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Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 16 Abr 2012, 17:12
por Rubeus
Tienes un privado, Taro :Ok:

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 16 Abr 2012, 19:25
por tarokun
Como suena lo de "privado"... :wink: Voy de traje o informal...

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 16 Abr 2012, 22:26
por nomada_squadman45
Desnudando el futuro modo de campaña, aqui pego el post donde hablan de ello y dejo enlace al hilo

http://forums.navalwarfare.net/showthre ... paign-Info

"To give you some more information on the campaigns, here is a draft version of the Campaign Player Manual. Note that it is not finalized and everyhing is still subject to change, but this will give you an idea of how things will work. The campaign engine is more or less ready, it is just missing a few details, and of course there is testing to be done, but things are coming along nicely. I usually try to develop the old fashioned way by writing a sketch manual first with the features that should go in, then of course things might be added or deleted, but it is a nice way of controlling scope and requirements creep.

*******************************

Introduction
The Campaign Simulator puts you in command of a theatre in WW1 under a number of years. You plan the operations of the fleet under your command, select objectives and decide on what ships to employ out of the available forces, and how to organise and employ them. You will then command them in SAI scenarios and hopefully bring them safely back to port.

General
The campaign takes place in weekly campaign turns. Each week, you will get the opportunity to plan an operation and compose the forces with which to carry it out. You do not have to conduct an operation, and can stay in port, for example to save operations points (see below). However, even if you stay in port, it is entirely possible that the enemy will conduct their own operation, and that you will have to react to it by sending out ships from port (see Emergency activation below).

Operations points
The number of ships you can activate is governed by the number of Operations points (OP) that you have. These simulate fuel and other resources needed to support the fleet. Each ship costs a number of OP to activate, the cost being roughly dependent on the displacement of the activated ship.

You receive a number of OP each turn. OPs can be saved and used in subsequent campaign turns.

Emergency activation
Ships not activated at start can be emergency activated later during the scenario. Emergency activation represents reaction to enemy operations or a friendly force getting into trouble. Emergency activation costs half the normal number of OPs. Emergency activated ships will require about three hours to raise steam.

Ships can not be emergency activated until enemy ships (not land targets) have been sighted.

Basing
All divisions must be assigned to a base. Each base has a base capacity that cannot be exceeded. When ships are activated normally, they will start outside their base. On emergency activation, the ships will start in the base and have to raise steam before they can leave.

Objectives
When you plan an operation, you will be able to select from a list of objectives. You can select one or more objectives, but if you select an objective and fail, you will be awarded negative VPs.

Some objectives are mandatory. This means that higher command has given you a mission that must be carried out to support the general war effort. Mandatory objectives are selected by default, and cannot be unselected. If you play on hard difficulty and fail a mandatory objective, you will be penalised by losing twice the normal number of VP.

Intelligence
Each side has an intelligence rating, reflecting their ability to predict enemy operations. This mostly reflects radio intelligence, where the British and Russians have a decided advantage, but to a lesser extent other intelligence sources.

If a side is conducting an operation and the enemy passes his intelligence roll, the enemy fleet will be given the chance to start at sea, ready to intercept the operation, as happened at Dogger Bank, Jutland and the battle of Östergarn (Death of an Albatross scenario). This can of course be a considerable advantage.

Repair
When ships are damaged, they will need to be repaired- This might take a number of weekly turns. Each side has a limited repair capacity, determining how many large ships (BB, BC, B, CA) that can be repaired at the same time. In addition, the same number of CL and DD can be repaired.

In the repair list, you can move ships up and down, or click the top button to move a ship to the top of the repair queue. Only the large ships in the top of the repair list up to the repair capacity will be repaired. In addition, the first CL and the first DD up to the repair capacity will also be repaired. You can rearrange the order in the repair queue every turn if you want.

Refit
Ships need to be refitted after a time of service. Each ship will require a refit every 12 months. Refit is similar to repair, and will take up repair capacity. Refitting a ship will take 4 weeks for large ships and 2 weeks for small ships. There is no requirement to send ships for refit, but ships that are overdue for refit will run a higher risk of breakdowns, both to machinery and weapons.

Training
You must train your formations regularly to have them at top efficiency. Each weekly turn, you can send one or more divisions on training. A division that is in training will be unable for activation or emergency activation that turn.

Ships will see their training level fall after a time, so regular training exercises are recommended. Ships out of training will get poor crew quality and the division will get an admin penalty, affecting order transmission, maneuvering etc.

There is a risk that ships sent for training will suffer a mishap, such as hitting a mine, being torpedoed or colliding with friendly ships.

Weather
After you have selected your objectives and composed your force, you will get a weather report. You can elect either to continue with the operation (Press OK) or to postpone the operation hoping for better weather (Press Retry). A postponement is automatically two days. You can postpone an operation no more than twice, after that, the game will advance to the next campaign turn, and any mandatory objectives will count as failed.

Weather will tend to be worse during the autumn and winter months (October to March).

Operational losses
In any operation, as well as in training, there is a risk that ships involved will suffer a mishap, such as hitting a mine, being torpedoed or running onto a rock or colliding with friendly ships.

Losses
Ships sunk will of course be lost for the remainder of the campaign. However, any TR sunk will be automatically replaced (but they will still generate VPs for being lost). In addition, land targets will always be automatically repaired and replaced between campaign turns.

Enemy losses
Under the enemy losses tab, you will see a summary of enemy ships sunk and an assessment of damage level for damaged enemy ships. You will not know how long it will take for the enemy to repair ships and put them back in service.

Changes to bases etc over time
Minefields, bases and search areas as well as the available objectives will all change over time in the campaign. This reflects the fortunes of war on land and other factors, and is not affected by success or failure on the part of the player in the campaign. For example, in the Baltic campaign, control of bases along the Baltic coast will gradually go from Russian to German as the German Army advances. This naturally changes the objectives, there is obviously no need for the German Navy to bombard ports already in German hands.

In most campaigns minefields will be relatively scarce in 1914, but become more and more common during the course of the war, until they are a severe hindrance to operations in 1918. Player laid minefields will not persist after the scenario. They are assumed either to have been swept or to be incorporated into the larger minefields that appear over time.

Additional forces
In some campaigns there are additional forces available. These can be called upon if the player wants, but their use will confer some risks and costs. Additional forces will cost 1.5 times the usual OP cost. Losses or damage to additional forces will incur twice the normal VP penalty.

This is to simulate situation like in the Baltic, where the Germans could call on reinforcements from the High Seas Fleet when needed, but where it would not be appreciated if the local commander lost precious modern ships in a subsidiary theatre. Similarly the Russian dreadnoughts in the Baltic were under severe restrictions as to when they could be risked, so they have also been treated as additional forces.

Reinforcements
Ships will arrive as reinforcements during the campaign. Newly built ships will have a low crew quality, and require training (simulating a working up period) before being fully effective. Sometimes, ships will be withdrawn to other theatres.

Submarines
Available submarines can be deployed to patrol areas at the start of an operation. Once deployed, they can not be moved or influenced. Deploying submarines has a small OP cost. The availability of submarines will vary over the campaign, to reflect requirements of other theatres and if submarines are employed on attacking trade instead of supporting the fleet.

Difficulty levels

Easy
Battles will mostly be balanced. You will not be relieved of command, however badly the campaign goes. Victory and defeat will be assessed at the end of the campaign.

Medium
Enemy forces will be will be roughly comparable to your own, with some swings. If you perform really badly, you will get a warning. If the situation has not improved for 6 weeks you will be relived of command and lose the campaign.

Hard
This the most realistic level. Battles can be unbalanced just like in real life. If you perform badly, you will get a warning. If the situation has not improved for 6 weeks you will be relived of command and lose the campaign.

Victory and defeat
You will win the campaign if you inflict more losses to the enemy of the type of ships defined in the campaign victory conditions and have a positive VP balance compared to the enemy for 6 weeks. You will lose the campaign and be dismissed as fleet commander if you lose more of the specified ship types than the enemy and have a negative VP balance compared to the enemy for 6 weeks.

For example, as the British, you will win the North Sea Campaign if you sink 8 more BB or BC than you lose yourself and have a positive VP balance for 6 weeks. On medium difficulty you will lose the campaign and be dismissed if you lose 8 more BB or BC than the enemy and have a negative VP balance for 6 weeks, on hard you will be dismissed if you lose 4 more BB or BC than the enemy and have a negative VP balance for 6 weeks. "

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 16 Abr 2012, 23:55
por tarokun
Va a quedar un juego buenisimo¡¡¡

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 17 Abr 2012, 00:20
por lecrop
Cada día le pongo una vela a la virgen para que implementen el multijugador :babas:

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 17 Abr 2012, 09:59
por tarokun
lecrop escribió:Cada día le pongo una vela a la virgen para que implementen el multijugador :babas:
Y yo para que Rubeus cambie de idea y no se cambie de sexo. Pero si es una chica estupenda¡¡¡.

En serio. Los dos estamos poniendo velas para que salga tambien un modulo de la epoca de la vela. Me esta malmetiendo con el Close Action...

En la Batalla de Elli ya tengo un BB turco ardiendo. ¿Que pasara si no se hunde antes del final del tiempo???

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 17 Abr 2012, 16:04
por Rubeus
tarokun escribió:
lecrop escribió:Cada día le pongo una vela a la virgen para que implementen el multijugador :babas:
Y yo para que Rubeus cambie de idea y no se cambie de sexo. Pero si es una chica estupenda¡¡¡.

En serio. Los dos estamos poniendo velas para que salga tambien un modulo de la epoca de la vela. Me esta malmetiendo con el Close Action...

En la Batalla de Elli ya tengo un BB turco ardiendo. ¿Que pasara si no se hunde antes del final del tiempo???
¡Qué mamón eres! :mrgreen:
Y yo pongo una vela para que Taro, por fin, pague el recibo de la luz y se ponga un avatar en condiciones. ¡Roñoso!

Prefiero los barcos de vela a los que contaminan el mar y el aire, ya ves tú... Cuestión de gustos...
Imagen

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 26 Abr 2012, 10:35
por nomada_squadman45
Para el que aun dude, acaban de sacar demo del juego :Ok:

http://forums.navalwarfare.net/showthre ... aabdef0f7b

EDITO: trae bastantes escenarios:

Goeben, Blucher VS Rurik, Coronel, Emden, Dogger bank, Otranto y Lerwick Y SE PUEDE usar el generador de batallas aunque solo para batallas pequeñas... para ver como es el juego es mas que suficiente, una buena demo si señor y de solo 2.4MB :Ok:

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 26 Abr 2012, 11:37
por tarokun
olé

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 26 Abr 2012, 11:38
por Piteas
Coño, al fin.
La bajo para ver si doy mi sí definitivo a este matrimonio.

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 26 Abr 2012, 12:56
por tarokun
Piteas escribió:Coño, al fin.
La bajo para ver si doy mi sí definitivo a este matrimonio.
Puff. Panda de poligamos que hay en este foro...

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 26 Abr 2012, 12:57
por Piteas
Probado. Una pequeña joya, que sería una maravilla si tuviera multiplayer.
La verdad no entiendo a qué esperan a ponerlo, no me parece tan complicado e iban a darle mucha más vida al juego.
Es que ya me cabrea y no llevo cinco minutos con el juego... :rezar:

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 14 Ago 2012, 13:55
por lecrop
Notícias frescas:

Nuevo parche V.1.24B

V1.24b Changes:
* Added prevailing wind to random battles.
* Added minelaying and short range subs (mainly for campaign use).
* Divisions where the flagship has mines will now be marked (M) in the OOB.
* Reduced chance of shipping water in heavy seas and changed sound.
* Changed how fires spread to make it more consistent. There is a small chance that fires out of control will force the ship to be abandoned.
* Lone enemy merchant ships will now heave to and abandon ship when encountering enemy.
* Introduced a directory for custom files, where all edited files and user designed scenarios should be saved. These files will be loaded first
if there is an identical file in the regular directories. This directory will not be updated when a game update is applied. This will allow
players to create custom versions of ships without overwriting the original files. Custom scenarios will be easily differentiated from the stock
scenarios. Updates will no longer be a problem for players who have created a lot of own ships and or scenarios.
* Ship Editor will now save edited ships in the custom files directory.
* Scenario Editor will default to the custom files directory when loading and saving scenarios.
* New tab for custom scenarios in the scenario selection screen.
* Improved messages when enemy ships hit mines
* There is now a (very small) risk of ships hitting unknown or drifting mines.
* Objectives can be set as visible or not visible to the enemy in the editor.
* Added neutral shipping. Neutral steamers can be added to scenarios and will appear randomly in random battles. Neutral steamers will initially
be identified as unidentified ship, later as neutral ships.
* Changed submarine attack routines to make sub attacks more likely.
* Tweaked AI to prevent subordinate divisions closing larger enemy ships on out of range in some situations.
* Added subs and sub losses to after scenario details.
* Added endurance and fuel. Fuel consumption will increase with higher speeds. You will get a warning when ships are at 50% and 20% fuel, and
when they should return to port. Ships out of fuel are limited to 5 knots speed.
* Added return to port functionality.
* Minimized the effect where trailing ships in column formations could "whip" on higher game speed settings.
* Improved map display of submarines and reports.
* Limited the number of reports to prevent reports swamping the map.
* Improved the map adding many islands that have been missing.
* Added shallow water.
* Added function to define locations as labels on the map.
* Minor improvements to the scenario editor.

V1.24b Bug Fixes:
* Fixed a bug with objective status not saved properly.
* Prevented wakes from flickering on and off in some sighting levels.
* Fixed a bug that sometimes caused incorrect victory points for sinking ships.
* Minefields being laid by the enemy side could sometimes be visible on map, this is now fixed.
* Fixed a bug where the tracks could be turned on if playing a scenario after a previous scenario, thus showing the locations and movements of
enemy ships.
* Fixed a bug with incorrect allotment of initial ammo for secondary and tertiary guns.
* Fixed a bug that could occur in Scarborough scenario.
* Fixed a problem with changing course when running the game at very fast speed.
* Better restore of main window size when game was maximised when last run.
* Ship editor: Turret and ship wheights now recalculated when main calibre is changed.

Scenarios etc:
All scenarios updated, now with shallow water if in North Sea or the Baltic. Neutral shipping added to many scenarios, and some other minor improvements.


Un pantallazo:

Imagen

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 14 Ago 2012, 17:37
por tarokun
Que bueno¡¡¡

Re: NWS: STEAM & IRON - Simulador de campañas navales WWI

Publicado: 14 Ago 2012, 20:08
por nomada_squadman45
Tiene algunos errores el parche... a mi no me tiran las random por ejemplo... a ver si lo solucionan, por lo demas cada vez mas y mejor.