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Found 8 results

  1. Notes: If Anyone has any suggestions please reply to this topic, I'm interested to see what weapons the community will dig up that I couldn't find If anyone wants me to go into more detail about anything i happily will. General: -Have multiple styles of guns for each calibre, possibly with different stats like turret rotations and price and visuals. -For nations like Germany and Britain who switch their turret style above 16 inch guns enlarge the 16 inch gun models to serve as 17 and 18 inch turrets - Allow us to use destroyer guns as secondary guns on larger ships such as battleships. -Allow placement of secondary gun barbers everywhere on the ship America: Britain: Japan: Germany: France: Russia: Italy: Spain: Austro-Hungarian Empire: ps. This is my first forum post ever
  2. As the title suggests, is it possible to add more historically accurate weapons that are currently not present in the game? For example, currently main armaments goes step up in integral number of inches, so naturally something of not-so-conventional desighes got missed out, even if you ignore some round-ups. Some notable examples are, British 4.5" guns for destroyer main armament and battleship secondaries (http://navweaps.com/Weapons/WNBR_45-45_mk1.php), Japanese 14cm (5.5") guns for light cruiser main armament and battleship secondaries (http://navweaps.com/Weapons/WNJAP_55-50_3ns.php), French 34cm (13.4") guns as battleship main armaments (http://navweaps.com/Weapons/WNFR_134-45_m1912.php), and Japanese 61cm (24") torpedoes (since currently in game the torpedo diameter only gets up to 22") (http://navweaps.com/Weapons/WTJAP_WWII.php#61_cm_(24")_Type_93_(1933)_Model_1%2C_Mod_1%2C_Mod_2_and_Mod_3). Also, since we already has a Yamato-class battleship hull(which can be considered as the ultimate battleship), is it possible to extend the timeline to late 1940s/ early 1950s to cover up some of the last conventional gun cruisers? Examples include British Tiger class light cruiser (https://en.wikipedia.org/wiki/Tiger-class_cruiser), and the Soviet Project 68K and 68bis cruisers(https://en.wikipedia.org/wiki/Chapayev-class_cruiser, https://en.wikipedia.org/wiki/Sverdlov-class_cruiser). Finally, just as how you choose what type of gunpowder/ explosive you want to use in your guns, is it viable to add a similar solution, but applied to torpedoes? Currently the torpedo in this game kinda feels underperforming and lacks customization (insert torpedo damage rant here), so I was expecting some changes, and this would be a nice addition. I would also suggest different fuse types for torpedoes, but I'll hold on to that one now. Thanks for reading!
  3. What do you think are the best weapons for each unit type? Let me know your opinion.
  4. Have anyone else seen the A.I. have 1863 Springfield's while it's still 1861? (Hard Difficultly/Legendary)
  5. It would seem that anytime you play a map where you have units provided to you, you should do your best to have the highest amount of casualties possible while still winning the battle. This way you get the recovered weapons. Not sure if this has been mentioned before, but seems like a screwy mechanic.
  6. With all due respect to Darth for the amazing game, I must say that the AI's weapon scaling is implemented badly and ruins immersion. With a high enough recon stat, you can see that : All of the AI's infantry will share the same the same gun, all of the AI's artillery will share the same gun, all of the AI's skirmishers will share the same gun , and all of the AI's cavalry share the same gun. This is very unhistorical and unrealistic : units were issued different weapons throughout the war, on both sides--especially the Confederate side. Confederate units in the Army of Northern Virginia used everything from smoothbore muskets to stolen Springfields to imported Enfields. So, when playing as Union, facing an army of Confederate brigades equipped with M1855s and ONLY M1855s is extremely instantly breaks immersion. Likewise, when playing as Confederates, it is unsettling to face a Union army with 108,000 M1861s and not a single other type of rifle. Historically, Union brigades were outfitted with everything from Sharps rifles, to M1861s, to Enfields and Spencers) This is also very evident with artillery batteries : an AI army will only have ONE TYPE of cannon. So, when I played as Confederates at Chancellorsville, I had to face 311 10pd ordnance rifles from the Union. That's ridiculous from a historical standpoint : a Union army would have multiple rifles issued to its brigades and multiple types of cannons issued to its artillery. Proposed solution : I am not a game designer, so I do not know how difficult it would be to implement weapon variation, but here's my idea : Ideally, the weapons scaling system averages the "quality" of your army's rifles and then formulaically (taking into account unit "eliteness", historical availability and prevalence) generates/assigns guns to your opponents' army's brigades, keeping a lower/similar/higher average weapon "quality" depending on difficulty.
  7. How is the attack range of a unit calculated? Because I armed one of my infantry brigades with Fayetteville rifles (very expensive), which have an 'effective range' of 400 fires just as far as a unit armed with M1842 muskets (250 range), yet a skirmisher unit armed with Whitworth (TS) rifles (600 effective range) has over triple the range. Just look at the screenshot; the fayetteville should be able to shoot a lot further away, yet it's range indicator only covers the bridge. The Whitworth sharpshooters cover more than twice that distance, reaching over halfway down the fence. What is going on here? Is the range of infantry brigades hardcoded? Or is the range indicator line just wrong? Or am I just being an idiot who can't accurately judge the distance between two lines (though they really don't fire further than other infantry brigades)? BTW: I lost the entire unit of fayetteville armed infantry in the battle wherein I noticed this (really painfull loss, that), so I couldn't get a screenshot. So I started a new game and cheated a little to get enough of them in an early game battle (1st Bull Run) so I could make the screenshots. EDIT: I added a third picture (I forgot one) that shows the range of an infantry unit armed with Mississippi rifles. You can see that the rang indicator is the same as the one on the Fayetteville rifle infantr, even though the Mississippi has a shorter range (about 100 less I think).
  8. hey guys... i finished my second campain. After last patch, i can capture all weapons from my enemies! Can anybody tell me, when will i capture weapons from enemy units? After a melee attack, after a charge with cav., if the enemies are routet, if they surrender? what should i do for capture weapons? Sorry for my bad english! Sepp Stuart
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