When deciding to build naval units, the port of construction must also be named, If the port falls the ship would either be scuttled or fall into enemy hands and thus come out of the build que??? comments
sarge11 said:When deciding to build naval units, the port of construction must also be named, If the port falls the ship would either be scuttled or fall into enemy hands and thus come out of the build que??? comments
ships were built in specific ports, If whatever country I am playing no longer has any port facilities I shouldnt be receiving messages that my new sub,destroyer etc is fininshed now deploy it. then I retake a port hex and am able to deploy a new ship?Chicken said:It's a good idea on paper, but it's mechanically not even possible based on the things we know. In HOI2, you didn't build a ship in a specific port, which is why it could only be stolen after it had been deployed. Second, if your ports are being snatched up, why are you building a Navy?
if realism doesnt suit you does it make for fair gameplay for germany to start launching the tirpitz and other capital ship in athens. The Med was closed to german warship other than a few Uboats and coastal ships they had captured?Romantic said:I'm so tired of the rants at naval production realism
sarge11 said:if realism doesnt suit you does it make for fair gameplay for germany to start launching the tirpitz and other capital ship in athens. The Med was closed to german warship other than a few Uboats and coastal ships they had captured?
Romantic said:What I mean is, hardcoding such trivial things as capturing enemy ships in port just leads to MORE gamey play. I can just amphibious assault with 1 div and capture all their ships in Wilhelmshaven. I lost a Div, sure, but cool I captured all of GER's half built ships.
Nothing else can be destroyed by taking land, you cant have inf fall out of the build que if someone captures Berlin.
ecnan02 said:You could also take this one step further and apply it to land units. You have to deploy land units in specified "training camps" that you either had, or could build more. I always thought it a bit "gamey" and rather silly, that I could be assaulting through Russia, and suddenly there would be this massive force behind me as long as they had a land connection there. Really wouldn't happen like that.
ecnan02 said:You could also take this one step further and apply it to land units. You have to deploy land units in specified "training camps" that you either had, or could build more. I always thought it a bit "gamey" and rather silly, that I could be assaulting through Russia, and suddenly there would be this massive force behind me as long as they had a land connection there. Really wouldn't happen like that.
true, but then I still have that annoying problem. Why won't the AI just admit defeat and DIE!!!!!!!!! Just when you think a pocket is reduced......Toddd240 said:You can consider part of the build time, the assembly time to the location that it is deployed.
Problem solved.
Toddd240 said:You really want that much realism?
May of the components were not even built at the naval shipyard, they were shipped there to be assembled. So it also depends at what stage the port was captured. Theoretically the country doing the building would be able to retain some of the production value depending at what stage the port was captured. Personally I don't see this as an important issue that the designers should focus their efforts.
I know, I just hate slaughtering helpless peasants. Seriously sometimes playing against the SU, I get reminded of the opening part of Enemy at the Gates.Toddd240 said:new units start with zero org so if you continue to press the attack they don't amount for much.
mwiggins said:No, it's not a good use of the designers resources, and I'm sure something like this would never happen. But yes, I would want that much realism. The more the better. Improving the AI, making combat more realistic, and moving the rest of the game towards a Victoria level of complexity would be the ideal IMO.