect you to have to design them less often.

That is all for the week. Next week we will talk a bit about what you can do with your old ships...and why you probably won’t be able to build min-max battleships on the first day of the game.


Rejected Titles:

Playing with LEGO-Ships

Who designs the designer?

Basically made just to allow Sweden to have its historically accurate fleet

This is a Panzerschiff. It schiffs Panzers.

Aviation Battleships are bad and you should feel bad.

This radar nonsense will never work

What’s wrong with my bloody ships today?

The spirits of Emperor Wilhelm II and Sir John Fisher were consulted for this feature

We ship Iowa/Musashi

RIP the torpedo battleship meta 12/6/2018-7/11/2018

The best ship design is Friendship

Count of people who ask about doing this for tanks and airplanes without reading the dev diary so far: 1
 
Last edited:
Okay, this is good, but... why can't we add guns to submarines? Several countries did this, e.g. France and Japan. How will the Surcouf be represented? Hopefully there will be a way to represent cruiser subs vs. attack subs, for example.

1) it breaks the combat system in several dozen ways
2) it was stupid historically and never used in combat
3) it was stupid
4) it was stupid
 
Okay, this is good, but... why can't we add guns to submarines? Several countries did this, e.g. France and Japan. How will the Surcouf be represented? Hopefully there will be a way to represent cruiser subs vs. attack subs, for example.
Stuff like the Surcouf get special variants. some from start some from focuses
 
OK. A question.
Will ship behavior change depending on used equipment?
Just recently in my Japan game i had horrible destroyers casualties because they rush into enemy CL and CA while my own heavy ships lags behind. After reading around forums i found it's due their attempt to got into torpedoes range or something( along with reasoning about heavy destroyers casualties to be expected anyway). But what if i want my destroyers to guard and screen main ships with AA and ASW only. Planes and heavy ships main armament will do the trick of ship sinking just fine. Will it be possible?

Wait for the combat rework, it'll all make sense.

Do you have any intention to give players options to deal with country modifiers that are added by other countries? I ask this as it can be rather annoying to be playing as Hungary/Romania and have the 'alignment' modifier forced upon you by Germany and have no ability to change it.
It would be lovely if you were given a decision when the modifier was activated.

This should be fixed in 1.6. The modifiers are now timed.

It would be a huge shame if you bothered to represent pocket battleships but they were still fairly useless due to nerfed range

That was an oversight, they now have very long range.
 
So are you saying you could do it already with tanks and planes, but you choose to not to (for the said reason)?

I said some of the backend. The only thing that means is that if we decided to make a tank designer, it would be a bit faster than making the ship designer because we already made some of the stuff we need.

Ok, so my fanboy post aside, the ship designer looks fairly modular, so I guess it's safe to say that additional modules and hardpoints can be modded in?

Edit: I'm going to go out on a limb here but I take it the drop-down list beneath the "Class name" is for namelists.

Yes on both accounts.

There will be two separate naval tech trees depending on dlc ownership?

Yes.

Was this DD planned (for this week) before last weeks stream? Or should we blame (/thank) Daniel for it?;)

It was planned long before that.
 
Can you put any module in the custom slots that is allowed by the ship type or are there limits like only one radar per ship?

There are some limits, so one type of custom slots might not take the same modules as another. Radar is a special fixed slot which also allows sonar and fire control modules (most ships have two electronics fixed slots so you can combine them a bit). But custom slots can't currently take engines or armor for example.
 
Like do each custom slot represent a specific part of the ship, instead of being just abstract?

We split them into Front/Mid/Rear custom slots and that does affect what modules are available (no minelayers in front part of ship, bad idea to drop mines in front of your ship...) but the biggest factor was balance. Stuff like AA modules can go basically anywhere.
 
I mean you could sorta do that but it would be more interesting to at least have corvettes as a separate class since they definitely do have much lower cost/capabilities than even an old destroyer. EDIT: For that matter torpedo boats could be an interesting to see going forward too.

I thought about adding DDEs as a separate hull type but decided against it because there wasn't really any major difference between them and chep destroyers as detailed in the diary. You can build two of the escorts for the price of one fleet destroyer in the example I gave, I feel like that is plenty. Torpedo boats were also a posibility but again don't really differ from a regular destroyer hull with just torpedoes. We have a somewhat hard cutoff at 1000 tons standard for what surface ships to include, just to keep the OoBs at the start somewhat manageable.
 
are we going to get a Tank or Weapons designer in the future, especially the Tank one since WW2 did host alot of interesting tanks. But otherwise this looks freaking great!

Count of people who ask about doing this for tanks and airplanes without reading the dev diary so far: 0

Count of people who ask about doing this for tanks and airplanes without reading the dev diary so far: +1
 
Why are there Porsche icons on those DD designer images poi? Did Porsche design them poi?
No, we just accidentally locked in Porsche on all of them during test ;D its where the design company shows normally tho
 
Probably the best diary I have read in a long time. I almost peed on myself just from the excitement on what I just read. How will you distinguish Light cruisers from Heavy cruisers if they have the same hull type other than by Heavy guns?

By the heavy guns. That was pretty much how it was historically.

If Heavy Hulls can't equip torpedoes that means the Tirpitz can't be historical, unless the bismark class ships are now cruisers for gameplay purposes.

Please point me to a list of naval engagements where the Tirpitz used its torpedoes, or indeed any battleship used its torpedoes in an actual naval battle.

Since there are special medium hulls with heavy slots, will there be a representation of the British monitors, which were basically a single battleship turret and the minimum additional amount of ship needed to support said armament?

The system could do it, but they would behave very weirdly in an actual naval battle. Perhaps something for a mod.
Holy Guacamole, this looks amazing.



Will it be possible to mod it in with MtG though?

If you are okay with your tanks being ships that can‘t go on land, sure
 
Okay, but Fusou (and Yamashiro and Ise and Hyuuga) were kinda useless. They lost utility as battleships, while not even gaining the capabilities of a cheap escort carrier.
That's why you go all the way and make them aviation battleships.
MJI0yx6.jpg


Also, for the poor souls that have not yet been introduced to poi, a brief explanatory video:


rQ77zP4.jpg
 
Last edited: