Man the Guns "tutorial stream" - Post your questions!

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This session was specifically for 'naval training'. No one is complaining about air or land mechanics problems in 1.6, because they really didn't change anything there. It was a naval DLC. Lots of NF Tree updates on a few countries, but that doesn't require them explaining anything.
I've run into weird problems trying to start a navy as a country that does not start with a navy. I've yet to fully test due to working on this: https://forum.paradoxplaza.com/foru...g-stats-8599-planes-sov-army-2x-next.1158125/ but basically the limited testing I have done suggests starting a navy as a country that does not start with a navy does not work the way the developers intended.
 
I watched the stream but it was a lil hard to follow. One hour of random thoughts and Dans clicking wasn't enough. Perhaps a series of videos with each one showing in depth show the mechanics from dock to grave?
 
I watched the stream but it was a lil hard to follow. One hour of random thoughts and Dans clicking wasn't enough. Perhaps a series of videos with each one showing in depth show the mechanics from dock to grave?

I actually learned a lot and the new guy (sry, I forgot the name) did a good job explaining it. But it would have been helpful if Daniel would have shown what the other guy was talking about instead of doing some random stuff in the first half of the stream.
 
I've run into weird problems trying to start a navy as a country that does not start with a navy. I've yet to fully test due to working on this: https://forum.paradoxplaza.com/foru...g-stats-8599-planes-sov-army-2x-next.1158125/ but basically the limited testing I have done suggests starting a navy as a country that does not start with a navy does not work the way the developers intended.

After some digging I figured out what I needed to RE: building a navy from scratch.

https://forum.paradoxplaza.com/forum/index.php?threads/move-fire-control-0-to-cruiser-tech.1158516/
https://forum.paradoxplaza.com/foru...i-4-control-system-inconsistency-mtg.1156373/
 
Thank you so much, I'm really confused about the fleets.
 
Ship Design...
UI wishes:
a) select a hull/category - and related (historical) classes are selected as well (or add ship type to class name)
b) When I research a new hull type I am expecting a "working" default template. Points are too slow to acquire to be able to research a new hull type and then have enough navy experience to fill it to a minimum AND start building ships. It could be years before a hull class is actually sailing. (Maybe allow, e.g., 1940 hull classes to be researched in 1938 or 1939 - so that the "prototype" can be built by it's historical year (e.g., 1940).

Fleet management:
Have a combination to clear all regions, and also would be nice to see a list of the regions assigned.
Shade regions with "fleet color" and permit "overlay" so when multiple fleets are assigned to a region - you can see that on the map
Click on an area and have either all fleets selected (assigned or in the region) like with armies (then "I" can deselect the fleet(s) I am not interested in).
Improvement - left-click - all TF in a see region (might be none); right-click - all "Navy Groups" (still struggling with the new name schemes.

Repairs:
Sometimes the TF goes to a allied dock and starts repairing. If two TF go to the same dock that creates a long queue. Manually sendig a TF to a new dock - does not queue for repairs - and when manually clicking for repairs it detaches ships and sends them yet again elsewhere. No idea how to guesstimate where ships go for repairs.